The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Is there a good way to introduce the combine in portal 2?
i guess SFM might be the best option, but it dont allow the player to play.
My storyline require the combine to make sense... And P2 dont allow npcs.
I've finished working on the main story ( at least for the beginning )
I only need to works on the maps now :)
But yeah.... Combines....
Add some automatic timer that makes [B]all[/B] prop_physics fade at certain distance.
This would partially solve the rendering lag issues with people spawning props. (Also, low framerate is the main reason why people don't play certain great-looking RP maps)
Use these for your trees
[url]http://www.garrysmod.org/downloads/?a=view&id=90923[/url]
[QUOTE=mdeceiver79;45697195]Use these for your trees
[url]http://www.garrysmod.org/downloads/?a=view&id=90923[/url][/QUOTE]
He said he already is using clustered edited trees.
[t]http://cloud-4.steampowered.com/ugc/23962034192389952/64D016CF8B4E1AA823760D73E477CE0E1CC01E9A/[/t]
bit more shit, current style OK?
Police bridge is becoming almost too modern
[QUOTE=Instant Mix;45697592][t]http://cloud-4.steampowered.com/ugc/23962034192389952/64D016CF8B4E1AA823760D73E477CE0E1CC01E9A/[/t]
bit more shit, current style OK?
Police bridge is becoming almost too modern[/QUOTE]
this looks promising! good work so far.
[QUOTE=dum6azz;45694281]I present to you Funnel gun (or Portable funnels)
[media]http://www.youtube.com/watch?v=875yUo6FhSo[/media][/QUOTE]
that ending [media]http://www.youtube.com/watch?v=2CYDgezeQas[/media]
[QUOTE=TFlippy;45697127]Add some automatic timer that makes [B]all[/B] prop_physics fade at certain distance.
This would partially solve the rendering lag issues with people spawning props. (Also, low framerate is the main reason why people don't play certain great-looking RP maps)[/QUOTE]
Additionally, he could add a trigger box above the entire map in the sky, that when planes fly into it, the fog and draw distance become super small and limit the players view very drastically. Making them think they are flying higher than they actually are and improving performance in aircraft. When they leave the trigger (at a low enough altitude) the fog would return back to normal. The fog could also be a nice blue color or match the sky.
more pics of the mid east map (the euro styled wall with windows is a placeholder, gonna replace the background of the windows with the stone texture near them)
CT spawn (before this was unacessible)
[t]http://cloud-4.steampowered.com/ugc/36346933474068661/E1032E195FB25EE75B3A583FC75DAD7E456379A0/[/t]
Bombsite B
[t]http://cloud-4.steampowered.com/ugc/36346933474065690/7F2766EE9D5606D0527A8EB0A22831CEDB7DFA55/[/t]
Basement hall
[t]http://cloud-4.steampowered.com/ugc/36346933474063265/A573EA69E8F33167D731A81AC17EE2D83E76BBCF/[/t]
Former CT spawn and a apartment complex
[t]http://cloud-4.steampowered.com/ugc/36346933474060023/096A09D34D81D7DB30D84AB62408519EA245E89D/[/t]
Cactuses with lightmap scale of 4
[t]http://cloud-2.steampowered.com/ugc/36346933474055347/0271AA321F0FEF66C8C974943A53A32DAB14CDFA/[/t]
Burning car with a corpse in the engine bay
[t]http://cloud-4.steampowered.com/ugc/36346933474051883/6FEEDEB997CB84AA2A74EB79EC252AAD70BFC35D/[/t]
Underground Praying room and hall
[t]http://cloud-4.steampowered.com/ugc/36346933474048543/BBFA42B9FCF6F6386EC41C3C250F64A66DD1C6B9/[/t]
[QUOTE=Medevila;45698727]Will this all be towering above the clouds or something? I know it's probably not really what you're going for but I'm getting mad Feros vibes from the current pics
[t]http://img4.wikia.nocookie.net/__cb20081121182131/masseffect/images/0/09/Feros2.jpg[/t][t]http://www.gamer.ru/system/attached_images/images/000/326/505/original/feros___skyway_by_scampermax-d360xvy.jpg[/t][/QUOTE]
nope, going to be below clouds ; going to have the bottom of the skyscraper and the rest of a city done in the 3D skybox, think it'll look quite smart and add to the immersion
Also, regarding your massive forest map, you should resave the VTFs with blurred mipmaps, so the terrain texture doesn't look that repetitive.
Perhaps you could also apply some extremely oversized cloud-like $detail texture over it (wouldn't be noticeable from close range).
[QUOTE][T]http://abload.de/img/screenshot_2014-08-15ftktq.jpg[/T][/QUOTE]
[t]http://i.imgur.com/W50hRo7.jpg[/t]
I'm making a TF2 Mario Kart map, tentatively called Mario Kart: Deadly Alliance.
[img_thumb]http://i.imgur.com/oawulRC.jpg[/img_thumb] [img_thumb]http://i.imgur.com/C2vQvXS.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/IbVq9fu.jpg[/img_thumb] [img_thumb]http://i.imgur.com/OLJKjcX.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/pipDqU4.jpg[/img_thumb]
I'm going to finish the perimeter of the area before filling out a 3d skybox.
Does anyone have a server I can host my map on to test?
[QUOTE=pac0master;45697046]Is there a good way to introduce the combine in portal 2?
i guess SFM might be the best option, but it dont allow the player to play.
My storyline require the combine to make sense... And P2 dont allow npcs.
I've finished working on the main story ( at least for the beginning )
I only need to works on the maps now :)
But yeah.... Combines....[/QUOTE]
What if the Combine found out about Aperature Labs and decided to overtake or oversee the abandoned labs; and use the equipment to advance their super shitty portal transport technology.
Half-Life 3 Confirmed.
[QUOTE=SimplePlanz69;45701349]What if the Combine found out about Aperature Labs and decided to overtake or oversee the abandoned labs; and use the equipment to advance their super shitty portal transport technology.
Half-Life 3 Confirmed.[/QUOTE]
Makes me curious if Valve is going to make another tie to Aperture Laboratories about soldiers trying to seize the labs or something.
Progress, the outside almost finished. Got the barriers in place, now it's pretty much a matter of making a skybox, which can just be some rocky canyon-like terrain, in the style of TFC.
[t]http://cloud-4.steampowered.com/ugc/575652989343069994/B3A25F8F8ED9BDB11B10D32C696347774E02FB47/[/t]
[t]http://cloud-4.steampowered.com/ugc/575652989343071125/7F4B6C96A5AD7DD182614ED71796D7BE1F0CF621/[/t]
Im kinda proud of the water. Since the water wasn't translucent in 2fort classic, but all the water in TF2 is, I improvised by using some moss overlays on the water.
[QUOTE=Merijnwitje;45701712]Makes me curious if Valve is going to make another tie to Aperture Laboratories about soldiers trying to seize the labs or something.[/QUOTE]
It would be cool considering Aperture and C17 are in the same universe (somehow)
My crazy ass ending for HL3 would reveal that Gordon and Chell were actually brother and sister; but they were separated at birth and grew up/lived in lab environments until a catalyst allowed for access outside the lab environment they were used to, causing Gman to intervene... :v:
[QUOTE=SimplePlanz69;45702198]It would be cool considering Aperture and C17 are in the same universe (somehow)
My crazy ass ending for HL3 would reveal that Gordon and Chell were actually brother and sister; but they were separated at birth and grew up/lived in lab environments until a catalyst allowed for access outside the lab environment they were used to, causing Gman to intervene... :v:[/QUOTE]
They ARE in the same universe, both games directly reference eachother.
Pretty sure HL3 will take place in the arctic, after they fly there with the helicopter, like they planned at the end of HL2:EPS2, to find the Borealis
Is there a tutorial for this?
They look really neat!
[QUOTE=On-A-Freak;45704688]Is there a tutorial for this?
They look really neat![/QUOTE]
I like the LightmappedReflective shader better because I got me some sexy granite and real time reflections :3
[IMG]http://i1333.photobucket.com/albums/w626/legoman6986/rainyattic0016_zps2597c1d5.jpg[/IMG]
At the cost of nice brushwork, limit of 1, no normal/specular maps and increased resource usage? Or am I just clueless about how it works?
[thumb]http://cloud-4.steampowered.com/ugc/564393990282243134/48837B32CB1029759F95779FE9B12A436E0DCB67/2048x1092.resizedimage[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/564393990282244209/6B9AA775F5D6B5D8786DAE21A243ED57C0F6E8E7/2048x1092.resizedimage[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/564393990282245118/C5D0A18F1FC9289073361070729986D1311FEB59/2048x1092.resizedimage[/thumb]
Got around to texturing it and changed the lighting! The textures are not exactly what I want; I wanted the trim? that is on the exterior walls to pop out more instead of being a dull yellow, but that seems to be the best I can do with default textures. Comments/suggestions welcome.
[QUOTE=TFlippy;45699212]Also, regarding your massive forest map, you should resave the VTFs with blurred mipmaps, so the terrain texture doesn't look that repetitive.
[/QUOTE]
I don't think this would be a good idea.
Not completely blurry, but also not as sharp as default.
Also, this would have been only useful when looking at the textures from very long distance.
Maybe the Unsharp Mask?
[T]http://puu.sh/anuj0/8c091edcf3.png[/T]
[QUOTE=SimplePlanz69;45704954]I like the LightmappedReflective shader better because I got me some sexy granite and real time reflections :3
[IMG]http://i1333.photobucket.com/albums/w626/legoman6986/rainyattic0016_zps2597c1d5.jpg[/IMG][/QUOTE]
I also liked using the reflective shader for this, but I enjoyed not having to get really hacky way of doing it,
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/home0000.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/home0001.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/home0002.jpg[/t]
Plus it works on displacements.
[QUOTE=Crypt19;45705088]At the cost of nice brushwork, limit of 1, no normal/specular maps and increased resource usage? Or am I just clueless about how it works?[/QUOTE]
It is a parallax cube map, not real time reflection. So you could have more than 1 and it will be cheaper than real time reflections, but not much more expensive that normal cube maps.
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