The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=TurtleeyFP;45773422]These are the 3 most common colors in movie theater lobbies, and there's probably a really good reason why but I don't know what it is.[/QUOTE]
It's a commonly held belief that warm colors invoke a feeling of hunger. My best guess is that they do it for this reason.
I'm making some map entities that let you set up some DarkRP stuff from your maps.
Right now you can set where the jail is and set some properties on doors (Title, if its ownable, the group/job that owns it) and you can even make custom groups with it.
Would anyone be interested in it for there maps?
I might also try to make it universal and work on a few other RP gamemodes, what do you guys think?
Turning the lost coast map into a Day of Defeat map, just for the fun.
[Ignore the -fast weird lighting, there isn't any leaks.]
German Spawn
[t]http://cloud-4.steampowered.com/ugc/38599284128652351/535179A9F3C07436858277B687FAAC71EEAEE077/[/t]
[t]http://cloud-4.steampowered.com/ugc/38599284128654895/F5BD33FC295515279C3F31355CACFC264B80CCED/[/t]
The monastery (Owned by Germans by default.)
[t]http://cloud-4.steampowered.com/ugc/38599284128656388/AB2124F4819B2BBE78C708286680277E3442C6CC/[/t]
Monastery Balcony for Snipers
[t]http://cloud-4.steampowered.com/ugc/38599284128657781/BEF9E7253EB934FD889691D5419D26831EB16D6B/[/t]
[t]http://cloud-2.steampowered.com/ugc/38599284128659568/F9AA10F2871B96819375000DE1B9707F0ECA4A14/[/t]
[t]http://cloud-4.steampowered.com/ugc/38599284128661511/CA09BBA0A70BA508231DD7569F4A599BE1204666/[/t]
[t]http://cloud-4.steampowered.com/ugc/38599284128663495/ECA0D4659BE87D31D1030F7B7082226D1CC1F6FB/[/t]
[t]http://cloud-2.steampowered.com/ugc/38599284128665750/D59ED4014A4ECAD5D221D10EE9450499F5368B1A/[/t]
The beach (Owned by the US Army by default.)
[t]http://cloud-4.steampowered.com/ugc/38599284128667907/0B37AA68D14A7F86FF502111ED3B66C1B3A4CA45/[/t]
[t]http://cloud-4.steampowered.com/ugc/38599284128669816/3EBF6C4B546E90C173C8E053E93A5FF8B3E58ACF/[/t]
And the US Army spawn.
[t]http://cloud-4.steampowered.com/ugc/38599284128671826/AD47C91115130A865DED99FAA32286F4224584FF/[/t]
-duh snip-
Everything is subject to change. I still haven't figured an easy way to add barriers to the road. I'm aware there's a few odd textures or missing brushes, please ignore that. If you have other suggestions, hit me.
This map advocates fun over realism. It's for TTT.
[t]http://i.imgur.com/QbpXA70.jpg[/t]
I thought it looked wonky when the vehicle turned, because I didn't make enough track entities. Then I just made it drift all around the map. It has tire screeches and smoke.
[t]http://i.imgur.com/gAfLe6n.jpg[/t]
not so pretty. has gun spawners with delayed enable. also the robot which you can barely see [has the greeting from the robot in New Vegas.
[t]http://i.imgur.com/TuSlGJw.jpg[/t]
The blast door is an exit for a traitor room.
[t]http://i.imgur.com/310xXCZ.jpg[/t]
Graffiti-haven. I'm going to build some exit so it doesn't deadend like it does now.
[t]http://i.imgur.com/YUvPfpk.jpg[/t]
The 'modern art' thing there is actually a traitor-trap. The top concrete 'log' can break off and crush unsuspecting innocents shopping for weapons.
If anyone has any cool ideas for traitor traps, please share.
[QUOTE=war_man333;45776105]
I thought it looked wonky when the vehicle turned, because I didn't make enough track entities. Then I just made it drift all around the map. It has tire screeches and smoke.
[/QUOTE]
This did make me chuckle quite a bit. Making do with whatchu got.
Have a trap for the train bit; you fall in, you cant move, get run over by a train. Make it a "you WILL die" trap. I hate traps that are like this, but secret ways to get out that no-one but that one guy knows and never tells or shows you.
[QUOTE=Kickin Balls;45776364]This did make me chuckle quite a bit. Making do with whatchu got.
Have a trap for the train bit; you fall in, you cant move, get run over by a train. Make it a "you WILL die" trap. I hate traps that are like this, but secret ways to get out that no-one but that one guy knows and never tells or shows you.[/QUOTE]
That's a nice idea but are you saying you want a secret way to get out or DON'T want a secret way?
[QUOTE=war_man333;45776397]That's a nice idea but are you saying you want a secret way to get out or DON'T want a secret way?[/QUOTE]
No, no secret way out. Have it be a "You fucked up" trap. Alternatively, you COULD make there be a way for the traitor to be made invincible and then teleport when the train runs over them. Just so it looks like he may have died, but in reality he wasn't. This stops people IDing the bodies and wondering where his body is; they shouldn't be able to reach his body without dying themselves.
So I would think it to be a pit-of-death, for everyone, but if you wanted a traitor-escape, have it so they're made invincible and teleported out when the train comes, but not too obvious, because then people would see ;o
[QUOTE=Kickin Balls;45776446]No, no secret way out. Have it be a "You fucked up" trap. Alternatively, you COULD make there be a way for the traitor to be made invincible and then teleport when the train runs over them. Just so it looks like he may have died, but in reality he wasn't. This stops people IDing the bodies and wondering where his body is; they shouldn't be able to reach his body without dying themselves.
So I would think it to be a pit-of-death, for everyone, but if you wanted a traitor-escape, have it so they're made invincible and teleported out when the train comes, but not too obvious, because then people would see ;o[/QUOTE]
wow a feign death idea sounds awesome.
do you think it's possible to create a copy of his ragdoll, which is just a regular ragdoll? because people will be able to see the ragdoll fly into the tunnel when he dies I'm thinking.
[QUOTE=Oda;45770435]Working on Bank type deal.
[IMG]http://i.imgur.com/U1iPOho.jpg[/IMG]
[/QUOTE]
In the first pic, the top part of the bank looks too high and really draws attention to how the building has the proportions of 4 even cubes mashed together. The rest of the bank looks great, and has a really good style going for it. (also pls dont shout I can hear you from here.)
[QUOTE=war_man333;45776105]
If anyone has any cool ideas for traitor traps, please share.[/QUOTE]
First off, the car drifting is such a cool idea. Cudos for working within your means and being creative.
Second off, it might be worth considering adding more tall buildings to make the environment feel less open, but that's up to you honestly.
As for traitor traps: exploding air tanks are usually easy to make. Just use a kill command to remove the 'dummy' tanks and then spawn some exploding barrel gibs with some hissing and explosion effects.
[QUOTE=Oda;45770435]
IF YOU GUYS HAVE ANY IDEAS ON HOW TO MAKE THIS BETTER JUST LET ME KNOW!
THANK YOU![/QUOTE]
[IMG]http://i.imgur.com/31Gi953.jpg[/IMG]
Rotate these textures 90 degrees.
[editline]23rd August 2014[/editline]
You could also add a trim or frame around the vault door.
Source 2 really needs a proper GI solution.
[t]http://i.imgur.com/gVC8HZM.jpg[/t]
[QUOTE=Stiffy360;45778990]Source 2 really needs a proper GI solution.
[t]http://i.imgur.com/gVC8HZM.jpg[/t][/QUOTE]
Entities are env_deffered_light no ?
On core folder, look lights.fgb, there is probe light, but not useable for dota 2
I need to get a working Hitler model and fix the beam width. For some reason the keyvalue searches in the rebel model folder. In the meantime here's what I got.
HITLER COMES DOWN FROM SPACE, HE WAS ALIVE ALL ALONG
Also for some reason the speech and not the song [url=http://puu.sh/b4ScD/2aacc26057.png]was "third party content"[/url] :v:
[video=youtube;MBWtTASWCMM]http://www.youtube.com/watch?v=MBWtTASWCMM[/video]
[QUOTE=grabbin pills?;45772895]What orange doesn't go with green T^T[/QUOTE]
It can stand out really well if you design your map right.
Like green walls, but with orange furniture.
Or vice versa, or even combined.
Check this out:
[IMG]http://i.imgur.com/B6UPq0x.jpg[/IMG]
It looks great, right? Ikea limes and oranges.
So yeah, I don't see where you're coming from.
So maybe if On-A-Freak removes the blue he can have a really nice looking interior.
I can't be the only one who thinks that bedroom looks really ugly.
[editline]23rd August 2014[/editline]
What is even going on with the floor, christ.
I honestly think that room just looks...awful
My graphic design teacher would be severely displeased
I changed the lobby to blue only. The entrance area is red now.
Changed the lighting from a rainy night to a rainy sunrise. Also, HDR is amazing.
The car is capable of roadkills. Unfortunately, the driver is irresponsible, so he leaves the mangled corpse alone. :v:
[T]http://i.gyazo.com/db368b4404da30b1bd77410892d35042.png[/T] [T]http://i.gyazo.com/40f78e58747ff4f6ce2271b4f3a7bb29.png[/T] [T]http://i.gyazo.com/bb2fd22bc52ee47d2f308daa216cb5a9.png[/T]
[B][U]A WIP map:[/U][/B]
[T]http://cloud-4.steampowered.com/ugc/71250381496885084/57A5F89AA69B39A02A54AA76D79204E7FBB29F86/[/T][T]http://cloud-4.steampowered.com/ugc/71250381497076660/09D7F4E78FF078BAA069CC8F2D33FEB216BA337F/[/T]
[I]It'll be an Air Force Base when I'm around done with it. Also, this is my very first map, so C&C appreciated.[/I]
[QUOTE=nicoreda;45779187]Entities are env_deffered_light no ?
On core folder, look lights.fgb, there is probe light, but not useable for dota 2[/QUOTE]
everything's deferred but that doesn't mean shit due to how they actually work them.
no shadows on point lights, they haven't coded any GI, I'm fairly certain there's no baking, or even lightmaps on top of deferred. we'll just have to wait for valve to properly introduce the system in L4D3 or whatever [t]http://www.facepunch.com/fp/ratings/rainbow.png[/t]
Working on the large showroom, still need to finish chunks of the geo
[t]http://s.gvid.me/s/2014/08/24/modern_apt0042.png[/t]
[t]http://s.gvid.me/s/2014/08/24/modern_apt0045.png[/t]
Added some color to the rest of the hallways.
[t]http://s.gvid.me/s/2014/08/24/modern_apt0043.png[/t]
[t]http://s.gvid.me/s/2014/08/24/modern_apt0044.png[/t]
Unfortunately I need to rebake all of the plaster textures, they're either way blown out, or too dark; which makes getting good color transmission hard.
(See how the textured version is MUCH 'brighter' than the debug color, that's bad.)
[t]http://s.gvid.me/s/2014/08/24/modern_apt0046.png[/t]
trying out some stuff
[t]http://cloud-4.steampowered.com/ugc/36347484348662271/DCF3E7AA6BC838AF778904DF581035CB707EECEF/[/t][t]http://cloud-4.steampowered.com/ugc/36347484348664628/1AE80F085F82A66FE6821E98B7052728CC89A485/[/t]
[t]http://cloud-4.steampowered.com/ugc/36347484348667469/BCDA6FBE62A86B8ED44F226F9C4C83486769C226/[/t][t]http://cloud-4.steampowered.com/ugc/36347484348672992/C6DF0E19292F78E941929DE1C984F256418E40CE/[/t]
smoothing groups are there, but not in these pictures
[QUOTE=EddieLTU;45784402]trying out some stuff
-snip-
smoothing groups are there, but not in these pictures[/QUOTE]
Light map grids have to be aligned perfectly for smoothing groups to work. If you go to the light map grid view in hammer, you would most likely see a misaligned grid on the curved part of the wall. If the light map grid is too small on the curve, it will also cause this.
[QUOTE=grabbin pills?;45784585]Light map grids have to be aligned perfectly for smoothing groups to work. If you go to the light map grid view in hammer, you would most likely see a misaligned grid on the curved part of the wall. If the light map grid is too small on the curve, it will also cause this.[/QUOTE]
i just said that i took these pictures before i did smoothing groups
they look like this now, if you want to know
[t]http://cloud-4.steampowered.com/ugc/36347484350498509/9C99E66C79847A9856B91F0856E7B7E0D68EFD13/[/t]
I messed around with some custom 3D skybox stuff, I kinda like how it turned out.
[video=youtube;-BZ-HHxAZ_I]http://www.youtube.com/watch?v=-BZ-HHxAZ_I[/video]
It's perfect!
[QUOTE=Shirky;45768686]Yeah, if you wanted to sell a source game, it will be 10 fold more expensive to use the engine (with less support) than say Unreal or CryEngine. You need to pay an upfront fee of at least $25000 to even use the Source Engine, which is insane for such an outdated engine. Unreal literally will only cost you $20, and 5% of your revenue, which is still much better than what you would pay for Source.
You can use UDK, Unity, Cryengine, all for free. and they are better than Source even with being either broken, old, or not having "pro-features"[/QUOTE]
Unless you're greenlit ;)
But seriously don't try to make anything with Source, it's a pain in the fucking ass and if it wasn't harder to move engines we would've done that ages ago for INFRA.
[QUOTE=war_man333;45776496]wow a feign death idea sounds awesome.
do you think it's possible to create a copy of his ragdoll, which is just a regular ragdoll? because people will be able to see the ragdoll fly into the tunnel when he dies I'm thinking.[/QUOTE]
The ragdoll thing might not work because in TTT when you hover over a distant ragdoll it will either say "Identified" or "Unidentified".
I installed FACP into the correct folders and now when I try to use Hammer, the views will begin to lag. The lag gets worse and worse even when I'm not mapping anything until it's impossible. (5 fps even on the 2D views) It's only happened since installing the pack. Any solutions?
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