The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=SirLemon;45682684]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]
Possibly make a metal archway over the bridge? But at that point, it starting to look like a sci-fi 2fort
[QUOTE=grabbin pills?;45683378]Possibly make a metal archway over the bridge? But at that point, it starting to look like a sci-fi 2fort[/QUOTE]
Eh, remember, it's trying to be a remake of classic 2fort, and I don't wanna change anything with the design, just wanna add details.
cp map I'm working on for TF2
[t]http://cloud-4.steampowered.com/ugc/46480033095335521/EE9C5A0AA22C80A5863B451A60AD77E00416B682/[/t]
[t]http://cloud-4.steampowered.com/ugc/46480033095333178/E0700D570CE2661B5070CBC0093ADBA54856F90B/[/t]
[t]http://cloud-4.steampowered.com/ugc/46479314822787357/2FEEDE208F8119DDE7EC11ED56922B13594C7EF2/[/t]
[t]http://cloud-4.steampowered.com/ugc/46479314822800156/EE853182ED1EEFE016323F83ADD7EBD8056721A7/[/t]
[QUOTE=Medevila;45684759]not enough [URL="http://cinematicmod.com/images/cm_11/characters/cm_11_06.jpg"]emo Breen[/URL]
[/QUOTE]
[IMG]http://i.somethingawful.com/forumsystem/emoticons/emot-wtc.gif[/IMG]
Who thinks this looks good??
havent done anything in a while, idea popped into my head
[t]http://cloud-4.steampowered.com/ugc/23962034160826791/8D4AA4830A95BE717B78A4128D53D57855848506/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160841221/45C643997517D6251B933E51A82C5294B41533FF/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160837229/F45D55BE8EA6E40EB30F4CC99DC146EFCAC7D7BF/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160834178/D16EBCC80EBADC25007645B2C2D2E5006F189557/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160845693/945E6EC60CA752E86E936BAD2DA2037654D372EA/[/t]
idea from donkeys ago but never managed to get round to making it ( see: 8 years ) , essentially a roleplay map with two towers, one residential and one commercial, connected by two bridges; one over the other, with one of the bridges acting as the police station, housing cells, armory etc. and stopping crims from either side of the tower.
you can just see the first draft cells after the small grate catwalk under the first bridge
[QUOTE=Medevila;45684759]not enough [URL="http://cinematicmod.com/images/cm_11/characters/cm_11_06.jpg"]emo Breen[/URL]
[editline]14th August 2014[/editline]
looks great but chicken wire makes for a poor floor IMO[/QUOTE]
yeah, I want something transparent thought so you can see the stuff underneath. maybe broken floorboards or something.
[QUOTE=Shirky;45673928]So is anyone looking to map for a mod? :v:[/QUOTE]
What's the mod about?
[t]http://i.imgur.com/GqheCaf.jpg[/t]
[QUOTE=Shirky;45690829][t]http://i.imgur.com/GqheCaf.jpg[/t][/QUOTE]
Reminds me of Ivan's secrets/Raindrop type of setting.
What happened to that map you were working on with soviet blocks with flags, cool colour correction and loads of cotton plants?
[QUOTE=mdeceiver79;45691634]Reminds me of Ivan's secrets/Raindrop type of setting.
What happened to that map you were working on with soviet blocks with flags, cool colour correction and loads of cotton plants?[/QUOTE]
This? I lost all the files to this.
[img]http://i.imgur.com/MerCYRj.png[/img]
[img]http://i.imgur.com/4p995Lr.png[/img]
And this is based off Kantubek, the same place Ivans Secrets was built around. Its kind of a tribute to it.
I've been building this for the past 2 days, and I think it's safe to say that it's also the first map I haven't given up on... yet :suicide:
[IMG]http://i1333.photobucket.com/albums/w626/legoman6986/d4c769c4-18d1-404e-938e-7d538e1c92c5_zps1baa1bc9.jpg[/IMG]
[IMG]http://i1333.photobucket.com/albums/w626/legoman6986/afdbaa40-921d-41f6-9894-be7a6f1f8a9c_zpsd307172f.jpg[/IMG]
[IMG]http://i1333.photobucket.com/albums/w626/legoman6986/1ab368e2-aafd-43af-864f-9cea57605e4b_zps2ff3d7e1.jpg[/IMG]
[IMG]http://i1333.photobucket.com/albums/w626/legoman6986/7c94118a-c898-42e8-af2a-5398d387aae7_zpsa9aaf6bd.jpg[/IMG]
On a side note, if any of you need additional info on func_precipitation; I've spent a good hour adding new documentation and formatting a new table for your viewing pleasure: [URL="https://developer.valvesoftware.com/wiki/Func_precipitation"]https://developer.valvesoftware.com/wiki/Func_precipitation[/URL]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0003_zps379613b4.jpg[/IMG]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0005_zps0491964b.jpg[/IMG]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0002_zpse23137aa.jpg[/IMG]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0001_zpsfe1ad9b1.jpg[/IMG]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0008_zpse15429e3.jpg[/IMG]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0009_zpsb43bb8e6.jpg[/IMG]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0006_zpsc229014d.jpg[/IMG]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0004_zpsc465574f.jpg[/IMG]
[IMG]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0000_zps179cd498.jpg[/IMG]
Been working on this lately, some sort of abandoned building. It's gonna be a puzzle type map, various routes, find keys, unlock doors, that kind of stuff. It's still very early in development I'm open to suggestions/feedback.
I am also aware that some props are casting weird shadows. (like that closed door in the first pic)
[QUOTE=< Bird Poo >;45693706]
[img]http://i1371.photobucket.com/albums/ag315/birdpoo222/test_corridor0004_zpsc465574f.jpg[/img]
[/QUOTE]
The way the light_spot is setup is inconsistent with the model and the sprite. The light is a dome light; so it has a wider FOV. It think it should look more like this
[IMG]http://cloud-4.steampowered.com/ugc/31843334029601643/0C70E822EF2E05C5D07FFCA96396175002E13803/[/IMG]
I present to you Funnel gun (or Portable funnels)
[media]http://www.youtube.com/watch?v=875yUo6FhSo[/media]
What in the world happened at the last part?
So, If I were to remove the walls completely, and change it to a modeled one, what would be the impact on the visuals?
(I'm still making my AOT map, and I intend on finishing it, since the other one on the workshop is kinda a little hurting my eyes)
[QUOTE=soullink;45695104]So, If I were to remove the walls completely, and change it to a modeled one, what would be the impact on the visuals?
(I'm still making my AOT map, and I intend on finishing it, since the other one on the workshop is kinda a little hurting my eyes)[/QUOTE]
A model does not cut vis-leaves, seal a map, and does not have lightmaps. It can be difficult to get it to blend into the brush-based geometry.
[QUOTE=Instant Mix;45687627]havent done anything in a while, idea popped into my head
[t]http://cloud-4.steampowered.com/ugc/23962034160826791/8D4AA4830A95BE717B78A4128D53D57855848506/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160841221/45C643997517D6251B933E51A82C5294B41533FF/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160837229/F45D55BE8EA6E40EB30F4CC99DC146EFCAC7D7BF/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160834178/D16EBCC80EBADC25007645B2C2D2E5006F189557/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160845693/945E6EC60CA752E86E936BAD2DA2037654D372EA/[/t]
idea from donkeys ago but never managed to get round to making it ( see: 8 years ) , essentially a roleplay map with two towers, one residential and one commercial, connected by two bridges; one over the other, with one of the bridges acting as the police station, housing cells, armory etc. and stopping crims from either side of the tower.
you can just see the first draft cells after the small grate catwalk under the first bridge[/QUOTE]
That room with the windows looks like it would make a p. awesome looking greenhouse.
It would be really cool if someone made a map inspired by machinarium
[thumb]http://www.hqwalls.net/wp-content/uploads/2012/07/Machinarium-wallpapers-4.jpg[/thumb]
New overhead shot, since the surface is almost finished. Click for the huge version (around 5 MB):
[url=http://abload.de/img/screenshot_2014-08-15i7uf6.jpg][img]http://abload.de/img/screenshot_2014-08-15ftktq.jpg[/img][/url]
[thumb]http://cloud-4.steampowered.com/ugc/564393990254110585/EA0BA9BA2FBD9A9E97BCC4C842F0AC381CEEA2F7/2048x1092.resizedimage[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/564393990254111565/DBC5C4EB8AF40B95602C61D1B2B0E815E5E66388/2048x1092.resizedimage[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/564393990254112175/81999D48A7410B46F85393BB79B74A4EA7C57AF1/2048x1092.resizedimage[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/564393990254113026/07231A1DCC3BE7BF6D3813315FB6EF4A68B631A7/2048x1092.resizedimage[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/564393990254113693/4C68FFDDA2B467566943FAD5E37484B5EF6D80EE/2048x1092.resizedimage[/thumb]
I actually had to scrap the entire building and remake it as a result of incorrect scale. The new building compiles faster and looks better. Took about a day of work though.
Lighting is currently placeholder.
As always, criticism/suggestions are welcome!
[QUOTE=03C0;45695605]New overhead shot, since the surface is almost finished. Click for the huge version (around 5 MB):
[/QUOTE]
How close are you to entity/brush limits etc.?
[QUOTE=03C0;45695605]New overhead shot, since the surface is almost finished. Click for the huge version (around 5 MB)[/QUOTE]
did you release a road tutorial yet?
[QUOTE=Instant Mix;45687627]havent done anything in a while, idea popped into my head
[t]http://cloud-4.steampowered.com/ugc/23962034160826791/8D4AA4830A95BE717B78A4128D53D57855848506/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160841221/45C643997517D6251B933E51A82C5294B41533FF/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160837229/F45D55BE8EA6E40EB30F4CC99DC146EFCAC7D7BF/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160834178/D16EBCC80EBADC25007645B2C2D2E5006F189557/[/t]
[t]http://cloud-4.steampowered.com/ugc/23962034160845693/945E6EC60CA752E86E936BAD2DA2037654D372EA/[/t]
idea from donkeys ago but never managed to get round to making it ( see: 8 years ) , essentially a roleplay map with two towers, one residential and one commercial, connected by two bridges; one over the other, with one of the bridges acting as the police station, housing cells, armory etc. and stopping crims from either side of the tower.
you can just see the first draft cells after the small grate catwalk under the first bridge[/QUOTE]
This is wonderful imo
[QUOTE=03C0;45695894][url=http://facepunch.com/showthread.php?t=1413669]Yeah, over here[/url] :smile:
I think I'm doing reasonably well, considering the size of the map. This is from my latest compile. It doesn't include an underground area, but that shouldn't make a big difference.
[CODE]
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 4277/8192 51324/98304 (52.2%)
brushsides 44769/65536 358152/524288 (68.3%)
planes 44974/65536 899480/1310720 (68.6%)
vertexes 40074/65536 480888/786432 (61.1%)
nodes 14614/65536 467648/2097152 (22.3%)
texinfos 7851/12288 565272/884736 (63.9%)
texdata 311/2048 9952/65536 (15.2%)
dispinfos 1503/0 264528/0 ( 0.0%)
disp_verts 37631/0 752620/0 ( 0.0%)
disp_tris 48192/0 96384/0 ( 0.0%)
disp_lmsamples 1397692/0 1397692/0 ( 0.0%)
faces 22142/65536 1239952/3670016 (33.8%)
hdr faces 22142/65536 1239952/3670016 (33.8%)
origfaces 13004/65536 728224/3670016 (19.8%)
leaves 14642/65536 468544/2097152 (22.3%)
leaffaces 26373/65536 52746/131072 (40.2%)
leafbrushes 14283/65536 28566/131072 (21.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 155277/512000 621108/2048000 (30.3%)
edges 95036/256000 380144/1024000 (37.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 80/8192 7040/720896 ( 1.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2166/32768 21660/327680 ( 6.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 39672/65536 79344/131072 (60.5%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 411/512 144672/180224 (80.3%) VERY FULL!
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 4782120/0 ( 0.0%)
visdata [variable] 24/16777216 ( 0.0%)
entdata [variable] 134590/393216 (34.2%)
LDR ambient table 14642/65536 58568/262144 (22.3%)
HDR ambient table 14642/65536 58568/262144 (22.3%)
LDR leaf ambient 14642/65536 409976/1835008 (22.3%)
HDR leaf ambient 88552/65536 2479456/1835008 (135.1%) VERY FULL!
occluders 19/0 760/0 ( 0.0%)
occluder polygons 19/0 228/0 ( 0.0%)
occluder vert ind 77/0 308/0 ( 0.0%)
detail props [variable] 1/1078864 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/222492 ( 0.0%)
pakfile [variable] 25749034/0 ( 0.0%)
physics [variable] 1611921/4194304 (38.4%)
physics terrain [variable] 285797/1048576 (27.3%)
[/CODE][/QUOTE]
If you do an underground area, may I suggest the possibility of linking the infrastructure togther? If there's one thing that rustles my jimmies are roads that lead to nowhere. If they looped, even just turning back on themselves, it's not so bad.
[QUOTE=03C0;45695605]New overhead shot, since the surface is almost finished. Click for the huge version (around 5 MB):
[url=http://abload.de/img/screenshot_2014-08-15i7uf6.jpg][img]http://abload.de/img/screenshot_2014-08-15ftktq.jpg[/img][/url][/QUOTE]
Awesome! Are the traintracks going in a full circle? That would be awesome
[QUOTE=Kickin Balls;45696141]If you do an underground area, may I suggest the possibility of linking the infrastructure togther? If there's one thing that rustles my jimmies are roads that lead to nowhere. If they looped, even just turning back on themselves, it's not so bad.[/QUOTE]
I enjoy interconnectivity in level design, so I do try to link the different areas in interesting ways. There are some dead ends on the surface, though. The roads at the edges of the map lead to blocked off tunnels or other obstructions.
[QUOTE=Rammelslakje;45696334]Awesome! Are the traintracks going in a full circle? That would be awesome[/QUOTE]
Not yet, but they will :smile:
[QUOTE=03C0;45695605]New overhead shot, since the surface is almost finished. Click for the huge version (around 5 MB):
[url=http://abload.de/img/screenshot_2014-08-15i7uf6.jpg][img]http://abload.de/img/screenshot_2014-08-15ftktq.jpg[/img][/url][/QUOTE]
If this is a RP map, god I hope it becomes more popular than that shitty town map with 80 versions of it that every RP server on gmod uses...
[QUOTE=03C0;45696546]
Not yet, but they will :smile:[/QUOTE]
And is that water or some dryland?
Looks like water.
I can tell it from the pixels.
[img]http://i.imgur.com/zicp8TF.png[/img]
No, seriously, this line looks typical for water in source(1)
Also, this map looks so freaking awesome! Reminds me a lot of some part of a GTA map.
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