The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Grenade Man;45193378]Its very generic.
[editline]23rd June 2014[/editline]
Some CC:
Your wooden supports are too fat IMO. In real life they are mostly thinner.
You should do frames for all your windows and doors, frames go a long way making your map look better. Also door frames should use a wood texture and they look best when trey aren't wider than the wall (2nd pic.)
On the right building (and second picture) you are using a ceiling texture for a wall. This often looks strange. There are many other good wood wall textures in hl2.
Your map would benefit greatly from more dramatic lighting. Play with the angles and color of your environment light, and definitely dim and color the interior lights.[/QUOTE]
Thanks for the feedback!
*I can adjust the size of the supports, I believe the biggest ones are 16^2 units.
*I am doing frames for all windows and doors and I have a couple different designs to choose from that I made. I think the door frames look good when they stick out from the wall as it realistic, do you want me to make them flush with the wall?
*The texture there is actually woodwall037a though its very similar to the ceiling texture infceilinga
*This is a big thing I know and will get to it later in the map's progress. I am using light_spot throughout the map and no just regular light entities. I want to possibly mess with color correction to make the map seem very dry and faded
[QUOTE=nomad1;45193114]I feel like I've seen this before..[/QUOTE]
This one is updated.
dm_lone is released! go check it out [URL="http://hl2dm.gamebanana.com/maps/181439"]here[/URL].
[IMG]http://files.gamebanana.com/img/ss/maps/53a8ad2c87657.jpg[/IMG]
[IMG]http://files.gamebanana.com/img/ss/maps/53a8ad2d4c16c.jpg[/IMG]
[IMG]http://files.gamebanana.com/img/ss/maps/53a8ad2e0a34c.jpg[/IMG]
[IMG]http://files.gamebanana.com/img/ss/maps/53a8ad2e903d0.jpg[/IMG]
[IMG]http://files.gamebanana.com/img/ss/maps/53a8ad2f9339d.jpg[/IMG]
[IMG]http://files.gamebanana.com/img/ss/maps/53a8ad3032915.jpg[/IMG]
[QUOTE=Exho;45193289][IMG]http://i.imgur.com/HY77mAG.jpg[/IMG]
[IMG]http://i.imgur.com/UfjR4HC.jpg[/IMG][/QUOTE]
Don't use textures for jail bars, it looks really bad. HL2 has some jail bar models from Nova Prospekt which can be retextured if need be.
Also, the lighting is wrong. It looks like you used a generic light under the light models, which is casting everywhere. Use a light_spot pointing down just under the light model with a cone size of like 85/45 and maybe a light flare with a env_sprite/env_lightglow.
@Gigabite
Do you mean replace the actual bars which are brushes or the door which is a texture?
[QUOTE=Exho;45197309]@Gigabite
Do you mean replace the actual bars which are brushes or the door which is a texture?[/QUOTE]
Both
[QUOTE=Stiffy360;45185321]I'll send what I have so far to you and you can see if they suit your tastes[/QUOTE]
Appreciated. When I get them I'll try them out. Want a Skype addie or should I be checking my inbox on here?
[quote=Whitby]Entirely new architecture scheduled for the corner towers.[/quote]
I wanted to follow with the practical architecture theme and found it rather easy to get what I'd deem to be decent results... Stone holds up stone. Nice big arches, small not-so-big arches and all "functional". Just need to make like 4 more of these in different sizes and shapes and unfuck the gatehouse, put it all together and then since it'll be nearly done I'll be ready to bin the project. :)
[img]http://i.imgur.com/oGzSS0u.jpg[/img]
are those balistraria made from brushes or are they models?
Before:
[IMG]http://i.gyazo.com/23b8cd1efc2857d585bb5c37a6bbc67b.png[/IMG]
After:
[IMG]http://i.gyazo.com/58887d78c6403fe9027a5390abf67837.png[/IMG]
The lighting sucks there I know, but the jail cells are no longer going to be a texture and I will instead use brushes to make it look nicer. The bar texture is from Half Life 2
[IMG]http://i.imgur.com/2jm8sV6.png[/IMG]
[QUOTE=tu4pac;45201921][IMG]http://oi57.tinypic.com/1zouas1.jpg[/IMG]
[IMG]http://oi61.tinypic.com/2a8kzm8.jpg[/IMG][/QUOTE]
I adore this! You don't see this kinds of architecture in source games often :D
[QUOTE=tu4pac;45201921]
[IMG]http://oi61.tinypic.com/2a8kzm8.jpg[/IMG][/QUOTE]
It is because lighting and brushwork like this that it makes me realize just how jealous I am over just how modern CS:GO's engine build is over SFM's build.
I hope you are intending to put some sort of trim or models at the corner edges of those buildings. It would do well to break up the sharp lines.
I personally hate CSGO's branch of source. The overdone ambient occlusion and forced sharpening make all maps look kinda the same. Valve also broke LODs and detailsprites just because.
[QUOTE=Grenade Man;45203678]I personally hate CSGO's branch of source. The overdone ambient occlusion and forced sharpening make all maps look kinda the same. Valve also broke LODs and detailsprites just because.[/QUOTE]
This is why I like to use the L4D2 sdk, it seems the most versatile and has a large variety of models and textures
[QUOTE=TFlippy;45193834]Someone has posted a completely brush-based pirate ship in here some time ago, along with a wonderful animated water texture. Does anyone still have a link to the post? I really need a decent water texture and the HL2 one is awful.[/QUOTE]
Hi
[QUOTE=glitchvid;42340282]
Alright, lower intensity version
[url]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/water_anim_512d5_lowamp.7z[/url]
[/QUOTE]
I have a fixed and better compressed version available though:
[url]http://static.glitchvid.com/uw/forums/fp/m/mmt/watersurface_anim_nrm_nohight.7z[/url]
[QUOTE=Magman77;45198060]are those balistraria made from brushes or are they models?[/QUOTE]
Models made from brushes (Propper). Also the fact that you didn't call them slits made me all warm and fuzzy inside. Nice to know somebody knows their real name.
[QUOTE=TFlippy;45193834]Someone has posted a completely brush-based pirate ship in here some time ago, along with a wonderful animated water texture. Does anyone still have a link to the post? I really need a decent water texture and the HL2 one is awful.[/QUOTE]
Apologies, I missed the post 'til I saw it in a later quote. Yeah that was me, I've made loads of them. This is one of the better two of those made so I'm going to assume this is the one you saw.
[url]http://facepunch.com/showthread.php?t=1250104&p=43768688&viewfull=1#post43768688[/url]
I've sent you my Steam and Skype addie in a PM with a link to this post, whatever it is you want that I have you're more than welcome to.
I forget, do you guys have a dislike for screenshots taken in hammer?
It depends on if you can actually see anything for criticism.
If you're showing off brushwork or something, hammer screenshots are probably okay. Otherwise you'll probably want to accompany them with a correlating compiled shot.
[QUOTE=nomad1;45207487]I forget, do you guys have a dislike for screenshots taken in hammer?[/QUOTE]
OP:
[QUOTE]RULES
MAX 3 IMAGES PER QUOTE!
IF YOU'RE USING A 1920X1080 + RESOLUTION USE [IMG_THUMB] SO YOU DONT BREAK EVERYONES COMPUTER
[IMG_THUMB] IMAGES IF YOU ARE QUOTING!!!
[B]WIP's must be compiled.[/B]
Discussion of WIPs is allowed, and encouraged.
Don't go off-topic.
Don't talk about carving
Non source stuff goes in different thread
Don't start pointless arguements we only have 1000 posts to get enough content for an impressive OP for the prospective V16 thread + its mean[/QUOTE]
Who cares? Worst case scenario is a few guys getting irritated, but no one should care about anyone that strict and easily offended anyway. Compiling takes a while.
[t]http://cloud-2.steampowered.com/ugc/561011132688782620/70A086497294C5935D2C9079301985C5D2BA176B/[/t]
screwing around with mapping for TF2, this probably won't even be a thing :v:
[img]http://s.gvid.me/uw/s/2014/25/2014-06-25_04-00-53.png[/img]
Really though, the only thing that should be taking much time is Vrad, and even then doing fast should give a fairly good representation of the level's lighting. If your VVIS is slow, then it's usually an optimization problem.
[QUOTE=glitchvid;45208104][img]http://s.gvid.me/uw/s/2014/25/2014-06-25_04-00-53.png[/img]
Really though, the only thing that should be taking much time is Vrad, and even then doing fast should give a fairly good representation of the level's lighting. If your VVIS is slow, then it's usually an optimization problem.[/QUOTE]
His map might not be sealed or finished, he might even just be showing a piece of brushwork.
If it's a WIP you're looking to get criticsm on, it should be fine.
I think the thing about having to be compiled can be waived. Not a strict rule but more of a guideline. There are indeed some things which would require not being compiled to be show cased (eg stiffy's brush based tree or hint/skip examples).
It's just there to stop people posting rubbish they put no effort in, not to be elitist but I think anything by Nomad would be worth seeing compiled or not.
[t]http://cloud-3.steampowered.com/ugc/561011132694438502/88FFFDEC0D51AD8CEF7AB83E2D5C522F16323162/[/t]
expanding a little, I think I'll start branching out in to making a payload map or something from this
Some shots from a village map for WW1: Source;
[t]http://i.imgur.com/zbaqxrm.jpg[/t]
[t]http://i.imgur.com/ZfYVwdl.jpg[/t]
[t]http://i.imgur.com/SLhe5hW.jpg[/t]
do any of you have any pictures or scans of your initial on-paper map designs? it'd be cool to see how other people's minds play out and stuff
i always do my map from scratch in hammer, i never use any drawings etc :v:
it's just double the work and i can never make the exact stuff i draw
I'm just asking because a map I am making is for SFM so lighting it would not be done traditionally..
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