The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=mdeceiver79;45537019]Ep2 pines look bad.
Ep1 pines even worse.
That afghan pine in the picture, that is what you really want.[/QUOTE]
Ep1 had pines?
[QUOTE=Kickin Balls;45537037]Ep1 had pines?[/QUOTE]
Yeah, its a model with 3-4 of them in 1 prop. Pretty low detail, shitty texture.
Used in this background
[url]http://i890.photobucket.com/albums/ac109/XanderKarbine/Gmod%202/rp_evocity_v2d0087.jpg[/url]
You see them from the train while you drive away from that nuclear explosion.
Here's a horror map i'm currently working on. It's been 2 months since i've started it, and i've put a lot of work into it. Any opinions/suggestions will be accepted.
[IMG]http://cloud-4.steampowered.com/ugc/73500214510902718/CF314AE3DD3D0EA3ABE32D25E21B56BD192813A0/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/73500214510903805/CAC28C90B12DC16305EA1F3159A2CBAF6E4ED216/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/73500214510905131/20F58C0E10528F988AD2D336685DFE301AC0B6AE/[/IMG]
I fixed that weird shadow above the zombie, but forgot to take a new screenshot of it.
My goal is to use the atmosphere to make the map scary, not cheap jumpscares that are actually walls with a spooky face and an earraping sound, like in the 80% of the horror maps that are in the Gmod Workshop.
[QUOTE=TheInvincible;45537353]Here's a horror map i'm currently working on. It's been 2 months since i've started it, and i've put a lot of work into it. Any opinions/suggestions will be accepted.
My goal is to use the atmosphere to make the map scary, not cheap jumpscares that are actually walls with a spooky face and an earraping sound, like in the 80% of the horror maps that are in the Gmod Workshop.[/QUOTE]
THANK YOU. Some actual psychological horror would be great. I'm working on one as well, but i'm still making the textures for it. Here is one thing to look at which could help you understand fear a little bit more: [URL="https://www.youtube.com/watch?v=PEikGKDVsCc"]VSauce - Why are things Creepy?[/URL] (Love this guy.)
You should also think about mood lighting, while total darkness is great for horror maps, it shouldn't be over used. To give an example of what I'm talking about, McDonalds uses Reds, Yellows, and Oranges, with these, even driving by the place can make you kind of hungry. Certain colors/color schemes can convey different moods or feelings.
How does the darker waterfall look?
[t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Mapping/rp_underground_Waterfall.jpg[/t]
[QUOTE=highvoltage;45538173]How does the darker waterfall look?
[t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Mapping/rp_underground_Waterfall.jpg[/t][/QUOTE]
Looks great! I'd add in some lighter particles, and perhaps some smaller more scattered particles that refract a bit so it looks more like water, and less like some kind of concentrated mist, keep up the good work.
[QUOTE=highvoltage;45538173]How does the darker waterfall look?
[t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Mapping/rp_underground_Waterfall.jpg[/t][/QUOTE]
Do you plan to use "Color light from control point" to light it more accurately to the setting?
[thumb]http://i.imgur.com/ESAA9Gd.jpg[/thumb]
This is what Im working off of:
[thumb]http://i.imgur.com/06vmgei.png[/thumb]
I would have used a wood texture for the bottom but couldnt find any good ones so I resorted to brick.
Was screwing around with cities
[img_thumb]http://oi57.tinypic.com/w6qu13.jpg[/img_thumb][img_thumb]http://oi60.tinypic.com/307q1wn.jpg[/img_thumb]
[img_thumb]http://oi57.tinypic.com/2d1wler.jpg[/img_thumb][img_thumb]http://oi62.tinypic.com/ie14jn.jpg[/img_thumb]
[QUOTE=TheInvincible;45537353]Here's a horror map i'm currently working on. It's been 2 months since i've started it, and i've put a lot of work into it. Any opinions/suggestions will be accepted.
[/QUOTE]
A: Use [t] tags to be kind to facepunchers on a lower resolution then you.
B: For the first pic making those girders a bit less thick would make the scene look a lot more visually clean and realistic.
C: The third pic might have a weird perspective, but I believe that spacing those pillars out a bit more would help alot. It make the scene more realistic (since most construction projects involve minimizing the amount of pillars require in an intior) and would also make the player feel more afraid. Since you're dealing with this as a FPS, you can't see behind you, meaning wide, open, and dark spaces are hard to fully observe playing into our natural psychology that we might get attacked from behind.
I once experimented with an prop_dynamic NPC model parented to a func_tanktran that would have it's renderFX changed to make it look shady and black. That might come in handy if you want the player to get weirded out by "ghostly" images walking around only to disappear when the player got close. (by a func_trigger, of course).
Edit:
[QUOTE=highvoltage;45538173]How does the darker waterfall look?
[t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Mapping/rp_underground_Waterfall.jpg[/t][/QUOTE]
I don't like it as much as the lighter waterfall. The lighter shade stood out more against the darker rock and looked more like how waterfalls are [URL="http://upload.wikimedia.org/wikipedia/commons/thumb/3/3c/Salto_del_Angel-Canaima-Venezuela08.JPG/640px-Salto_del_Angel-Canaima-Venezuela08.JPG"]"supposed" to look[/URL]. This waterfall looks more like antifreeze to me.
[QUOTE=Chizbang;45538529][thumb]http://i.imgur.com/ESAA9Gd.jpg[/thumb]
This is what Im working off of:
[thumb]http://i.imgur.com/06vmgei.png[/thumb]
I would have used a wood texture for the bottom but couldnt find any good ones so I resorted to brick.[/QUOTE]
Fixed! (Oh, sorry, didnt realise itd make a new post!
[QUOTE=highvoltage;45538173]How does the darker waterfall look?
[t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Mapping/rp_underground_Waterfall.jpg[/t][/QUOTE]
I would recommend changing the texture used in the waterfall to one that is clear and uses a normal map to distort the objects behind. OR, the waterfall looks to blue, it should be the same color of the water splashes below it.
[QUOTE=TheTrainRider;45538755]A: Use [t] tags to be kind to facepunchers on a lower resolution then you.
B: For the first pic making those girders a bit less thick would make the scene look a lot more visually clean and realistic.
C: The third pic might have a weird perspective, but I believe that spacing those pillars out a bit more would help alot. It make the scene more realistic (since most construction projects involve minimizing the amount of pillars require in an intior) and would also make the player feel more afraid. Since you're dealing with this as a FPS, you can't see behind you, meaning wide, open, and dark spaces are hard to fully observe playing into our natural psychology that we might get attacked from behind.
I once experimented with an prop_dynamic NPC model parented to a func_tanktran that would have it's renderFX changed to make it look shady and black. That might come in handy if you want the player to get weirded out by "ghostly" images walking around only to disappear when the player got close. (by a func_trigger, of course).
Edit:
I don't like it as much as the lighter waterfall. The lighter shade stood out more against the darker rock and looked more like how waterfalls are [URL="http://upload.wikimedia.org/wikipedia/commons/thumb/3/3c/Salto_del_Angel-Canaima-Venezuela08.JPG/640px-Salto_del_Angel-Canaima-Venezuela08.JPG"]"supposed" to look[/URL]. This waterfall looks more like antifreeze to me.[/QUOTE]
Thing is, this is inside of a cave, sure it's too dark, but it's not going to look anything near the waterfall above :pwn:
The waterfall is only a placeholder because its just a edited version of one I had laying around in my files.
I plan of either having a try at making it from scratch and using refract textures or getting someone else to give it a shot for me later in the development.
[editline]29th July 2014[/editline]
I just want the placeholder to look decent until a can make the new one.
[QUOTE=highvoltage;45539253]The waterfall is only a placeholder because its just a edited version of one I had laying around in my files.
I plan of either having a try at making it from scratch and using refract textures or getting someone else to give it a shot for me later in the development.
[editline]29th July 2014[/editline]
I just want the placeholder to look decent until a can make the new one.[/QUOTE]
Make it the same color as the water splashing at the bottom of the water fall.
Here is without DOF.
[t]https://dl.dropboxusercontent.com/u/4112921/hallway0008.jpg[/t]
[QUOTE=TheInvincible;45537353]Here's a horror map i'm currently working on. It's been 2 months since i've started it, and i've put a lot of work into it. Any opinions/suggestions will be accepted.
[IMG]http://cloud-4.steampowered.com/ugc/73500214510902718/CF314AE3DD3D0EA3ABE32D25E21B56BD192813A0/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/73500214510903805/CAC28C90B12DC16305EA1F3159A2CBAF6E4ED216/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/73500214510905131/20F58C0E10528F988AD2D336685DFE301AC0B6AE/[/IMG]
I fixed that weird shadow above the zombie, but forgot to take a new screenshot of it.
My goal is to use the atmosphere to make the map scary, not cheap jumpscares that are actually walls with a spooky face and an earraping sound, like in the 80% of the horror maps that are in the Gmod Workshop.[/QUOTE]
I think some bokeh shader rape would really tie this map together.
[url=http://postimg.org/image/5ckzyxb29/][img]http://s24.postimg.org/5ckzyxb29/efefwefwefwf.jpg[/img][/url]
Very incomplete, just decided to post some progress because why not.
Got around to trying out making my own bump maps, not too noisy are they?
[thumb]http://i.cubeupload.com/4sgLwa.png[/thumb]
[thumb]http://i.cubeupload.com/afR583.png[/thumb]
Cant really see them at all.
I was just reading through some old pimpage threads, specifically to see how terrible my posting was and it's got me a little inspired to start mapping again. It's been almost half a decade but seeing some of those old maps that I loved again is making me want to give it another go.
IMO the best and most atmospheric "scary" levels are some of the surface levels from metro last light. They don't even try to be that scary, they just are. It probably hast to do with everything, including time and ammo, being severely limited.
For example this is, for me, the peak of atmosphere building and subtle horror right here:
[url]http://www.youtube.com/watch?v=zfQleUBWTFw[/url]
Especially when you play on the highest difficulties where the player isn't exactly a one hit kill, yet every mistake could mean death.
God I love Metro LL so much.
[QUOTE=TheTrainRider;45538755]A: Use [t] tags to be kind to facepunchers on a lower resolution then you.
B: For the first pic making those girders a bit less thick would make the scene look a lot more visually clean and realistic.
C: The third pic might have a weird perspective, but I believe that spacing those pillars out a bit more would help alot. It make the scene more realistic (since most construction projects involve minimizing the amount of pillars require in an intior) and would also make the player feel more afraid. Since you're dealing with this as a FPS, you can't see behind you, meaning wide, open, and dark spaces are hard to fully observe playing into our natural psychology that we might get attacked from behind.
I once experimented with an prop_dynamic NPC model parented to a func_tanktran that would have it's renderFX changed to make it look shady and black. That might come in handy if you want the player to get weirded out by "ghostly" images walking around only to disappear when the player got close. (by a func_trigger, of course).[/QUOTE]
Thanks for the tip. I'm trying to create this claustrophobic feel in the map, and to me, the sounds are very important in a horror map. There's sometimes sudden silence in the map, metal stairs and supports creaking, flies flying over bodies, and whispers and footsteps behind you that even creep me out.
Hey all, first post :smile:
I started this map about 2 years ago and have been working on it on and off since then. My intention was to make everything up as I went along, and to keep going until the engine and/or compiler crapped out. Miraculously, everything still seems to be holding up okay. The map extents are 1024 units away from the edge of the grid in all directions. I think I should be able to fill everything up within a reasonable timespan.
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
Ignore the overflowed CClientRenderablesList warnings. There's like zero visibility optimization at this point :rolleye:
fuck man, that looks fantastic, nice roadwork!
[QUOTE=03C0;45542884]Hey all, first post :smile:
I started this map about 2 years ago and have been working on it on and off since then. My intention was to make everything up as I went along, and to keep going until the engine and/or compiler crapped out. Miraculously, everything still seems to be holding up okay. The map extents are 1024 units away from the edge of the grid in all directions. I think I should be able to fill everything up within a reasonable timespan.
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
Ignore the overflowed CClientRenderablesList warnings. There's like zero visibility optimization at this point :rolleye:[/QUOTE]
Reminds me of GTA5
[QUOTE=03C0;45542884]Hey all, first post :smile:
I started this map about 2 years ago and have been working on it on and off since then. My intention was to make everything up as I went along, and to keep going until the engine and/or compiler crapped out. Miraculously, everything still seems to be holding up okay. The map extents are 1024 units away from the edge of the grid in all directions. I think I should be able to fill everything up within a reasonable timespan.
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
Ignore the overflowed CClientRenderablesList warnings. There's like zero visibility optimization at this point :rolleye:[/QUOTE]
Nice work and great first post. Liking the vibes I'm getting from all of it.
[QUOTE=03C0;45542884]
I started this map about 2 years ago and have been working on it on and off since then[/QUOTE]
Ok whatev-
[QUOTE=03C0;45542884]
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[/QUOTE]
...what the f...
[QUOTE=03C0;45542884]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
[/QUOTE]
WHAT?
[QUOTE=03C0;45542884]The map extents are 1024 units away from the edge of the grid in all directions.[/QUOTE]
[B]WHAAAAAAT?[/B]
[editline]30th July 2014[/editline]
This is the most impressive source map I have ever seen.
[QUOTE=03C0;45542884]Hey all, first post :smile:
I started this map about 2 years ago and have been working on it on and off since then. My intention was to make everything up as I went along, and to keep going until the engine and/or compiler crapped out. Miraculously, everything still seems to be holding up okay. The map extents are 1024 units away from the edge of the grid in all directions. I think I should be able to fill everything up within a reasonable timespan.
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
Ignore the overflowed CClientRenderablesList warnings. There's like zero visibility optimization at this point :rolleye:[/QUOTE]
The fact that you did all that with the shitty hl2, ep1, ep2 textures is also incredible
Aw dang, thanks guys.
[QUOTE=someguyihate;45542912]fuck man, that looks fantastic, nice roadwork![/QUOTE]
Thanks, I'm quite happy with the roads. Pretty much all of them are displacements, which makes texturing and sloping a lot easier. I worked out a technique that's pretty useful for it. I don't think it's used very often so I'll probably write up a quick tutorial soon.
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