The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Cosine;45422540][img]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10003.jpg[/img]
lightmap scales will work freakin' miracles i swear[/QUOTE]
I feel like your map is too bright for tf2? I don't know if that makes sense it just feels kinda "bloomy."
[QUOTE=MrBunneh;45424920]I feel like your map is too bright for tf2? I don't know if that makes sense it just feels kinda "bloomy."[/QUOTE]
All of the environment settings are stolen directly from 2fort.
I don't quite feel like blu base having a barn suites the lore of the game. Usually blu base is blocky and "industrial", with metal, and concrete. Red base is more old school, with barns, and wood, that kind of stuff.
[QUOTE=Firegod522;45428298]I don't quite feel like blu base having a barn suites the lore of the game. Usually blu base is blocky and "industrial", with metal, and concrete. Red base is more old school, with barns, and wood, that kind of stuff.[/QUOTE]
[url=http://puu.sh/ah2Pu/d3a38d50c9.jpg]While Blu does occasionally have barny stuff,[/url] I would agree with you. I just decided that the shape of the barn was too important to the gameplay to be worth changing. I'm definitely keeping in mind the team styling when I'm detailing though, don't worry.
[QUOTE=pac0master;45420809]Here's what I've made so far.
[t]http://cloud-4.steampowered.com/ugc/50981056157312707/14552DC2B3DADC1A5A8B120EB2E43F5E0967FA96/[/t]
[t]http://cloud-4.steampowered.com/ugc/50981056157314401/A310304C983CE092F289B2D941938AB9FB3D9ECC/[/t]
[t]http://cloud-4.steampowered.com/ugc/50981056157315198/FA1A96ADC6CF4751F96F080D410DC1B80576CA2B/[/t]
I will work on a city for the Skybox[/QUOTE]
It's like HL2 mixed with Trackmania.
Still opressive but almost not!
Trying to make something, not sure what will come of it, but I need an opinion.
Which texture should I go for? (the wall with the lights)
[thumb]http://puu.sh/ahqHG/6e46474d00.png[/thumb]
[thumb]http://puu.sh/ahqKg/3e0f9b8ffb.png[/thumb]
First time I've ever used custom content like this so I would like some opinions on that. ( I am not really good at mapping)
The top one looks best to me
I remembered that the airlock is kind of a bitch to get the timing down without a decompile, so here's my [URL="https://www.youtube.com/watch?v=XLR7PEj4l5I&list"]testmap[/URL] vmf. There might be some missing models, sorry.
[URL]https://dl.dropboxusercontent.com/u/21161113/releases/lt_doortest_alt.vmf[/URL]
I'll try and make a proper version this weekend, but this'll do for the basic stuff.
Some more.
Fuji mountain.
[thumb]http://oi61.tinypic.com/1zel7pw.jpg[/thumb]
[thumb]http://i61.tinypic.com/2wf46ef.jpg[/thumb]
A bit empty on the second pic, still working on it though.
Started a penthouse in my rp map, it's on the top floor of an apartment building.
[thumb]http://i.imgur.com/9LeuJpI.jpg[/thumb]
More of my new RP map:
[IMG]http://i.imgur.com/qA068sr.jpg[/IMG]
[IMG]http://i.imgur.com/ca7KZte.jpg[/IMG]
[IMG]http://i.imgur.com/SkrCK1e.jpg[/IMG]
[IMG]http://i.imgur.com/D1sLC8U.jpg[/IMG]
[IMG]http://i.imgur.com/PMCERNv.jpg[/IMG]
As you can see, I added a new window texture and made it a func_breakable_surf. I also added an advertisement for the grocery store outside of it. I ported the road and sidewalk from GTA IV's Bohan and added them to the map too. All with cs_assault's skybox.
Hello i'm trying to make a RolePlay map for practice and I finished my first apartment complex kinda thing!!!
please criticize me tell me how i can improve on this piece of work.
[img]http://i.imgur.com/GfzJcZF.jpg[/img]
[IMG]http://i.imgur.com/Niq2sYN.jpg[/IMG]
[B]Dont mind the hole in the roof I fixed that..[/B]
[IMG]http://i.imgur.com/1AxZ4Y0.jpg[/IMG]
[IMG]http://i.imgur.com/asJQdfc.jpg[/IMG]
[QUOTE=Ragref;45440227]More of my new RP map:
[IMG]http://i.imgur.com/qA068sr.jpg[/IMG]
[IMG]http://i.imgur.com/ca7KZte.jpg[/IMG]
[IMG]http://i.imgur.com/SkrCK1e.jpg[/IMG]
[IMG]http://i.imgur.com/D1sLC8U.jpg[/IMG]
[IMG]http://i.imgur.com/PMCERNv.jpg[/IMG]
As you can see, I added a new window texture and made it a func_breakable_surf. I also added an advertisement for the grocery store outside of it. I ported the road and sidewalk from GTA IV's Bohan and added them to the map too. All with cs_assault's skybox.[/QUOTE]
the mipmaps on that road texture are really bad and the font of the poster is a really weird choice. find a more normal, sans serif font instead.
[QUOTE=Oda;45440434]Hello i'm trying to make a RolePlay map for practice and I finished my first apartment complex kinda thing!!!
please criticize me tell me how i can improve on this piece of work.
[/QUOTE]
I like the architecture, it's very realistic for a condo. My only advice would be to change the white stucco wall & grey trim textures, they're way too flat and take away all of the definition from the building. I would use white/pastel clapboard siding instead, and get rid of the grey trims.
[t]http://www.menards.com/main/store/20090519001/items/media/BuildingMaterials/Certainteed/ProductLarge/D6ColonialWhite.jpg[/t]
The brick siding on the 2nd and 3rd story balconies are pretty weird too, especially how they just cut off into the stucco. I would change those to clapboard siding as well.
Thanks everyone ill take your advice!
So... Is it just me, or is the workshop just filled almost exclusively with really crappy maps? There are a few gems, but it's almost impossible to get anything decent. What happens to the maps everyone makes here? They always seem pretty consistently spectacular, but I can never find downloads or threads for any of them.
Did a compile on my map to see how it would go :
[thumb]http://cloud-4.steampowered.com/ugc/76876975719799447/8FC16BF986CC82057DCA247E747CC35625064EED/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/76876975719801314/F126D0EC0E813DEB8305030D26BBE4FEB552487A/[/thumb]
I have no idea how to make the wall of fluorescent lights light up properly, any tips on that?
[thumb]http://cloud-2.steampowered.com/ugc/76876975719887438/3D9F7616099BA98B470BCBEE0131ECCDBD0E0C9A/[/thumb]
Still trying to find the right red lighting for this.
[QUOTE=TurtleeyFP;45441287]
[t]http://www.menards.com/main/store/20090519001/items/media/BuildingMaterials/Certainteed/ProductLarge/D6ColonialWhite.jpg[/t]
[/QUOTE]
My oh my, I really need that texture for a house I'm making. Any idea where I can nab a similar one I can easily include in the .bsp / tips for breaking into the local gated community to snag some pics of my own?
[QUOTE=woolio1;45441486]So... Is it just me, or is the workshop just filled almost exclusively with really crappy maps? There are a few gems, but it's almost impossible to get anything decent. What happens to the maps everyone makes here? They always seem pretty consistently spectacular, but I can never find downloads or threads for any of them.[/QUOTE]
See I like to imagine the mapping community as the society in Atlas Shrugged: There are the creators, the mappers and modelers, texture makers and skybox fabricators; People who produce. Then there are the underlings who support the producers: Beta-testers, feedback givers, critiquers and folks who spread the word. They further the development process by helping the produces.
Then there are the leeches, those who fill the workshop comments with spam and gluttony, who ask "Why haven't you done this" or "Why isn't this working?!" without Rhyme or reason. They take and take and all you get from it is either demands for more or just the single line of "Map sucks downvote" all while flooding the workshop with fullbright boxes filled with barrels or reuploads of maps that can be found elsewhere with the author credited, but not named.
Or it might be because quick-mapping a house in the middle of a field or a small room is very different then compiling something for release. There's alot of pakratting, tweaking, and actual work to be done to prime something for the workshop. And most people can't be asked to do that for what is a mostly ungrateful userbase. A slightly more reasonable, if undramatic answer.
[QUOTE=TheTrainRider;45442440]
See I like to imagine the mapping community as the society in Atlas Shrugged: There are the creators, the mappers and modelers, texture makers and skybox fabricators; People who produce. Then there are the underlings who support the producers: Beta-testers, feedback givers, critiquers and folks who spread the word. They further the development process by helping the produces.
Then there are the leeches, those who fill the workshop comments with spam and gluttony, who ask "Why haven't you done this" or "Why isn't this working?!" without Rhyme or reason. They take and take and all you get from it is either demands for more or just the single line of "Map sucks downvote" all while flooding the workshop with fullbright boxes filled with barrels or reuploads of maps that can be found elsewhere with the author credited, but not named.
Or it might be because quick-mapping a house in the middle of a field or a small room is very different then compiling something for release. There's alot of pakratting, tweaking, and actual work to be done to prime something for the workshop. And most people can't be asked to do that for what is a mostly ungrateful userbase. A slightly more reasonable, if undramatic answer.[/QUOTE]
So, if that's the case, and map devs don't want to release their stuff on the workshop because the community's a steaming pile of crap, where do they normally release it?
I remember, a long time ago, we had a map releases section here. Or, at least, I think we did. Has that been hidden from view, similar to the SFM subforum, or is there a specific site for it now? You'll have to forgive me, I haven't kept up with the Gmod community.
I doubt that it's because us map devs just don't want to cater to the dumb, ungrateful workshop community. Speaking from purely my own experience it's because the maps just never come to fruition; we hit the entity/size limits, run out of inspiration. A few maps here aren't even intended to be released, some of them are just portfolio pictures and private scenebuilds.
They're not being released on some hidden site, they're not being released at all.
[QUOTE=TurtleeyFP;45442825]I doubt that it's because us map devs just don't want to cater to the dumb, ungrateful workshop community. Speaking from purely my own experience it's because the maps just never come to fruition; we hit the entity/size limits, run out of inspiration. A few maps here aren't even intended to be released, some of them are just portfolio pictures and private scenebuilds.
They're not being released on some hidden site, they're not being released at all.[/QUOTE]
I guess that makes sense... Bit disappointing, but it can't be helped.
I guess the best way to get good maps is to get good at making maps, then?
[QUOTE=MrBunneh;45440994]the mipmaps on that road texture are really bad and the font of the poster is a really weird choice. find a more normal, sans serif font instead.[/QUOTE]
With the mipmaps, I don't know what to do honestly but I'll try to fix it. But with the poster, I'm going to keep the font as it is since I'm trying to make the business a bit amateur. If you look at what store I based this on, the font of the grocery store is almost equal (if not, worse) in choice.
[QUOTE=Ragref;45443311]With the mipmaps, I don't know what to do honestly but I'll try to fix it. But with the poster, I'm going to keep the font as it is since I'm trying to make the business a bit amateur. If you look at what store I based this on, the font of the grocery store is almost equal (if not, worse) in choice.[/QUOTE]
that might be your idea, but it won't come off as intentionally amateur in choice in some sort of meta-design thing, it just makes the creator of the textures (i.e. you) look amateur. in all aspects you'd be better with a thicker, sans serif font.
[QUOTE=TheTrainRider;45442440]My oh my, I really need that texture for a house I'm making. Any idea where I can nab a similar one I can easily include in the .bsp / tips for breaking into the local gated community to snag some pics of my own?
[/QUOTE]
L4D has a couple textures like that. Judging by the fact that you're using what looks like L4D2 textures, I'd say you might be in luck considering that game also comes with L4D content.
[QUOTE=Ragref;45440227]More of my new RP map:
As you can see, I added a new window texture and made it a func_breakable_surf. I also added an advertisement for the grocery store outside of it. I ported the road and sidewalk from GTA IV's Bohan and added them to the map too. All with cs_assault's skybox.[/QUOTE]
Max out your video settings before you take screenshots.
Also don't post full size images use [t] instead of [img].
[editline]20th July 2014[/editline]
[QUOTE=Oda;45440434]Hello i'm trying to make a RolePlay map for practice and I finished my first apartment complex kinda thing!!!
please criticize me tell me how i can improve on this piece of work.[/QUOTE]
Same goes for you.
[QUOTE=ruarai;45444725] and the last 10% was people promoting their terrible skins.[/QUOTE]
Technically aren't they breaking one of the rules about not spamming? If people reported them would community moderators take action?
[QUOTE=Oda;45440434]Hello i'm trying to make a RolePlay map for practice and I finished my first apartment complex kinda thing!!!
please criticize me tell me how i can improve on this piece of work.
[/QUOTE]
What skybox texture are you using there?
[QUOTE=Grenade Man;45444654]Max out your video settings before you take screenshots.
Also don't post full size images use [t] instead of [img].
[/QUOTE]
Thanks, I was wondering how to do that. Also, all my video settings were maxed out for a long time. I think they got reset to default.
I know it's old but is there a way to do this as an experiment? :v:
[IMG]http://i.imgur.com/VoyBCcf.jpg[/IMG]
[QUOTE=pac0master;45448173]I know it's old but is there a way to do this as an experiment? :v:
[IMG]http://i.imgur.com/VoyBCcf.jpg[/IMG][/QUOTE]
Is there any way to keep portals from disappearing when an object moves?
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