The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=geogzm;45319800]gotta put 'em somewhere before you load em up inside
actually lemme take people's votes, rate agree if I should replace them with some more outdoorsy boxes or disagree if they fit
[editline]7th July 2014[/editline]
there's also two office buildings in this map so there's a few office props on handtrucks and stuff like that[/QUOTE]
I'll abstain from the vote since you already know my view.
Some more advice, which may or may not be right, the building in the distance on the left, can I recommend you remove the top trim and add another level, possibly with windows or something? Then on top of that some tv arials. This will help break the blocky silhouette.
You might also consider adding a water draining hole thing somewhere on the ground, thats alot of flat area.
[QUOTE=mdeceiver79;45319866]I'll abstain from the vote since you already know my view.
Some more advice, which may or may not be right, the building in the distance on the left, can I recommend you remove the top trim and add another level, possibly with windows or something? Then on top of that some tv arials. This will help break the blocky silhouette.
You might also consider adding a water draining hole thing somewhere on the ground, thats alot of flat area.[/QUOTE]
Do you mean the building with the blue sheet metal on it or the building further away next to the gates/SUV? The skyline won't be staying blocky forever, at the moment only the core gameplay areas are in the map - there's gonna be a street covering one side of the map with taller buildings and visible form the other side I'm adding more warehouses
Also, what kinda water hole thing? I've been wanting to find an appropriate way to fill the concrete ground.
Thanks for the feedback by the way, mappin' fuel :v:
[editline]7th July 2014[/editline]
I just figured out what water grate meant, like a strip of catwalk and there's water running underneath right?
Ok, added the basement:
[img]http://cloud-3.steampowered.com/ugc/585782200211406982/43D54A54E45BCAE5F8BC7443D402316DC90FD0FE/1024x576.resizedimage[/img]
Hows that?
Heres another view:
[thumb]http://cloud-3.steampowered.com/ugc/585782200211408480/FDEBAD364D5255A85226758DEB1D835DD5B0D2A1/[/thumb]
[QUOTE=geogzm;45319800]gotta put 'em somewhere before you load em up inside
actually lemme take people's votes, rate agree if I should replace them with some more outdoorsy boxes or disagree if they fit
[editline]7th July 2014[/editline]
there's also two office buildings in this map so there's a few office props on handtrucks and stuff like that[/QUOTE]
I vote that you keep the boxes, but put a cool looking awning over them.
Done more!
I did the neighboring buildings basement:
[thumb]http://cloud-4.steampowered.com/ugc/585782200212321565/730117C51AC0F932FEB6B1C47409E436BF31EDE6/[/thumb]
Heres what the two look like irl:
[img]https://i.imgur.com/8lTloLR.jpg[/img]
Is there a name for these types of buildings? I really want to get a collection of reference photos of them for future reference when I build them in source (If I ever do)
[QUOTE=onebit;45321354]That stair looks steep[/QUOTE]
I'd say to fix it, add a sort of 'platform' at the top of the stairs like in the picture
[QUOTE=grabbin pills?;45321303]Is there a name for these types of buildings? I really want to get a collection of reference photos of them for future reference when I build them in source (If I ever do)[/QUOTE]
They're typically called row homes/houses.
[QUOTE=geogzm;45321390]I'd say to fix it, add a sort of 'platform' at the top of the stairs like in the picture[/QUOTE]
Knew I was missing something. Il add that next im in Hammer! That should look good hopefully.
[QUOTE=VIOLATION_SNG;45321410]They're typically called row homes/houses.[/QUOTE]
Sometimes townhouses, it depends on the style.
Your stairs are floating in mid-air.
[QUOTE=Chizbang;45321051]Done more!
I did the neighboring buildings basement:
[thumb]http://cloud-4.steampowered.com/ugc/585782200212321565/730117C51AC0F932FEB6B1C47409E436BF31EDE6/[/thumb][/QUOTE]
you should change your stairs and railings. they're the biggest issue in that picture that I can see.
I whipped up this example map in 10 mins. it's not perfect but you get the idea:
[thumb]http://i.imgur.com/akClcq6.jpg[/thumb]
let me know if you want the VMF.
edit: thumbnail.
[QUOTE=Satin Storm;45321719]you should change your stairs and railings. they're the biggest issue in that picture that I can see.
I whipped up this example map in 10 mins. it's not perfect but you get the idea:
[thumb]http://i.imgur.com/akClcq6.jpg[/thumb]
let me know if you want the VMF.
edit: thumbnail.[/QUOTE]
Couldnt agree more about the stairs. A VMF would be fantastic if its not too much trouble. I struggled a hell of a lot with the railings, steps arent great either.
Thanks!
[QUOTE=Chizbang;45321836]VMF[/QUOTE]
[url]https://mega.co.nz/#!sRBgzJLY!fYOqIa4N79SWct9JmIZZWAmvIEEu7CKnWXKmRSBXllc[/url]
feel free to use it as a prefab, just promise me to never again do that rotate/align texture thingy that so many people do for their stair railings. :v:
[QUOTE=Chizbang;45321051]Done more!
I did the neighboring buildings basement:
[thumb]http://cloud-4.steampowered.com/ugc/585782200212321565/730117C51AC0F932FEB6B1C47409E436BF31EDE6/[/thumb]
Heres what the two look like irl:
[img]https://i.imgur.com/8lTloLR.jpg[/img][/QUOTE]
That's a great improvement from the first pictures you posted. Good job, man.
[QUOTE=Ajacks;45319308]I'm still immensely surprised how often my old suburb textures are being used.[/QUOTE]
I still use them a fair bit. 6 or 7 years on they are still just as useful as ever. I even made a blend of the grass with mulch that makes even more useful. To be honest their simplicity works in so many scenarios. There are better textures out there but they aren't as clean or are just too much of a memory hog for their own good.
[QUOTE=Satin Storm;45321959][url]https://mega.co.nz/#!sRBgzJLY!fYOqIa4N79SWct9JmIZZWAmvIEEu7CKnWXKmRSBXllc[/url]
feel free to use it as a prefab, just promise me to never again do that rotate/align texture thingy that so many people do for their stair railings. :v:[/QUOTE]
Thanks so much! Cant wait to make a start on improving the stairs. Never again will I mess with the textures orientations!
[QUOTE=TurtleeyFP;45322036]That's a great improvement from the first pictures you posted. Good job, man.[/QUOTE]
Im glad you think so! Im just glad I can see some progress in my work :v: . Focusing on the details on street views as much as possible has really helped me. Really cant wait to get a whole street completed!
I think my plan is to now base my map off of Brooklyn. Seems like the best plan of action from this point methinks.
[QUOTE=Chizbang;45321051]Done more!
I did the neighboring buildings basement:
[thumb]http://cloud-4.steampowered.com/ugc/585782200212321565/730117C51AC0F932FEB6B1C47409E436BF31EDE6/[/thumb]
Heres what the two look like irl:
[img]https://i.imgur.com/8lTloLR.jpg[/img][/QUOTE]
Oh cool Brooklyn Brownstones, I think I have some advice to spruce them up nicely. Now the base shape is there but the trim needs some work. If you look at the photos the trim starkly contrasts the brick and it also has a level of depth to it. Also I would either lower the buildings so the entrance door is closer to the street, push the buildings back, or change the way the staircase is set up, because at the moment those steps are way to steep. Also don't forget about the subtle details in your reference, note the chimneys, ac unit, bars over the basement windows, lights, the awning, the stains on the buildings, and even the gentle outward curve of the staircase. These may seem like little things but adding them in adds a huge level of depth to the overall design.
[IMG]http://i.imgur.com/BzlBmWUl.jpg[/IMG]
Also for crown trim I like to just layer three brushes on top of each other at different heights and depths. You can texture them with the stock stone or brick textures (there are a few brick textures that have a big trim piece at the top that you can use) and they end up looking pretty good:
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_autowinder0000.jpg[/IMG]
[QUOTE=Chizbang;45321051]Done more!
I did the neighboring buildings basement:
[thumb]http://cloud-4.steampowered.com/ugc/585782200212321565/730117C51AC0F932FEB6B1C47409E436BF31EDE6/[/thumb]
Heres what the two look like irl:
[img]https://i.imgur.com/8lTloLR.jpg[/img][/QUOTE]
Also, looking at the interior through the windows, you probably just haven't gotten to it yet but it seems a little unrealistic compared to the exteriors. I found some reference pictures for brownstone interior designs if you want.
[t]http://mani-fold.com/files/Carlton_Section.jpg[/t] [t]http://mani-fold.com/files/gimgs/48_carlton02plan.jpg[/t] [t]http://mani-fold.com/files/gimgs/48_carlton05model.jpg[/t] [t]http://cdn.cstatic.net/images/gridfs/51c6f404f92ea101de027f2f/53070968.jpg[/t]
Since your map is for roleplay I wouldn't detail them like in those pictures, but common features are a small foyer with an outset staircase being the focus of the room directly in front of the entrance, with a narrow living area to the side and extra space to the rear. Nobody will be using dining areas and bathrooms in DarkRP so you can leave the floor empty, maybe just multi-purpose space.
[t]http://i.imgur.com/pD4N9FM.jpg[/t]
this is probably the most elaborate architecture i've ever made
[QUOTE=geogzm;45319905]Do you mean the building with the blue sheet metal on it or the building further away next to the gates/SUV? The skyline won't be staying blocky forever, at the moment only the core gameplay areas are in the map - there's gonna be a street covering one side of the map with taller buildings and visible form the other side I'm adding more warehouses
Also, what kinda water hole thing? I've been wanting to find an appropriate way to fill the concrete ground.
Thanks for the feedback by the way, mappin' fuel :v:
[editline]7th July 2014[/editline]
I just figured out what water grate meant, like a strip of catwalk and there's water running underneath right?[/QUOTE]
Well at first I mean't this.
[t]http://hollistonreporter.com/pix/articles/2013/01/floor-drains.jpg[/t]
You could also make the floor more interesting by having it actually slope toward the drain, still flat enough to walk on comfortably but the angle would make it look more natural.
Heres another one, but use concrete instead of tile
[url]http://st.houzz.com/simgs/33221e3c01b484c5_7-4973/home-design.jpg[/url]
Then as I was searching I came across this
[t]http://www.acobuildingdrainage.co.uk/ImageGen.ashx?image=/media/25710/12.jpg&height=230&width=445[/t]
The beauty of this is it could be just a decal or 2 and since its a line on the floor you could use it to direct players. Kind of like "follow this line" as a subliminal queue of where the player should go.
edit: You could also go all artsy fartsy and make a leaky rusty tap on the wall with a stream of gunk stain running down to the drain. That'd be neato.
[QUOTE=mdeceiver79;45326108]Well at first I mean't this.
[t]http://hollistonreporter.com/pix/articles/2013/01/floor-drains.jpg[/t]
You could also make the floor more interesting by having it actually slope toward the drain, still flat enough to walk on comfortably but the angle would make it look more natural.
Heres another one, but use concrete instead of tile
[url]http://st.houzz.com/simgs/33221e3c01b484c5_7-4973/home-design.jpg[/url]
Then as I was searching I came across this
[t]http://www.acobuildingdrainage.co.uk/ImageGen.ashx?image=/media/25710/12.jpg&height=230&width=445[/t]
The beauty of this is it could be just a decal or 2 and since its a line on the floor you could use it to direct players. Kind of like "follow this line" as a subliminal queue of where the player should go.
edit: You could also go all artsy fartsy and make a leaky rusty tap on the wall with a stream of gunk stain running down to the drain. That'd be neato.[/QUOTE]
What I did was different, much larger.
[t]http://puu.sh/a23gd/c03314fa0f.png[/t]
there's a player clip on top too to smooth out movement but I removed it for that screenshot :v:
[QUOTE=geogzm;45326484]What I did was different, much larger.
[t]http://puu.sh/a23gd/c03314fa0f.png[/t]
there's a player clip on top too to smooth out movement but I removed it for that screenshot :v:[/QUOTE]
Looking nice, look forward to seeing it compiled.
Something to be warey of, you seem to have lots of overlays in that image (6 or 7?). Too many overlays (128 i think) hits a hammer limit and stops it working.
[QUOTE=mdeceiver79;45326587]Looking nice, look forward to seeing it compiled.
Something to be warey of, you seem to have lots of overlays in that image (6 or 7?). Too many overlays (128 i think) hits a hammer limit and stops it working.[/QUOTE]
Thanks!
So far, everything's going fine with the overlays. The map's not huge so hopefully I won't hit a limit. If it causes any problems, I'll start removing the less necessary overlays until it works again :v:
[QUOTE=mdeceiver79;45326587]Looking nice, look forward to seeing it compiled.
Something to be warey of, you seem to have lots of overlays in that image (6 or 7?). Too many overlays (128 i think) hits a hammer limit and stops it working.[/QUOTE]
It's 512.
[QUOTE=FlamingBlizza;45329385][img_thumb]http://i.imgur.com/wZIKmbx.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/voZ635J.jpg[/img_thumb]
wip[/QUOTE]
Stone wall is misaligned in the first pic, doors are backwards in the second pic
[QUOTE=Spherix;45329270]It's 512.[/QUOTE]
Myth confirmed! [url=https://developer.valvesoftware.com/wiki/Info_overlay]"There can be a max amount of 512 overlays in a single map file."[/url]
and because I should actually put some content in this post:
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30000.jpg[/thumb]
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30001.jpg[/thumb]
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30002.jpg[/thumb]
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30005.jpg[/thumb]
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30003.jpg[/thumb]
[QUOTE=Cosine;45330492]Myth confirmed! [url=https://developer.valvesoftware.com/wiki/Info_overlay]"There can be a max amount of 512 overlays in a single map file."[/url]
and because I should actually put some content in this post:
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30000.jpg[/thumb]
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30001.jpg[/thumb]
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30002.jpg[/thumb]
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30005.jpg[/thumb]
[thumb]http://forums.tf2maps.net/geek/gars/images/5/7/7/arena_byre_72_a30003.jpg[/thumb][/QUOTE]
Loving the architecture and colors, really reminds me of Charles Sheeler.
I have 283 overlays just in my first l4d2 map :l
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