• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[IMG]http://cloud-4.steampowered.com/ugc/591411979682964696/347C45D362BE5831B972186FC915642EBBC6AA97/[/IMG] gud????
whoa
[QUOTE=skylox;45297312][IMG]http://cloud-4.steampowered.com/ugc/591411979682964696/347C45D362BE5831B972186FC915642EBBC6AA97/[/IMG] gud????[/QUOTE] Looks very cosy
Some amazing looking maps here. [QUOTE=Kahgarak;45292964]I see a texture seam in the lava, on the left. Aside from that, brilliant work!![/QUOTE] Could you please tell me how you did the lava? I'm making a volcano set for SFM which needs lava (for obvious reasons).
[QUOTE=skylox;45297312] gud????[/QUOTE] I've been here too long, I'm certain you've posted something like this before with a different angle. Of course, it's still brilliant.
Im starting to get better, following the advise that you guys gave me a few months back. I have now started to look at how buildings look in real life and try and make mine look as realistic as possible... Im pretty sure I semi-failed: (Ignore everything at the end of the road, that was before I thought I should focus on realism) [img]http://cloud-4.steampowered.com/ugc/585782200146686322/EAD4517CEF5A1EE28D9EB796DE9514D4656D752B[/img] [img]http://cloud-4.steampowered.com/ugc/585782200146683918/90B78DA3F7728C2A703114808DA377EB3185E9FA/[/img] [img]http://cloud-2.steampowered.com/ugc/585782200119967252/7372798515DFC2B7568705934362FD0BFB01D264/[/img] Any thoughts/tips? I know the roofs and materials arent perfect, I need to improve the roofs the most imo. Materials are just there for now until I get round to improving them.
I started a map for CS:GO. Looks like shit because I'm more concerned with nailing down the gameplay and flow, and judging by my playtests, I think I'm on the right track. [IMG]http://i.imgur.com/39ihGDq.jpg[/IMG] [IMG]http://i.imgur.com/1jsCkv5.jpg[/IMG] [IMG]http://i.imgur.com/yD6sBrK.jpg[/IMG] [IMG]http://i.imgur.com/FWj4uXv.jpg[/IMG] [IMG]http://i.imgur.com/H6nTY4D.jpg[/IMG]
try to nail down all your ideas like theme etc first and playtest playtest playtest.
[QUOTE=carbonproxy;45299581]try to nail down all your ideas like theme etc first and playtest playtest playtest.[/QUOTE] I have an idea for the theme in my head, but that's backseat atm to my testing. Thank god for these playtests - there was an element to site B that seemed innocent at first, but let the cts literally get right behind the ts without them having any way of noticing. Shit got hotfixed fast
[QUOTE=skylox;45297312][IMG_thumb]http://cloud-4.steampowered.com/ugc/591411979682964696/347C45D362BE5831B972186FC915642EBBC6AA97/[/IMG_thumb] gud????[/QUOTE] Is it possible we could have a download? I'd really enjoy walking through that.
threw together an orange map this morning [t]http://cloud-4.steampowered.com/ugc/48727944590317604/6BC3A0B8F1CCC990D14E59012E1E54760E94813B/[/t] based on this vague outline: [t]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpa1/v/t34.0-12/10910_774069275978328_8155480382761704099_n.jpg?oh=7bbfdd253d354d83ff6cc27274a37b3e&oe=53BA5D37&__gda__=1404731530_d99b089064ee01d899f48682816fa7d2[/t] so far it seems fairly balanced, when i let the bots duke it out wins are pretty even gotta throw some humans in there at some point, although i still need to add some prop cover before beginning the next pass
[QUOTE=Chizbang;45299308]Im starting to get better, following the advise that you guys gave me a few months back. I have now started to look at how buildings look in real life and try and make mine look as realistic as possible... Im pretty sure I semi-failed: (Ignore everything at the end of the road, that was before I thought I should focus on realism) Any thoughts/tips? I know the roofs and materials arent perfect, I need to improve the roofs the most imo. Materials are just there for now until I get round to improving them.[/QUOTE] In the last picture your buildings go from brick to metal with no kind of trim, take a look at this building [t]http://i.imgur.com/uSS8hbJ.png[/t] notice how it has that metal trim that's between both the brick and the metal.
[QUOTE=onebit;45300717]geogzm msg me if you need a playtester[/QUOTE] i'm pretty new to playtesting, i'm not sure where to recruit people i'll throw you a message once things get rolling though, thanks yo! [editline]5th July 2014[/editline] so far with the bots, it either ends up with CTs steamrolling, Ts steamrolling or an even balance of won rounds so i'm gonna guess that it's pretty balanced so far :v:
So, the Summer finally came and I've been inspired to make a CS:GO map 'similiar' to "The Heat" shootout. Started yesterday, maybe it'll be first map I'll actually finish. Got some ideas? [IMG_THUMB]http://x3.cdn03.imgwykop.pl/c3201142/comment_Duex5Y9qpWWuR8r1NCVeYiyvZ9oqdGU8.jpg[/IMG_THUMB]
concessions stands?
Hey guys, thanks for the positive feedback. The map is close to being finished, it just took so long because I had a year-long break from mapping. I need your help though. I'm not satisfied with these cliffs. Has anyone got an idea about how I would make them look better? I tried multiple textures and the ep2 cave one was the best I could find. [T]http://cloud-4.steampowered.com/ugc/591411979701789267/7E3DAB190FF2FE7BB2704682D79943FE1690B3E2/[/T]
[QUOTE=skylox;45302128]Hey guys, thanks for the positive feedback. The map is close to being finished, it just took so long because I had a year-long break from mapping. I need your help though. I'm not satisfied with these cliffs. Has anyone got an idea about how I would make them look better? I tried multiple textures and the ep2 cave one was the best I could find. [T]http://cloud-4.steampowered.com/ugc/591411979701789267/7E3DAB190FF2FE7BB2704682D79943FE1690B3E2/[/T][/QUOTE] On the parts of the cliff the player cant get close to you could increase the size of the texture so there is less tiling. If not, you may have to create or find a new texture that is 4096x4096. Or another thing you can add is use the rock models in the side of the cliff face, I believe there is 1 or 2 models that are just made fro cliff faces in EPS2
What a coincidence, I was working with displacements a while ago and had a similiar problem. I experimented a bit with displacement + rock model mix, but the textures didn't match, so I hexed the models and made them use the same texture as the displacement. Turned out quite well. [T]http://gyazo.com/863dd56e893401d8be1f6b9688e18067.png[/T] [T]http://i.gyazo.com/5d30e6f2ae38e8a65fe5af6418db7830.png[/T] [T]http://gyazo.com/fd4538f82f7cab59ed1676a6ddb3c0b1.png[/T] [T]http://gyazo.com/a042e12c87750e8b6aaac9f2fadf934b.png[/T] [T]http://i.gyazo.com/0c5693ac8f881372c9ab554e779381d4.png[/T]
Suburb area for the RP map I posted a while back, cars are not part of the map but wanted to show how it should look during use. None of the houses pictured are finished and I am very open to advice. [thumb]http://i.imgur.com/P399Bc0.jpg[/thumb] [thumb]http://i.imgur.com/c9uSmlc.jpg[/thumb]
Trees always grow straight(ish) up. You have some funky slopes there, some houses look very prone to flooding.
[QUOTE=Hottea102;45303615]Trees always grow straight(ish) up. You have some funky slopes there, some houses look very prone to flooding.[/QUOTE] Very limited selection of trees for me to use so I tried to make them look varied, I agree with you though I'll have to get some custom models sorted to replace them with. And I'm gonna add smoother slopes and little details like drains and stuff eventually.
[QUOTE=TFlippy;45303093]What a coincidence, I was working with displacements a while ago and had a similiar problem. I experimented a bit with displacement + rock model mix, but the textures didn't match, so I hexed the models and made them use the same texture as the displacement. Turned out quite well. [T]http://gyazo.com/863dd56e893401d8be1f6b9688e18067.png[/T] [T]http://i.gyazo.com/5d30e6f2ae38e8a65fe5af6418db7830.png[/T] [T]http://gyazo.com/fd4538f82f7cab59ed1676a6ddb3c0b1.png[/T] [T]http://gyazo.com/a042e12c87750e8b6aaac9f2fadf934b.png[/T][/QUOTE] That's a really nice rock texture! Where did you get it from?
[QUOTE=TFlippy;45303093]What a coincidence, I was working with displacements a while ago and had a similiar problem. I experimented a bit with displacement + rock model mix, but the textures didn't match, so I hexed the models and made them use the same texture as the displacement. Turned out quite well. -rocks-[/QUOTE] Wow, that looks terrific! I love it
It's a rock texture from Episode 2 called "rockwall_cave03a". If I remember correctly, the SSBumpmap is custom. Here's the VMT, replace $basetexture2 parameter with sand / dirt / grass texture of your liking. :) [CODE] "WorldVertexTransition" { "$basetexture" "nature/rockwall_cave03a" "$basetexture2" "gg_vietnam/vietnam_dirt_jungle" "$basetexturetransform1" "center .5 .5 scale 0.5 0.5 rotate 0 translate 0 0" "$basetexturetransform2" "center .5 .5 scale 2 2 rotate 0 translate 0 0" "$surfaceprop" "rock" "$surfaceprop2" "grass" "$blendmodulatetexture" "tflippy/hideout/concrete_blendmodulate_2" "$bumpmap" "tflippy/gm/nature/rock01_ssbump" "$bumpmap2" "nature/flat_height-ssbump" "$ssbump" "1" } [/CODE] Rock model's VMT is similiar, but uses a detail texture instead of a bumpmap. "rock_lg" is from Black Mesa Source I think. [CODE] "VertexLitGeneric" { "$basetexture" "nature/rockwall_cave03a" "$model" "1" "$surfaceprop" "boulder" "$detail" "detail/rock_lg" "$detailscale" "2.5" "$detailblendfactor" "0.80" "$detailblendmode" "0" } [/CODE]
So what you guys think? Better? [T]http://cloud-4.steampowered.com/ugc/591412069973493997/9CD592B28C7F1DF58D5245E12A19B72D67534298/[/T] I'll have to ask permission to use this texture, though... is it worth it? If not, I'll have to try TFlippy's method.
[QUOTE=skylox;45304537]So what you guys think? Better? [T]http://cloud-4.steampowered.com/ugc/591412069973493997/9CD592B28C7F1DF58D5245E12A19B72D67534298/[/T] I'll have to ask permission to use this texture, though... is it worth it? If not, I'll have to try TFlippy's method.[/QUOTE] Looks sufficient in my opinion.
Some progress [t]http://s.gvid.me/uw/s/2014/06/modern_apt0041.png[/t] Lots of placeholder stuff.
[QUOTE=skylox;45304537]So what you guys think? Better? [T]http://cloud-4.steampowered.com/ugc/591412069973493997/9CD592B28C7F1DF58D5245E12A19B72D67534298/[/T] I'll have to ask permission to use this texture, though... is it worth it? If not, I'll have to try TFlippy's method.[/QUOTE] maybe add some color corrention so it feels a little warmer?
[t]http://cloud-2.steampowered.com/ugc/48727944610776351/D7CF2C049B8E39EC46FE39AE544D9D3637558B75/[/t] vague orange is the new black reference :v:
Built a little sewer chamber for Portal 2. [T]https://dl.dropboxusercontent.com/u/6027747/mapping/pictures/2014-07-06_00002.jpg[/T] [T]https://dl.dropboxusercontent.com/u/6027747/mapping/pictures/2014-07-06_00001.jpg[/T]
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