The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Making a narrative mod, inspired by Thirty Flights Of Loving by Blendo Games. Made the first level...well, at least think I made. This is the first map I ever made, so don't expect any über-pro-level-design-skills.
Made it in a week and spent the next one polishing it and playtesting with friends.
The photos weren't edited. That's game's cc.
What do you think facepunch?
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-13_00006.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-13_00008.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-13_00009.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-13_00010.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-13_00011.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-13_00012.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-13_00013.jpg[/t]
That looks really really cool. The fog doesn't blend too well with the skybox, so it looks a bit weird, to me at least. Other than that it's looking pretty nice, especially the use of color correction.
[QUOTE=paulisdead18;45972362]That looks really really cool. The fog doesn't blend too well with the skybox, so it looks a bit weird, to me at least. Other than that it's looking pretty nice, especially the use of color correction.[/QUOTE]
Thanks, and you're right, I'm still trying to figure out the best configurations for things. Making it 10-20 units darker might do the trick.
A little update on my plaza map for Zombie Escape.
[t]http://cloud-4.steampowered.com/ugc/32971687511415010/3C3B8A54266CD7E19AC3BBFD00347AD7D3653E10/[/t]
[t]http://cloud-4.steampowered.com/ugc/32971687511404854/5497DAAB54BE5B3CF537CD766F51850925FCCAF2/[/t]
[t]http://cloud-2.steampowered.com/ugc/32971687511397884/533CEB34A26790E2C0C203C468963E6620CA6842/[/t]
[t]http://cloud-2.steampowered.com/ugc/28468087901412874/50D0933730794B46581DA014A6C211F25AF1BEF2/[/t]
Did the 20 Brush Challenge again. This abstract structure is a 1on1 map for TF2, its layout consisting of no more than 20 brushes, obviously not counting the skybox brushes and the kill trigger below the map.
some progress on my "Postal 2" Bank
as usual, excuse the artifacts and bad compiling
made a rular canal
[t]http://cloud-4.steampowered.com/ugc/32971687522723810/43A1C36A40F73355E309AA65036887F155975E05/[/t]
Extended the alley behind the apartments
[t]http://cloud-4.steampowered.com/ugc/32971687522728416/7FA8BD70378D0DCCCBD822DFCC7322B66ED8C0F5/[/t]
fixed the ugly staircase
Before
[t]http://cloud-4.steampowered.com/ugc/32971687413522935/DBD15B6A3C703EEB8BBB7C2272DD61EF8972A86E/[/t]
After
[t]http://cloud-4.steampowered.com/ugc/32971687522731291/2670A0BD7E1F3F880B256CB9D7B8731A298D27DF/[/t]
Before
[t]http://cloud-4.steampowered.com/ugc/32971687413517958/633B3F281CCF416425E287035652BA9BBD2B4C29/[/t]
After
[t]http://cloud-4.steampowered.com/ugc/32971687522734099/09E59A453DD70FAA5AFFBFAE858BFEE8FAC22929/[/t]
small yard behind the apartment
[t]http://cloud-4.steampowered.com/ugc/32971687522736233/65CF1FE6CA899210C9FE247C11B243552CA8F644/[/t]
small storage room(faster access to the bank)
[t]http://cloud-4.steampowered.com/ugc/32971687522740672/5BC2CE1649E0A5FB49A2BF044D959A63877BB735/[/t]
reworked the entrance
Before
[t]http://cloud-2.steampowered.com/ugc/883002022364020447/9AB231CBC8B128F2F7B615280CFC56B70CC1012A/[/t]
After
[t]http://cloud-4.steampowered.com/ugc/32971687522743354/A3962545C17AFC6682325D5E7ABC8D10C86883FF/[/t]
[t]http://cloud-2.steampowered.com/ugc/32971687522747402/1DF2AA07308FFF64BB740FA69C7E093C0E9F5AF6/[/t]
Is there a way to make this door rotating at the certain angle without bugging?
[IMG]http://i.imgur.com/jXkcIzC.jpg[/IMG]
[QUOTE=cRUSHpl;45978602]Is there a way to make this door rotating at the certain angle without bugging?
[/QUOTE]
wrong thread, mapping questions/troubleshooting goes to another thread
also some more pictures
[t]http://cloud-4.steampowered.com/ugc/32971687527487521/2E664D8D110FA4499EBE3D196EFD9E6EDF2B2FDC/[/t]
updated the windows(since they're bareley visible)
[t]http://cloud-4.steampowered.com/ugc/32971687527498494/86BA0C19E1C7F9DEB6C075CD357E9C02D4AC6C96/[/t]
[t]http://cloud-4.steampowered.com/ugc/32971687527504383/31DE7345E3D059BBC139784C3BE47571AFAED3E9/[/t]
Heyya gents' I made a map to try to imitate the lighting in [url=https://www.youtube.com/watch?v=UwEuSxAEXPA]this Unreal Engine 4 video by "Koola".[/url]
It sort of worked and sort of didn't. It was worth the shot, and pretty damn fun to attempt.
[media]http://www.youtube.com/watch?v=zjFt_01H33w[/media]
[url=https://dl.dropboxusercontent.com/u/38739871/skill_test_11-50007.jpg][img]https://dl.dropboxusercontent.com/u/38739871/FP_minpics/mar_hw_04.jpg[/img][/url][url=https://dl.dropboxusercontent.com/u/38739871/skill_test_11-50010.jpg][img]https://dl.dropboxusercontent.com/u/38739871/FP_minpics/mar_hw_03.jpg[/img][/url][url=https://dl.dropboxusercontent.com/u/38739871/skill_test_11-50005.jpg][img]https://dl.dropboxusercontent.com/u/38739871/FP_minpics/mar_hw_06.jpg[/img][/url]
[url=https://dl.dropboxusercontent.com/u/38739871/skill_test_11-50003.jpg][img]https://dl.dropboxusercontent.com/u/38739871/FP_minpics/mar_hw_01.jpg[/img][/url][url=https://dl.dropboxusercontent.com/u/38739871/skill_test_11-50001.jpg][img]https://dl.dropboxusercontent.com/u/38739871/FP_minpics/mar_hw_02.jpg[/img][/url][url=https://dl.dropboxusercontent.com/u/38739871/skill_test_11-50006.jpg][img]https://dl.dropboxusercontent.com/u/38739871/FP_minpics/mar_hw_05.jpg[/img][/url]
That scale and textures
[QUOTE=cRUSHpl;45978602]Is there a way to make this door rotating at the certain angle without bugging?
[IMG]http://i.imgur.com/jXkcIzC.jpg[/IMG][/QUOTE]
Rotation is actually relative to the angles of the func_rotating or func_door. so set the angles accordingly and it should rotate perfectly.
HOLY CRAP, THEY ADDED LIGHTMAPS ON MODELS SUPPORT FOR TF2!!!!!
[url]http://forums.tf2maps.net/showthread.php?t=23288[/url]
[t]https://dl.dropboxusercontent.com/u/2347130/misc/2014-09-12_00008.jpg[/t]
[QUOTE=Stiffy360;45980103]
HOLY CRAP, THEY ADDED LIGHTMAPS ON MODELS SUPPORT FOR TF2!!!!!
[url]http://forums.tf2maps.net/showthread.php?t=23288[/url]
[t]https://dl.dropboxusercontent.com/u/2347130/misc/2014-09-12_00008.jpg[/t][/QUOTE]
Why are they only adding this now, 7 years (10 if you count HL2 being released) after the fact, and with Source 2 on the horizon?
Holy shit I hope they recompile ALL of the official maps to take advantage of it.
[QUOTE=MilkBiscuit;45980562]Why are they only adding this now, 7 years (10 if you count HL2 being released) after the fact, and with Source 2 on the horizon?[/QUOTE]
If I had to guess, maybe they just now realized they could easily implement support for it and said 'why not, let's be charitable'. That is weird though. Do you think this could be leading up to a big end-of-era graphical overhaul, like they did with other source games when EP2 came out?
[QUOTE=Magman77;45980791]Holy shit I hope they recompile ALL of the official maps to take advantage of it.[/QUOTE]
Probably will....next year.
I hope they implement it for all of the other games as well. This is quite exciting.
[QUOTE=paulisdead18;45972362]That looks really really cool. The fog doesn't blend too well with the skybox, so it looks a bit weird, to me at least. Other than that it's looking pretty nice, especially the use of color correction.[/QUOTE]
Okay, made it a bit darker....in result made half of it disappear, but I don't think that's worse. Opinions?
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-14_00003.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/69842270/life_sc/2014-09-14_00004.jpg[/t]
[QUOTE=Stiffy360;45980103]Rotation is actually relative to the angles of the func_rotating or func_door. so set the angles accordingly and it should rotate perfectly.
HOLY CRAP, THEY ADDED LIGHTMAPS ON MODELS SUPPORT FOR TF2!!!!!
[url]http://forums.tf2maps.net/showthread.php?t=23288[/url]
[t]https://dl.dropboxusercontent.com/u/2347130/misc/2014-09-12_00008.jpg[/t][/QUOTE]
As cool as this is, unless they add support for lightmap channels (Like Unreal Engine) then this is pretty limited, since any models that use the same texture for different parts of the model will break it (Like a crate, or a wall model that uses one repeating texture).
Wow, multiple lightmap channels seems pretty vital, I see what you mean now. That's like the same problem you get when you spawn two of the same func_physbox from a point_template and then shoot one; the other gets decalled too.
[editline]14th September 2014[/editline]
Though from a technical standpoint I understand that they're entirely unlike one another.
[QUOTE=Shirky;45981739]As cool as this is, unless they add support for lightmap channels (Like Unreal Engine) then this is pretty limited, since any models that use the same texture for different parts of the model will break it (Like a crate, or a wall model that uses one repeating texture).[/QUOTE]
It's still useful for traditional Source level workflow. Brushes would still be used for layouts and large surfaces. Most serious prop modelers will give every surface of their models it's own UV space.
No idea why. But this reminds me of Metal Gear Solid 1.
Very nice!
Hey R2, are you alright back there? :v:
[video=youtube;ZhpGlvdb9mg]http://www.youtube.com/watch?v=ZhpGlvdb9mg[/video]
[QUOTE=On-A-Freak;45984335]No idea why. But this reminds me of Metal Gear Solid 1.
Very nice![/QUOTE]
Looks like the little passage you take just after you kill metal gear in mgs1. (To go to the jeep scene)
did some experiments
[t]http://cloud-2.steampowered.com/ugc/32971687549306471/9D9AA2130022435CE3FBF1552E2C668E9A3C83C5/[/t]
[t]http://cloud-4.steampowered.com/ugc/32971687549308677/A4A12AEB3F80F50E19B5F0B8990274CB0A33C278/[/t]
and it looks like shit
[QUOTE=EddieLTU;45985563]did some experiments
[t]http://cloud-2.steampowered.com/ugc/32971687549306471/9D9AA2130022435CE3FBF1552E2C668E9A3C83C5/[/t]
[t]http://cloud-4.steampowered.com/ugc/32971687549308677/A4A12AEB3F80F50E19B5F0B8990274CB0A33C278/[/t]
and it looks like shit[/QUOTE]
I like it, looks like it could be the basis of something pretty unique (maybe dystopian?) because of that special building architecture
A soon to be mall of sorts:
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_tincan0001_zpsbee11850.jpg[/IMG]
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_tincan0002_zpsf6a5eec6.jpg[/IMG]
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_tincan0003_zpscf06cacc.jpg[/IMG]
[QUOTE=EddieLTU;45985563]did some experiments
[t]http://cloud-2.steampowered.com/ugc/32971687549306471/9D9AA2130022435CE3FBF1552E2C668E9A3C83C5/[/t]
[t]http://cloud-4.steampowered.com/ugc/32971687549308677/A4A12AEB3F80F50E19B5F0B8990274CB0A33C278/[/t]
and it looks like shit[/QUOTE]
Looks nice! It would make a good city with a sea port.
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