The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
That is some top-notch brushwork. With all of those oddly-angled buildings, how long does it take to compile?
No idea. haven't even tried yet.
Only the three outer square towers and the joining walls aren't on-grid, all the circular towers are 100% on-grid, as are all the major structures + gatehouse.
Only half way to maxing the brush count.
[QUOTE=Whitby;46213502][noparse][img]Pure awsome[/img][/noparse]
So I picked this old project up and ended up making a tonne of headway with it. Does anybody have any half decent suggestions about learning to do displacements in a manner that would justify it? I know the basics, I just cannot master putting the thing on a mountain and making it not look like I put it on a large lumpy turd. Gonna go with a Castle Skingrad-esque bridge... just gotta master making mountains.[/QUOTE]
Find some images of the look you want to recreate and don't be afraid to use lots of displacements and blend textures.
Also, I get his error when ever I try to launch hammer:
[IMG]http://puu.sh/c9mIq/0f0930c350.png[/IMG]
Do I have to re-install steam?
<Deleted fail.>
[QUOTE=Stiffy360;46209343]They're too dark. I can understand going for realistic, but I'd prefer to actually be able to see the nice brushwork you've made.[/QUOTE]
The player path has lights.
[QUOTE=highvoltage;46213652]Find some images of the look you want to recreate and don't be afraid to use lots of displacements and blend textures.
Also, I get his error when ever I try to launch hammer:
[IMG]http://puu.sh/c9mIq/0f0930c350.png[/IMG]
Do I have to re-install steam?[/QUOTE]
No, just "verify integrity of game cache" on the source game you are trying to use hammer with.
That's what I meant. No idea why I wrote defragment. Sorry.
[QUOTE=oskutin;46213856]The player path has lights.[/QUOTE]
Not enough imo, for some parts like the cave I'd brighten the ambient just a bit, players will want to wander, and if it's too dark to wander then players won't explore, and the game feels much more linear and shorter. Even L4D has a brighter ambient than yours.
[QUOTE=EddieLTU;46192353]ok did a minor update to the map
[/QUOTE]
OK Eddie, I am going to be as honest as possible with you, so it will probably sound harsh. It clearly looks like you have put a lot of effort into this so bear with me here.
I'll start by asking two questions:
Did you use reference images?
Did you draw out your design before you started working on it?
Aesthetics: this does not look or feel like a prison. It feels like some sort of weird, communal living space combined with a warehouse, or a college dorm. If I stretch myself, I can see it as a minimum-security prison/hospital. Design wise, I have taken some pictures that
Game-play: You run into a few issues where you're not presenting an easily readable or consistent game space.
I will post pictures later about specific areas that could use some work to back up my claims.
Also, last question: is this place supposed to be decommissioned, abandoned, or being renovated?
[QUOTE=Whitby;46213608]No idea. haven't even tried yet.
Only the three outer square towers and the joining walls aren't on-grid, all the circular towers are 100% on-grid, as are all the major structures + gatehouse.
Only half way to maxing the brush count.[/QUOTE]
It looks really good, but it'd be a shame if it didn't compile on the first go. I'd try for a compile now just to see if it does or not.
[QUOTE=Stiffy360;46214576]Not enough imo, for some parts like the cave I'd brighten the ambient just a bit, players will want to wander, and if it's too dark to wander then players won't explore, and the game feels much more linear and shorter. Even L4D has a brighter ambient than yours.[/QUOTE]
The player has a flashlight to use. Also it's not like the entire game takes place in the dark, and on those dark levels there are some areas which are pitch black but also others which are brighter.
How are your monitor setting by the way, since for me the cave is at the just right brightness, even a bit too bright even.
[QUOTE=Jukka K;46218231]The player has a flashlight to use. Also it's not like the entire game takes place in the dark, and on those dark levels there are some areas which are pitch black but also others which are brighter.
How are your monitor setting by the way, since for me the cave is at the just right brightness, even a bit too bright even.[/QUOTE]
My brightness is all the way up.
Made windows brighter and that is much better, but windows is also saying it's too bright, but w/e
Figured I would do a test compile with what I had since all the main geometry was made.
[t]https://dl.dropboxusercontent.com/u/16349584/2014%20hammer%20map/outlandsmap/error01.PNG[/t]
Hmm ok well it's not like I got a lot to-
[t]https://dl.dropboxusercontent.com/u/16349584/2014%20hammer%20map/outlandsmap/overview01.PNG[/t]
:suicide:
PS: I've tried corden and it does not help. I will find the offending displacement and remove it and do another compile but it will say brush: 0 which is what it usually says when i corden.
[t]http://i.imgur.com/JOAtwVF.jpg[/t]
i just can't let this thing go after this many years [IMG]http://i.imgur.com/PGes1P4.gif[/IMG]
Just now my graphics card glitched while I was mapping and when I load the map now, it's empty.
This compile was a week ago:
[img_thumb]http://i.imgur.com/A0XQyma.jpg[/img_thumb]
RIP motivation to map again.
[QUOTE=Framperton;46214760]
Did you use reference images? [/quote]
when i started the map, the only reference "image" was my dream, but later i started to shape it from what i've remembered
[quote]Did you draw out your design before you started working on it?[/quote]
not really, i did few shitty drawings of the map' concept while i was making the map
[quote]Game-play: You run into a few issues where you're not presenting an easily readable or consistent game space.[/quote]
i'm atm trying to add few wide areas(making a brand new hall, moving few rooms). Mostly i'm focusing on adding wide spaces
[quote]Also, last question: is this place supposed to be decommissioned, abandoned, or being renovated?[/quote]
before it supposed to be abandoned, but later i've decided to make a renovation atmosphere
[QUOTE=nomad1;46220140]Figured I would do a test compile with what I had since all the main geometry was made.
[t]https://dl.dropboxusercontent.com/u/16349584/2014%20hammer%20map/outlandsmap/error01.PNG[/t]
Hmm ok well it's not like I got a lot to-
[t]https://dl.dropboxusercontent.com/u/16349584/2014%20hammer%20map/outlandsmap/overview01.PNG[/t]
:suicide:
PS: I've tried corden and it does not help. I will find the offending displacement and remove it and do another compile but it will say brush: 0 which is what it usually says when i corden.[/QUOTE]
Press CTRL+Shift+G and enter the offending brush number. Or View -> Go to Brush Number
Alternatively use visgroup to filter everything but displacements, select all, and then ctrl shift w to untie from the func_detail
WIP Textures for a upcoming SciFi map I want to make. I decided to go with Magman77 idea of making the textures first.
[IMG]http://i60.tinypic.com/zx3092.png[/IMG]
The nightmare of converting them all to VTF is approaching. Also the textures are 1024x1024, but will only occupy the same space in-game as a 512x512 so that it has sharper details.
[QUOTE=EddieLTU;46220592]when i started the map, the only reference "image" was my dream, but later i started to shape it from what i've remembered
not really, i did few shitty drawings of the map' concept while i was making the map
i'm atm trying to add few wide areas(making a brand new hall, moving few rooms). Mostly i'm focusing on adding wide spaces
before it supposed to be abandoned, but later i've decided to make a renovation atmosphere[/QUOTE]
OK. When I have dreams that I think would make cool levels I try and immediately write them on paper first, and then look up some reference so that I can rationalize what I dreamed about.
Even still, I personally don't really like using dreams to design an entire level off of.
Something I learned from CSGO is that it is better to block out the bombsites/routes before you do any aesthetics, otherwise you will spend a lot of time working on parts of the map that will get changed or removed completely early on.
[QUOTE=Framperton;46221792]OK. When I have dreams that I think would make cool levels I try and immediately write them on paper first, and then look up some reference so that I can rationalize what I dreamed about.
Even still, I personally don't really like using dreams to design an entire level off of.
Something I learned from CSGO is that it is better to block out the bombsites/routes before you do any aesthetics, otherwise you will spend a lot of time working on parts of the map that will get changed or removed completely early on.[/QUOTE]
the problem is, i don't really put my maps on paper, i mostly do something i can think of, but i do sometimes on free time draw few parts of a map and check if i could improve the details
yea, i pretty much suck at map planning
I don't plan my maps either. Planning my maps makes me see the big pictures, which discourages me entirely from even starting the map in hammer because I realized how huge the map will be. By not planning, I effectively get myself in the mind set of just making what pops up in my head and refining it later. Yeah it takes longer, but who cares, its not like I ever release my maps anyways :P
[QUOTE=grabbin pills?;46221715]WIP Textures for a upcoming SciFi map I want to make. I decided to go with Magman77 idea of making the textures first.
[IMG]http://i60.tinypic.com/zx3092.png[/IMG]
The nightmare of converting them all to VTF is approaching. Also the textures are 1024x1024, but will only occupy the same space in-game as a 512x512 so that it has sharper details.[/QUOTE]
What's up with the hexagonal grid?
[QUOTE=Skerion;46223071]What's up with the hexagonal grid?[/QUOTE]
Protecting it from being stolen I am assuming?
[QUOTE=Dr.Cola;46223247]Protecting it from being stolen I am assuming?[/QUOTE]
lol, habbits
[IMG]http://i.imgur.com/IfRfMfI.png[/IMG]
[img]http://i.imgur.com/uXssxkm.jpg[/img]
Little details. Any thoughts on the woodwork?
[QUOTE=Giraffen93;46220412][t]http://i.imgur.com/JOAtwVF.jpg[/t]
i just can't let this thing go after this many years [IMG]http://i.imgur.com/PGes1P4.gif[/IMG][/QUOTE]
You should probably do something about the roof.
Other than that, I think it looks quite alright. Maybe add a few dirt decals to break up the brickwork.
Wood texture needs aligning to the direction of the beams, but it's looking nice!
[QUOTE=highvoltage;46220761]Press CTRL+Shift+G and enter the offending brush number. Or View -> Go to Brush Number[/QUOTE]
I tried this and I entered the brush number in the compile log which i assume is its id, but when I hit enter brush 158 does not exist.
[QUOTE=GameDev;46221184]Alternatively use visgroup to filter everything but displacements, select all, and then ctrl shift w to untie from the func_detail[/QUOTE]
I don't believe I have it tied to a func_detail but maybe i am reading this wrong, and if I am, sorry.
[QUOTE=nomad1;46224869]I tried this and I entered the brush number in the compile log which i assume is its id, but when I hit enter brush 158 does not exist.
I don't believe I have it tied to a func_detail but maybe i am reading this wrong, and if I am, sorry.[/QUOTE]
If I'm not mistaken, The brush number finder says the brush doesn't exist if it is a displacement. I would suggest saving a copy of the map as a different name, turn all displacements back to a brush and then search for brush 158. Once you find it, find the brush in the original and fix it.
On a side note, I have had a similar issue, but somehow fixed it by selecting the entire map WITHOUT using Ctrl+A, and pasting it into a a empty map. It was as if hammer thought there was a displacement outside the coordinates or something.
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