The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Maybe it's not a proper thread, but I want to make some story mappack (like forever) but i'm always not sure about gameplay and story. So that's where you come in. What kind of story and gameplay (not usual puzzle, more bts) you would like? It's gonna be in overgrown/destroyed setting for sure somewhere before/parallel to p2 story. I need your opinion.
[QUOTE=Stiffy360;45399815]wow you're rude. This is a thread for showing off maps, chatting about them and getting critiques on them.[/QUOTE]
Yeah but giraffen wasn't doing any of that.
In fact he has been threadshitting with stupid "I cant do that, I cant do this" posts, refusing any kind of assistance,encouragement or advice in a very annoying way and attention whoring with "I'm bad, I'm leaving" crap.
FlamingBlizza shouldn't be getting dumbs. This isn't a blog or motivational forum. If he wont constructively improve his work based on feedback he shouldn't post at all.
To be completely fair he has been doing the same sympathy/pity routine once every few weeks for at least a year on this thread, I can see how some people would get tired of it.
Is there any way to optimize water? Since my map revolves around it, it eats massive amounts of resources.
To fight this, I have to use dense fog with culling, crappy models and low texture resolution. However, it ruins my map's appearance. :/
Any tips? Also, Water LOD isn't doing anything.
[T]https://dl.dropboxusercontent.com/u/33369101/ttt_tropical/1a.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/33369101/ttt_tropical/1b.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/33369101/ttt_tropical/1c.jpg[/T]
[QUOTE=TFlippy;45402019]Is there any way to optimize water? Since my map revolves around it, it eats massive amounts of resources.
To fight this, I have to use dense fog with culling, crappy models and low texture resolution. However, it ruins my map's appearance. :/
Any tips? Also, Water LOD isn't doing anything.
snip[/QUOTE]
To my knowledge, a water lod controller only stops real time reflections of the world on the waters surface after a certain distance, not the distortion effect of objects underwater or reflection of the 2d skybox. Its so good at this, that sometimes you cant even tell where the expensive water end and the cheap water starts. So you probably aren't seeing it, but its working.
EDIT: Also, I think some dev water textures do not allow for a water lod controller to take control of them.
[QUOTE=Shirky;45392038]I would say to use that method, either by making a model, or using displacements for it.
[t]http://img850.imageshack.us/img850/9130/gmmountain20003.jpg[/t]
[t]http://img846.imageshack.us/img846/5964/mountain30014.jpg[/t][/QUOTE]
I might need some help for a nice 3d skybox.
Got any tips?
I want to make some sort of forest on a valley. and one side would be a large lake/beach
Oh jeeze I'm at that stage of summer where I want to MAP ALL THE MAPs but know that it's nearly impossible to actually properly finish them. So here's an brush air conditioner from a map I was working on.
[img]http://cloud-4.steampowered.com/ugc/580153967527987828/82CFF7B19FCA25FA2044DFEA13B5909BBCF3CD46/[/img]
I won't proper it because. Actually I just don't want to take the time to learn how to use it, but in more of a "My maps aren't that big and this is only a hobby" way and not the "I'm terrible and nothing I do matters or improves" way.
Am I the only one who really likes hyper-detailed brush based props? I know they're horrible for optimization but I like their jankyness and creativity within limitations.
I haven't posted here in a while...
Here's a map I have started working on based on a Bronx neighborhood in my hometown of NYC. I started making the first building located on Grand Avenue and W 176th ST.
Real Life:
[IMG]http://i.imgur.com/u3ZY8td.png[/IMG]
In Game (so far):
[IMG]http://i.imgur.com/rZzX918.jpg[/IMG]
[IMG]http://i.imgur.com/2KElejn.jpg[/IMG]
[QUOTE=Ragref;45402702]I haven't posted here in a while...
Here's a map I have started working on based on a Bronx neighborhood in my hometown of NYC. I started making the first building located on Grand Avenue and W 176th ST.
Real Life:
[IMG]http://i.imgur.com/u3ZY8td.png[/IMG]
In Game (so far):
[IMG]http://i.imgur.com/rZzX918.jpg[/IMG]
[IMG]http://i.imgur.com/2KElejn.jpg[/IMG][/QUOTE]
You're still using CSS for mapping? I think it's using the oldest version of Source still available, even HL2DM was upgraded to the 2009 engine. If you're looking for city content I would suggest CSGO or L4D2.
Another guy a few pages back was working on a Greenwich Village inspired map (iirc) using mostly HL2 content. It's possible if you're creative with brushwork.
[QUOTE=TurtleeyFP;45402879]You're still using CSS for mapping? I think it's using the oldest version of Source still available, even HL2DM was upgraded to the 2009 engine. If you're looking for city content I would suggest CSGO or L4D2.
Another guy a few pages back was working on a Greenwich Village inspired map (iirc) using mostly HL2 content. It's possible if you're creative with brushwork.[/QUOTE]I do use CS:GO. If you go to my account and look at my past posts I made an entire basement. I'm using CS:S because I'm planning to release it as a GMOD map.
[QUOTE=Ragref;45402921]I do use CS:GO. If you go to my account and look at my past posts I made an entire basement. I'm using CS:S because I'm planning to release it as a GMOD map.[/QUOTE]
Use EP2 with CSS stuff mounted/ported. Then load the Garry's Mod fdg and poof, you can make anything for gmod.
[QUOTE=Grenade Man;45400836]Yeah but giraffen wasn't doing any of that.
In fact he has been threadshitting with stupid "I cant do that, I cant do this" posts, refusing any kind of assistance,encouragement or advice in a very annoying way and attention whoring with "I'm bad, I'm leaving" crap.
FlamingBlizza shouldn't be getting dumbs. This isn't a blog or motivational forum. If he wont constructively improve his work based on feedback he shouldn't post at all.[/QUOTE]
Its true. I don't post here often, but a few months back, the same thing was going on with that guy, I said don't post if you wont accept feedback and encouragement, and he just said some silly shit about how he doesn't care enough about mapping to get better.
TREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES
[IMG]http://cloud-4.steampowered.com/ugc/54358719636415069/93DC00AB54FE6B20BCC4B6B87C5FC50AC8E2D167/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/54358719636413172/1B318F9A0E8F37BEBB8A919BD958929AFFE3DD65/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/54358719636284599/884CF848E95E44CC7C846AAD29918553824534A5/[/IMG]
I LOVE TREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES
(yes I know the bottom screenshot is too yellow)
Is it just me or does that rock texture in last pic have no mipmaps?
Congratulation, 200th page. What is our award for such awesome Works?
I just started a mapping Google Hangout.
[url]https://plus.google.com/hangouts/_/gqum4ua2md7mhjsvxyo3uibfsqa?hl=en[/url]
[QUOTE=Stiffy360;45404467]TREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES
I LOVE TREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES
(yes I know the bottom screenshot is too yellow)[/QUOTE]
Get a better mipmap filter. (or just use the default ones box and sharpen soft)
[B]AND FOR THE LOVE OF GOD USE $allowalphatocoverage 1[/B] (or $alphatestreference with something like 0.5)
The trees look wonderful tho. I'm really jealous tbh.
I am currently messing around. Making a Canal and a bridge.
Nothing very fancy, Mainly just some practice and concept.
[t]http://cloud-4.steampowered.com/ugc/50981056141266461/AF7FA157CC1D10E9866E392ACEBDC79A500A24DE/[/t]
[t]http://cloud-4.steampowered.com/ugc/50981056141268205/0893563FE42807C3EC8CFE12325A367E8105B1FA/[/t]
[t]http://cloud-4.steampowered.com/ugc/50981056141269232/C2175C808C1BC924C9779807F9E73CDC9B9493A0/[/t]
I also compiled it with a different lighting.
[t]http://cloud-4.steampowered.com/ugc/50981056141449171/95632D490F565BF6E0DD606B57F9BBCF2D325E37/[/t]
[t]http://cloud-4.steampowered.com/ugc/50981056141450551/EB8FD1FFC8D55A4C02C314A555787910C0B28927/[/t]
[t]http://cloud-4.steampowered.com/ugc/50981056141451425/ABAA00FA33EE1FA9A7D883D87D43219FE4559021/[/t]
[QUOTE=Grenade Man;45405450]Get a better mipmap filter. (or just use the default ones box and sharpen soft)
[B]AND FOR THE LOVE OF GOD USE $allowalphatocoverage 1[/B] (or $alphatestreference with something like 0.5)
The trees look wonderful tho. I'm really jealous tbh.[/QUOTE]
$allowalphatocoverage is crap tho... and I am using $alphatestreference
[QUOTE=Stiffy360;45406436]$allowalphatocoverage is crap tho... and I am using $alphatestreference[/QUOTE]
Then you def. need a better mip filther.
[QUOTE=snijboer;45406103][thumb]http://cloud-4.steampowered.com/ugc/594789945422150080/F6C42E581261EA9AA5F8535C5E0BFBFB474A56F5/[/thumb][/QUOTE]
I like it. Try putting in a little bit of fog though to help blend the distant buildings into the skybox.
[IMG]http://cloud-2.steampowered.com/ugc/580153975131856829/92630CE01C2344879DDF8C218AB94F1D9BA2C35E/[/IMG]
Looking for some ideas here. It's not clicking for me but I just can't put my finger on it....
Also happy 200th page everyone good job.
Maybe make the shadows from the top window frame more visible, they look a bit too diffuse. Decals can go a long way too so be sure to take a look at those.
Its not fair T-T
Chrome keeps failing to load Steam pictures, it keeps giving me a XML error...
[QUOTE=grabbin pills?;45406783]Its not fair T-T
Chrome keeps failing to load Steam pictures, it keeps giving me a XML error...[/QUOTE]
I'm getting similar things on Firefox, its rather odd.
I have got it on one image and thats it. Must be someone on Steams end.
[QUOTE=TheTrainRider;45406601]Looking for some ideas here. It's not clicking for me but I just can't put my finger on it....[/QUOTE]
Clutter. Wires on walls, stuff on floors, decals etc. Perhaps add a railing around the walkway and either widen the window at the top or do something with the ceiling around it through either raising the central section or something else to break up the flatness.
[QUOTE=Grenade Man;45406504]Then you def. need a better mip filther.[/QUOTE]
I'm using box and sharpen soft. Source's alphatesting just sucks.
[QUOTE=samuel2213;45406585]I like it. Try putting in a little bit of fog though to help blend the distant buildings into the skybox.[/QUOTE]
Hmm, i tried it a bit. The outcome isn't really that great so far. perhaps i should continue on that later.
[thumb]http://oi59.tinypic.com/10zu4g4.jpg[/thumb]
Experimenting with water and lighting.
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