The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=TheHatter;45247270]I played until the tank and died (because I haven't played for almost a year) and the only thing that really caught my eye was this:
-snip image-
This happens in a few random areas. The rest looks great. I'll get past the tunnel sometime later and check the rest out[/QUOTE]
How did I not notice that?
[B]EDIT:[/B]
Fixed it :D
[img]http://cloud-4.steampowered.com/ugc/576773731527887430/8AC552DEFB6F4FC922E01E8E3ECCCF29EBCC705C/[/img]
Probably just a weird random spawn
[img]http://cloud-2.steampowered.com/ugc/576773731527892670/E20661DAD5262FE57EED55D47BA2E510C02400A9/[/img]
Plant behind the bars, but right in front of me.
Something really weird happened with the lighting too. I have a demo ready [url=https://www.mediafire.com/?427xgpa6qv1qce5]here.[/url]
[QUOTE=TheHatter;45251180]
-snip-
Probably just a weird random spawn
-snip-
Plant behind the bars, but right in front of me.
Something really weird happened with the lighting too. I have a demo ready -snip-[/QUOTE]
First picture I fixed the problem, he was standing on top of a special infected clip brush.
Second one is not fixable, it is a problem with source engine. Not really noticeable when fighting zombies though.
Ill check the demo tomorrow
is that bush custom? if so, use $alphatest instead of $translucent
[QUOTE=Magman77;45251711]is that bush custom? if so, use $alphatest instead of $translucent[/QUOTE]
Work great, even fixed it in hammer. Now I just have to figure out what is wrong with this strange shadow. Its really messed up dynamic shadows
EDIT:
wtf is this nonsense!?
[IMG_THUMB]http://i62.tinypic.com/bgr5ew.jpg[/IMG_THUMB]
[IMG_THUMB]http://i61.tinypic.com/30sd1zc.jpg[/IMG_THUMB]
[IMG_THUMB]http://i59.tinypic.com/j6iwsx.jpg[/IMG_THUMB]
Random shadows popping in and out of existence, only in this part of the map, but there is nothing with dynamic shadows in that area...
[t]http://cloud-3.steampowered.com/ugc/561011132858794901/F3E1002B9A4F6FF131FA8E2EBDBDC6145F9F46C1/[/t]
[t]http://cloud-3.steampowered.com/ugc/561011132862684381/452BF6D8B23CA599415328A8EFB3EA3141564E5B/[/t]
more detailin'
can't think of how to spruce the FUCK outta that corridor up to the right tho
Mirror's Edge style, still need some props.
[img]http://puu.sh/9Rkv1.jpg[/img]
Experimental edition
[img]http://puu.sh/9RlfN.jpg[/img]
Those lights are unrealistically indigo
Was working on a recreation of the campus from Angel Beats; sadly I've lost all my map files and have only managed to salvage two pictures that I took before losing my HDD.
This was my first attempt at mapping with Hammer.
[IMG]http://i.imgur.com/QXUXmkt.jpg[/IMG]
[IMG]http://i.imgur.com/9urWHU0.jpg[/IMG]
[QUOTE=Hottea102;45258099]Those lights are unrealistically indigo[/QUOTE]
I think it could pass as xenon light bulbs :P
[QUOTE=Hottea102;45258099]Those lights are unrealistically indigo[/QUOTE]
I think it looks kinda cool being that coloured, seems stylistic
[QUOTE=geogzm;45261746]I think it looks kinda cool being that coloured, seems stylistic[/QUOTE]
I personally don't think the purple matches the red, though. Blue stands out a lot more.
[t]http://cloud-3.steampowered.com/ugc/561011132878293702/DA06EDCC560DACE96400DCF71595F394795AF57A/[/t]
No idea how to detail this part of the map :(
[t]http://cloud-2.steampowered.com/ugc/561011132878291244/D41F2E01F2221120BAF6FFE22099C6EA22D8EE79/[/t]
Also no idea how to bridge the detail from the lower area to the higher area just visible in the top right :v:
Geogzm, make some of those areas displacement cliffs and add rocks and shit, it'll make it look nicer and it's an easy way to have a blank wall be blank.
[QUOTE=dum6azz;45257823]Mirror's Edge style, still need some props.
[img]http://puu.sh/9Rkv1.jpg[/img]
Experimental edition
[img]http://puu.sh/9RlfN.jpg[/img][/QUOTE]
Funny how no one is questioning the fact that he has more than 1 mirrored surface. I can't tell if they are real or just inverted on the other side of the wall and floor to mimic reflections D:
[QUOTE=grabbin pills?;45263594]Funny how no one is questioning the fact that he has more than 1 mirrored surface. I can't tell if they are real or just inverted on the other side of the wall and floor to mimic reflections D:[/QUOTE]
It bothers me greatly that the light has sprites but it doesn't in the reflections
[QUOTE=grabbin pills?;45263594]Funny how no one is questioning the fact that he has more than 1 mirrored surface. I can't tell if they are real or just inverted on the other side of the wall and floor to mimic reflections D:[/QUOTE]
That's probably what he did, the other wall doesn't have reflections.
[QUOTE=TurtleeyFP;45258964]-GTA V Maze Bank Tower Port Pics-[/QUOTE]
I remember you telling me about this on Steam.
Neat-o.
One more version.
[img]http://puu.sh/9SvmM.jpg[/img]
[QUOTE=dum6azz;45265317]One more version.
[img_THUMB]http://puu.sh/9SvmM.jpg[/img_THUMB][/QUOTE]
can not comprehend reflections
[QUOTE=dum6azz;45265317]One more version.
[img]http://puu.sh/9SvmM.jpg[/img][/QUOTE]
Is that even Source?..
[QUOTE=4IF;45265534]Is that even Source?..[/QUOTE]
Source, Portal 2 edition
[QUOTE=dum6azz;45265579]Source, Portal 2 edition[/QUOTE]
wait... are you using world portals behind colored glass?
[QUOTE=grabbin pills?;45266168]wait... are you using world portals behind colored glass?[/QUOTE]
Nope.
[QUOTE=dum6azz;45266243]Nope.[/QUOTE]
reveal your curses to us, travelling gypsy
TFlippy and his friends have decided to buy a GMod server just to freak the innocent players out with their mysterious GMan cult.
Since gm_construct wasn't exactly very suitable, they needed a special map for their activities.
[T]http://i.gyazo.com/c47ad571c987772125d7575a04f867f9.png[/T]
[QUOTE=geogzm;45267015]reveal your curses to us, travelling gypsy[/QUOTE]
func_reflectiveglass, I believe. The mirror in gm_construct does the same thing.
[QUOTE=Callinstead;45268443]func_reflectiveglass, I believe. The mirror in gm_construct does the same thing.[/QUOTE]
The source engine can only render one reflective surface at a given time in-game, to my knowledge.
[B]EDIT:[/B]
I think I figured it out.
Because a reflective surface in source engine will render another reflective surface as a flat black surface, I think what he did was put reflective surfaces behind semi-transparent textures. That way, the reflective surface wont reflect the other reflective surfaces, but the transparent texture in front of them.
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