The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=opti2000;45358095]Added some windows in the warehouse.
[t]http://cloud-4.steampowered.com/ugc/53232363474204910/6B3AC5DA3BD349B8769DEECD51EACBB6C796C0D5/[/t][/QUOTE]
Those are some really really noisy normal maps, did you slide the intensity to 100 in Crazybump or something?
[QUOTE=Takoto;45341388]I have regular play tests on a private server with a few people, the TDM Cars seem to handle them fine![/QUOTE]
Have you tried driving slowly? If you drive fast enough you'll just "jump over" the bend, but if you drive slowly you're very likely to get stuck on either both your bumpers or the center of your car.
[QUOTE=Giraffen93;45358727]it's gotta fit in with the building shapes though
having a 2000 m2 roof doesn't look very pleasant
they were there a long time ago, but it just looked like shit :v:[/QUOTE]
Shipping containors, maybe some brush-made ones that have tanks inside a steel frame, and a crane to add height. Perhaps a dummy railroad track coming in next to some trucks, suggesting some sort of intermoblie purpose.
Edit: sorry phone post. If you need examples I can link pics later.
[img]http://i.imgur.com/dL8qWjj.jpg[/img]
Brush ceilings. For general dungeon/wine cellar use in that castle I was making which I'll probably never finish. Gonna tidy it up brush-wise, it's pretty shocking how few brushes are even required to get that effect... and it's as it looks, a totally smooth curve. The very top is a displacement, naturally.
[b]Edited:[/b]
Totally rebuilt them from the ground up for optimisation since I like the shape and no longer intend to edit it. One of those pillars, with all the decor and the entire curve of the ceiling it projects onto the four surrounded rooms, is precisely TWELVE brushes (+1 displacement for the very top of each ceiling). That is all.
So essentially, there's no optimisation issues. It's "clean".
Also put newer pics up, they totally didn't warrant a fresh post.
That's really cool :)
[QUOTE=Whitby;45360661][img]http://i.imgur.com/dL8qWjj.jpg[/img]
Brush ceilings. For general dungeon/wine cellar use in that castle I was making which I'll probably never finish.[/QUOTE]
Good lord, please use this technique to reproduce all of the brickwork ceilings in areas from "The Root" in Submachine 5.
[editline]11th July 2014[/editline]
[url]http://submachine.wikia.com/wiki/Maps#Submachine_5[/url]
[editline]11th July 2014[/editline]
Though if you were to reproduce areas from the whole game you'd have to devise a clever teleporter scheme for the cypher plate combinations. Personally I've wanted to try it for a long time. :v:
[QUOTE=Magman77;45361581]Good lord, please use this technique to reproduce all of the brickwork ceilings in areas from "The Root" in Submachine 5.
[editline]11th July 2014[/editline]
[URL]http://submachine.wikia.com/wiki/Maps#Submachine_5[/URL]
[editline]11th July 2014[/editline]
Though if you were to reproduce areas from the whole game you'd have to devise a clever teleporter scheme for the cypher plate combinations. Personally I've wanted to try it for a long time. :v:[/QUOTE]
You mean this?
[URL]http://img2.wikia.nocookie.net/__cb20111129150820/submachine/images/3/37/Sub5_55220_lighthouse.jpg[/URL]
That's easy, it's just an arc cropped diagonally to get that effect. Only irritant is putting a separate texture along the cut (which is a little extra cropping). The method I used blends the wall into the ceiling without the crease. Not really compatible. If you would like me to make you that ceiling it'll only take 15 minutes, I will if you're gonna use it for something... but I'm not remaking levels of that game for you. :P
there's also a separate area in uh.. The edge or The core, which is connected to the root (which is supposed to be massive), I'll grab a screenshot of the ceiling segment there as well
[editline]11th July 2014[/editline]
oh it was The Lab:
[url]http://submachine.wikia.com/wiki/File:Sub4_551_brick_room.jpg[/url]
[editline]11th July 2014[/editline]
same basic idea, I was probably just going to use models if I ever tried it. brushwork would probably be better because it's got lightmaps
[editline]11th July 2014[/editline]
On a related note, has anybody else played through the series? I love it. :v:
Oh I see, that would be the same technique. Well, merry early Christmas. You won't need my models, but feel free to reskew my brushwork and retexture it. No strings attached.
[url]http://www.filedropper.com/castlefarchwaysb4[/url]
-snip-
[QUOTE=Magman77;45361704]On a related note, has anybody else played through the series? I love it. :v:[/QUOTE]
I love his Daymare Town series and was planning to remake the second one in Source, but I couldn't get the right styling. I posted the pictures here sometime back.
I just love the mystery surrounding the vastness of the subnet edge, the game has me in its grasp. :v:
[IMG_THUMB]http://i.imgur.com/KV9PaZ0.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/BuDphG4.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/f5uoMaa.jpg[/IMG_THUMB]
Goddamn Whitby your brushwork is beautiful.
oh god I splooged
[editline]11th July 2014[/editline]
ownage pls
let's make a map of the root
[QUOTE=Magman77;45363950]oh god I splooged
[editline]11th July 2014[/editline]
ownage pls
let's make a map of the root[/QUOTE]
Sure, just don't get any of that splooge on me.
Actually I'm leaving tomorrow for a week and I won't have access to internet, but other than that, I'd be glad to make a map with you!
Awesome, I guess I'll dabble with a cypher plate system in the mean time and add you on steam.
[editline]11th July 2014[/editline]
Do you think skutnik would get mad at us if we ripped the ambient melodic sounds from Submachine 5? :v:
[t]http://i.imgur.com/PVy8lpH.jpg[/t]
managed to fill it in, looks like shit though
i really don't know anything about architecture, or how to make it
also vmpi seems to be pretty useless with only two computers, takes more than double the time to compile
[QUOTE=ShadowRanger;45362783]I assume someone has already asked the but have you considered changing the texture of the sidewalks?[/QUOTE]
nope, they've always been like that
they bend oddly if i have tiles
[QUOTE=TehOwnageFish;45363748][IMG_THUMB]http://i.imgur.com/KV9PaZ0.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/BuDphG4.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/f5uoMaa.jpg[/IMG_THUMB]
Goddamn Whitby your brushwork is beautiful.[/QUOTE]
I actually really like what you've done with that - the detailing on the trim is noticed.
If you want any help with brushwork for the level you're going to be making pm me Skype/Steam addies... not like I have anything better to do this summer.
Gonna make some custom materials for the building, and replace the glass doors with models
[thumb]http://i.cubeupload.com/e3vgkD.png[/thumb]
[thumb]http://i.cubeupload.com/r02mnX.png[/thumb]
[QUOTE=Whitby;45366732]I actually really like what you've done with that - the detailing on the trim is noticed.
If you want any help with brushwork for the level you're going to be making pm me Skype/Steam addies... not like I have anything better to do this summer.[/QUOTE]
We'll probably discuss what's going to happen in a week or so when he gets back. I've already worked out the cypher plate system, so I'll begin modelling objects from the root and putting together a proof of concept map for the transmission boxes.
[editline]12th July 2014[/editline]
If you're interested in helping, you may want to study the maps in this:
[url]http://submachine.wikia.com/wiki/Maps#Submachine_5[/url], and maybe play the game through a little bit if you have the spare time. We won't be taking the puzzle elements from it to implement, but the functionality of some of the more general objects is important.
[editline]12th July 2014[/editline]
Though it may be just as likely we'll take aesthetic elements from it and design our own layout, it's all up in the air right now. :v:
[QUOTE=Giraffen93;45365927][t]http://i.imgur.com/PVy8lpH.jpg[/t]
managed to fill it in, looks like shit though
i really don't know anything about architecture, or how to make it
also vmpi seems to be pretty useless with only two computers, takes more than double the time to compile[/QUOTE]
Maybe replace those buildings facing the street to the left with the front of a few shops, with an alleyway in-between the two of them that leads to the backside of the reddish building?
Well, theres LOTS more details in this one that need filling in and texture correction, (Il also fix the middle window up on the upper floor) but so far so good:
[img]https://i.imgur.com/28AJyVu.jpg[/img]
I also need to add the basement entrance as seen in the photo.
One question actually.... What would this be? A hotel or appartments? I cant imagine them being appartments unless each floor was dedicated to each resident. If it were a hotel however, the rooms would surely be too narrow. This isnt Japan :v:
Where is it?
[QUOTE=Magman77;45369893]We'll probably discuss what's going to happen in a week or so when he gets back. I've already worked out the cypher plate system, so I'll begin modelling objects from the root and putting together a proof of concept map for the transmission boxes.
[editline]12th July 2014[/editline]
If you're interested in helping, you may want to study the maps in this:
[URL]http://submachine.wikia.com/wiki/Maps#Submachine_5[/URL], and maybe play the game through a little bit if you have the spare time. We won't be taking the puzzle elements from it to implement, but the functionality of some of the more general objects is important.
[editline]12th July 2014[/editline]
Though it may be just as likely we'll take aesthetic elements from it and design our own layout, it's all up in the air right now. :v:[/QUOTE]
In all honesty, I doubt I'll get around to playing the game, but if you hand me a picture and tell me what you want making, I'll study the picture and produce something in the dimensions you want. :P
Just hit me up when you get round to it, finally got some (actual irl) work for the summer but it's not going to take up much of my time.
[QUOTE=Marcolade;45370942]Maybe replace those buildings facing the street to the left with the front of a few shops, with an alleyway in-between the two of them that leads to the backside of the reddish building?[/QUOTE]
i think i've run in to that mapping block people have been talking about
shit, i don't have time for this
Just a little thing I have been playing around with for an RP map or something. Not too sure yet.
[IMG]http://cloud-4.steampowered.com/ugc/54358436396150996/0D765F15E52786D1E56EBD5777B01A25C42239DA/[/IMG]
Everything is subject to change.
[QUOTE=samuel2213;45375571]Just a little thing I have been playing around with for an RP map or something. Not too sure yet.
[IMG]http://cloud-4.steampowered.com/ugc/54358436396150996/0D765F15E52786D1E56EBD5777B01A25C42239DA/[/IMG]
Everything is subject to change.[/QUOTE]
Is everyone giving this post "mapping king" and "artistic" ironically because the image isn't loading, or am I the only one that cant see this image?
I can't see it either but it might be this
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=285462193[/url]
What type of light would you suggest to use in rooms like that?
[IMG_THUMB]https://i.imgur.com/PwUNS4g.jpg[/IMG_THUMB]
[t]http://i.imgur.com/gwrrBhU.jpg[/t]
i really can't do this
i'm just gonna have it stay like this
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