• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
If you make something in Source 1 SDK, and assuming that we had the same resources (materials, models, stuff like that) in Source 2 SDK, would you be able to port something you made over? This seems trivial considering Source 2's apparent ease, but still, what if we made stuff already that would be easier to port?
[QUOTE=Oda;45667900][B]Please Look[/B] stuff[/QUOTE] check your roads; i rarely see any with bends that sharp, and probably never for intersections like that.
[QUOTE=Kickin Balls;45669374]If you make something in Source 1 SDK, and assuming that we had the same resources (materials, models, stuff like that) in Source 2 SDK, would you be able to port something you made over? This seems trivial considering Source 2's apparent ease, but still, what if we made stuff already that would be easier to port?[/QUOTE] It could probably be done assuming you have the src files of all the assets. I've successfully ported materials, imported VMFs and and I assume models wouldn't be impossible.
Been taking a good break on the remake of shutdown2, it turns out that while the layout is good gameplay wise, mapping it is god awful, especially with the lack of ladders. In the meantime however, I've been working on a remake of 2fort from TFC. I know there's alreadu an existing remake, but honestly I'm not satisfied with that one, feels a bit flat. So here's my take on it: [t]http://cloud-4.steampowered.com/ugc/575652271034733438/83A06C3115FBF92DE792240DE97B6FA225B2C748/[/t] (A pic of the original for reference) [t]http://cloud-4.steampowered.com/ugc/575652271034807740/BBD09F2D713336557B4642B437759B27CF740AAE/[/t]
[t]http://cloud-4.steampowered.com/ugc/566645071778720566/1055DC9AF2BA6789305CAD286E7FD7271AF7A9F4/[/t] I'm just blazing though these! It's not perfect, but at that rate, i'll hit the brush limit. Obliviously, open to suggestion. Also, i'm making a texture pack for Tudor houses, like this one, and I think I'll change this bad boy to use only flat textures if the brush limit hit me in the face.
Alright, so the map is for CS:GO and it's called "contrast", for soon-to-be-obvious reasons. This is pretty much my first [I]real[/I] map to release, as everything else I've made is about a year and a half's worth of gameplay snippets, curious artistic areas and maps dedicated to one concept in hammer as I try applying what I learn in tutorials. I initially started mapping for Half-life 2 and I've mapped for every source game, but I wanted to get familiar with the CS:GO SDK and made my first solid plans for a map in that. Here's a quick image before the imgur album below: [IMG]http://i.imgur.com/1jvPVp0.jpg[/IMG] This isn't exactly a culmination of everything I've learned, (certainly not optimization, god help me in the future), but it's more of a neat playable area I've crafted to stress my artistic skills. It may only be a horrendously optimized, relatively small square, but I learned a lot while making it, and the fact that I regret everything about how I made this map is a testament to that. It's a square that looks pretty and I'm proud of it. I don't [I]think[/I] I'm done with it, I could go balls to the walls with a 3d skybox, detail it to a ridiculous extent or expand it to what I think it could potentially be, but it's the end point of a plan I thought of at one point, even if that plan wasn't as good in practice as it was on paper. Though I doubt I'll never work on it again, It's done. Nobody but my friends will play in it because it's just a square, I had fun. Here's an album of all it's glory: [URL="http://imgur.com/a/fe38L"]http://imgur.com/a/fe38L[/URL]
[QUOTE=Shirky;45660241]This area is going to be a pain to make interesting. [t]http://i.imgur.com/XSkjHgJ.jpg[/t][/QUOTE] you have an extremely solid atmosphere with the fog and skybox, keep up the good work
[QUOTE=soullink;45672423][t]http://cloud-4.steampowered.com/ugc/566645071778720566/1055DC9AF2BA6789305CAD286E7FD7271AF7A9F4/[/t] I'm just blazing though these! It's not perfect, but at that rate, i'll hit the brush limit. Obliviously, open to suggestion. Also, i'm making a texture pack for Tudor houses, like this one, and I think I'll change this bad boy to use only flat textures if the brush limit hit me in the face.[/QUOTE] Some things to try, is making a texture that will replace the top half of the structure with less brushes. Having all those beams in brush form seem unnecessary. Alternativly you can always make the entire building a single model (or multiple models that piece together) and just enable vertex lighting.
The attic looks a bit awkward, any ideas how to fix that? [T]http://i.gyazo.com/84a4b8987accefb2ca1055afc86cac3e.png[/T]
So is anyone looking to map for a mod? :v:
Same mod I've been posting pictures of.
[QUOTE=Crimsonseven;45672564]Alright, so the map is for CS:GO and it's called "contrast", for soon-to-be-obvious reasons. This is pretty much my first [I]real[/I] map to release, as everything else I've made is about a year and a half's worth of gameplay snippets, curious artistic areas and maps dedicated to one concept in hammer as I try applying what I learn in tutorials. I initially started mapping for Half-life 2 and I've mapped for every source game, but I wanted to get familiar with the CS:GO SDK and made my first solid plans for a map in that. Here's a quick image before the imgur album below: [IMG]http://i.imgur.com/1jvPVp0.jpg[/IMG] This isn't exactly a culmination of everything I've learned, (certainly not optimization, god help me in the future), but it's more of a neat playable area I've crafted to stress my artistic skills. It may only be a horrendously optimized, relatively small square, but I learned a lot while making it, and the fact that I regret everything about how I made this map is a testament to that. It's a square that looks pretty and I'm proud of it. I don't [I]think[/I] I'm done with it, I could go balls to the walls with a 3d skybox, detail it to a ridiculous extent or expand it to what I think it could potentially be, but it's the end point of a plan I thought of at one point, even if that plan wasn't as good in practice as it was on paper. Though I doubt I'll never work on it again, It's done. Nobody but my friends will play in it because it's just a square, I had fun. Here's an album of all it's glory: [URL="http://imgur.com/a/fe38L"]http://imgur.com/a/fe38L[/URL][/QUOTE] I would recommend to align some your textures and put in some more details, there seems to be a lot of empty space (Not saying everything should be extremely crowded).
so i'm making a middle east map for css [t]http://cloud-4.steampowered.com/ugc/36346851586147067/B4C79FAD154C255A2B4C672DB4F45D6D6F25144B/[/t] [t]http://cloud-4.steampowered.com/ugc/36346851586139809/3CAE5E0F1E67098C33A56EB3065C1E7276A18B14/[/t] [t]http://cloud-4.steampowered.com/ugc/36346851585159872/16ECF3C937AEBFECCA29FC4A219E4415DD6F68A7/[/t] [t]http://cloud-4.steampowered.com/ugc/36346851585090730/A8BE3B81BA9612AE62B874F12ECB9572C7383AA8/[/t]
[QUOTE=EddieLTU;45677044]so i'm making a middle east map for css[/QUOTE] First pic looks pretty good, although I'd get the ground texture lined up with the angled walls. Second pic also looks great, except for that weird artifact. Also it seems that the window edges aren't lined up with the wall. Third pic looks under-detailed, and the geometry in the area is a little too simple, although I'm not sure if that needs changing as it could be the area for a spawnpoint, in which case its fine. Fourth pic looks overly simple for such a scene, ground textures need to be aligned. Not that I got any work done myself...
[QUOTE=EddieLTU;45677044]so i'm making a middle east map for css [/QUOTE] You need to stop using hl2 European building textures if you want it to look anything like the middle east.
So I haven't touched Source SDK in about two or three years. I stopped mapping when I got bored of CS:S and GMod and yesterday I had this weird urge to make a map for CS:GO. I present to you, aim_secret, complete with boring textures and dull mediocre lighting! [t]http://i.cubeupload.com/swTemk.jpg[/t] In all seriousness this was just a test to help me figure out how the fuck hammer works again. Also how do you guys turn brushes into models these days? Is propper still relevant or is there something else?
Propper is the way to go for most people. An alternative is a 3dsMax plugin called Wall Worm. I've never used it so I can't say how good it is. The Dota 2 Workshop Alpha also has modelling capabilities, and can import maps from other versions of Source, but you will have to convert the textures over to .vmat as it doesnt support .vtf/.vmt. Also add a very slight fog on that map and use either env_sprite or point_spotlight on those ceiling lights.
[QUOTE=leontodd;45677331]So I haven't touched Source SDK in about two or three years. I stopped mapping when I got bored of CS:S and GMod and yesterday I had this weird urge to make a map for CS:GO. I present to you, aim_secret, complete with boring textures and dull mediocre lighting! In all seriousness this was just a test to help me figure out how the fuck hammer works again. Also how do you guys turn brushes into models these days? Is propper still relevant or is there something else?[/QUOTE] Reminds me of [url=http://css.gamebanana.com/maps/157936]fy_plybox[/url] but a bit darker.
[QUOTE=samuel2213;45677346]Propper is the way to go for most people. An alternative is a 3dsMax plugin called Wall Worm. I've never used it so I can't say how good it is. The Dota 2 Workshop Alpha also has modelling capabilities, and can import maps from other versions of Source, but you will have to convert the textures over to .vmat as it doesnt support .vtf/.vmt. Also add a very slight fog on that map and use either env_sprite or point_spotlight on those ceiling lights.[/QUOTE] Wallworm is extremely well documented and has a lot of useful abilities like importing map geometry via .vmf files, an easy to navigate ui system making stuff like making gibs for physics props. The biggest bonus of wallworm is that you are forced to learn a bit of 3dsMax which is practically endless in its applications. On the topic of modeling, I've made a shit-tonne of assets for my map and would like some c&c [img]http://i.imgur.com/BQc7gVd.jpg[/img] [img]http://i.imgur.com/ej0Ehz7.jpg[/img]
[QUOTE=EddieLTU;45677044]so i'm making a middle east map for css [t]http://cloud-4.steampowered.com/ugc/36346851586139809/3CAE5E0F1E67098C33A56EB3065C1E7276A18B14/[/t] [/QUOTE] What's with the little white dots? :o
I made a fakefactory quality wood texture. [t]http://cloud-4.steampowered.com/ugc/36346851594807548/C61AF0392A465F418A118E3C7AA26C9A779BA077/[/t][t]http://cloud-4.steampowered.com/ugc/36346851594813733/7BBEFA50FCB7DBE3B708218847ADD22665754F67/[/t] Uncompressed normalmap is 16 mb :V
Reduce its sharpness & intensity [IMG]https://dl.dropboxusercontent.com/u/3797350/hosting/2014-08/2014-08-13_19-37-58.png[/IMG] [editline]13th August 2014[/editline] Oh yeah, one thing you can do is also set the mipmaps to not be sharpened
[QUOTE=TFlippy;45679231]What's with the little white dots? :o[/QUOTE] It looks as a secret code.
[QUOTE=Grenade Man;45679834]I made a fakefactory quality wood texture. [t]http://cloud-4.steampowered.com/ugc/36346851594807548/C61AF0392A465F418A118E3C7AA26C9A779BA077/[/t][t]http://cloud-4.steampowered.com/ugc/36346851594813733/7BBEFA50FCB7DBE3B708218847ADD22665754F67/[/t] Uncompressed normalmap is 16 mb :V[/QUOTE] Why ? :(
[QUOTE=Grenade Man;45679834]I made a fakefactory quality wood texture. [t]http://cloud-4.steampowered.com/ugc/36346851594807548/C61AF0392A465F418A118E3C7AA26C9A779BA077/[/t][t]http://cloud-4.steampowered.com/ugc/36346851594813733/7BBEFA50FCB7DBE3B708218847ADD22665754F67/[/t] Uncompressed normalmap is 16 mb :V[/QUOTE] Not enough bridges.
not enough rust.
[QUOTE=MaxOfS2D;45679893]Reduce its sharpness & intensity [IMG]https://dl.dropboxusercontent.com/u/3797350/hosting/2014-08/2014-08-13_19-37-58.png[/IMG] [editline]13th August 2014[/editline] Oh yeah, one thing you can do is also set the mipmaps to not be sharpened[/QUOTE] The screenshots themselves are jpg compressed so that accounts for most of the anomalies. What mip filters do you think I could try. [editline]13th August 2014[/editline] [QUOTE=nicoreda;45679925]Why ? :([/QUOTE] Because with some tweaking it really goes a long way making source not look like shit.
[QUOTE=TFlippy;45679231]What's with the little white dots? :o[/QUOTE] everyone asks that question so this time you should guess
[t]http://i.imgur.com/uwRovAP.jpg[/t] working on a really weird-looking city. heavy WIP the train moves. and [i]kills[/i] also the huge decal is traced off real graffiti in a danish city lol [editline]13th August 2014[/editline] i'm still having trouble with the trains not playing the sound I assigned to them.. anyone know why?
Worked on both sides, think I'm gonna have to do some work on the bridge, looks a bit ugly right now. [t]http://cloud-4.steampowered.com/ugc/575652989286010538/9BAB650CDC6A0F0A6BC4B90F0A9F76B1DE66D5B9/[/t] [QUOTE=war_man333;45681916][t]http://i.imgur.com/uwRovAP.jpg[/t] working on a really weird-looking city. heavy WIP the train moves. and [i]kills[/i] also the huge decal is traced off real graffiti in a danish city lol [editline]13th August 2014[/editline] i'm still having trouble with the trains not playing the sound I assigned to them.. anyone know why?[/QUOTE] There's a lot of empty walls, need to add something in them or else it'll just look really boring.
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