• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Kickin Balls;46557889]Not to be the one to mention it lololol but the train tracks should be replaced by train tracks that are curved; whether or not they are brushes, or models. One thing that makes me cry is when developers just use straight sections, it's painfully obvious lol[/QUOTE] I'm sure you haven't noticed with your eyes that this is unfinished map.
[QUOTE=Instant Mix;46562258]spam. improved on lift doors, still need to figure out why the lighting is so shit, and a quick WIP of the inclined elevators [t]http://cloud-4.steampowered.com/ugc/23970900717209642/2628651810481F094DFEFE6115A97B73B3470D01/[/t] [t]http://cloud-4.steampowered.com/ugc/23970900717212016/A75282EF3194729C56B18CD0B9D0E80B8C7A8ECD/[/t] [t]http://cloud-4.steampowered.com/ugc/23970900717215397/53DA3C004CA5757782369E6E1B9A8A320ACCAA96/[/t][/QUOTE] Nice work, I like it.
[QUOTE=Giraffen93;46562455]it's really just a brush in there, parented to the door it helps turning the collisions off but that defeats the purpose [t]http://i.imgur.com/Y9rGZ86.jpg[/t][/QUOTE] I don't get this issue if I make the brush a func_breakable (or at all for that matter :l), try changing it to that entity and setting the health to something impossible to break if you don't want it to break.
[QUOTE=grabbin pills?;46566631]I don't get this issue if I make the brush a func_breakable (or at all for that matter :l), try changing it to that entity and setting the health to something impossible to break if you don't want it to break.[/QUOTE] i have another door with a func_breakable and it gets stuck too
[QUOTE=Giraffen93;46566646]i have another door with a func_breakable and it gets stuck too[/QUOTE] One thing I just thought of, is the door getting stuck in the door frame brushes? Try making the door without any brush in the center and see if it opens and closes with the same door frames/walls.
did a thing with the help of "Mr Anonymous" (obviously still wip, thinking of a warehouse theme) [video=youtube;lLUF06fN9ZU]http://www.youtube.com/watch?v=lLUF06fN9ZU&feature=youtu.be[/video]
[QUOTE=ProfHappycat7;46567586]did a thing with the help of "Mr Anonymous" (obviously still wip, thinking of a warehouse theme) [/QUOTE] The fact that the metrocops start already spawned isn't good. Let the player enter the area and observe the layout before spawning enemies.
[IMG]http://i.imgur.com/fA43pmo.png[/IMG] Now to script this damn thing.
[QUOTE=cwook;46567863]The fact that the metrocops start already spawned isn't good. Let the player enter the area and observe the layout before spawning enemies.[/QUOTE]so like make a trigger spawn them once you pass the first barricade (the one you spawn next to) or..?
or let the player walk around in the area and until a timer of 5-10 seconds has passed, then spawn them from doors entering the area and have them run to their positions
[QUOTE=ProfHappycat7;46568074]so like make a trigger spawn them once you pass the first barricade (the one you spawn next to) or..?[/QUOTE] Start the player further back and slightly above the arena, them put a trigger at the bottom of some stairs that spawns the metrocops.
[QUOTE=Kuro.;46567976][IMG]http://i.imgur.com/fA43pmo.png[/IMG] Now to script this damn thing.[/QUOTE] That entrance looks extremely similar to some map I played in gmod years ago.
[QUOTE=Shirky;46568691]That entrance looks extremely similar to some map I played in gmod years ago.[/QUOTE] rp_cscdesert_v2 by Captain Super Cow?
That's basically what I'm going for, a modernized version of rp_cscdesert. This is obviously the vault that was next to the mine with the radioactive pit at the bottom. The layout is getting changed though to make it not so wide open and empty looking, it's a fairly boring map (visually) because of this. Also adding a second, largely destroyed and caved in vault.
[QUOTE=Giraffen93;46562928]nope it still doesn't want to close[/QUOTE] Did you set the Force Closed value to Yes or 1? Or are you using a prop_door_rotating?
[QUOTE=Kuro.;46569022]That's basically what I'm going for, a modernized version of rp_cscdesert. This is obviously the vault that was next to the mine with the radioactive pit at the bottom. The layout is getting changed though to make it not so wide open and empty looking, it's a fairly boring map (visually) because of this. Also adding a second, largely destroyed and caved in vault.[/QUOTE] Very much looking forward to seeing both your version and Instant Mix's re-imagining of cscdesert. Seems you're sticking with the Fallout theme, and I dunno how much you know about the original source material from Fallout that those parts of the map were heavily based on so these might be useful to you: [url]http://fallout.wikia.com/wiki/Mariposa_Military_Base[/url] [url]http://fallout.wikia.com/wiki/Vault_15[/url] [url]http://fallout.wikia.com/wiki/Shady_Sands[/url] And if you're adding another vault, there's actually a ton of vaults given numbers and backstories that aren't seen in any of the games, so personally, I'd either pick one of those and run with it or pick a number not listed on here: [url]http://fallout.wikia.com/wiki/Vault#List_of_known_Vaults[/url] Hope it helps.
[t]http://i.imgur.com/mRnMt5i.jpg[/t] police station remade! [QUOTE=Merijnwitje;46569050]Did you set the Force Closed value to Yes or 1? Or are you using a prop_door_rotating?[/QUOTE] prop_door_rotating what's interesting is how firing the input close on it works, even when stuff is blocking it might try just putting outputs on them
[QUOTE=Kuro.;46569022]That's basically what I'm going for, a modernized version of rp_cscdesert. This is obviously the vault that was next to the mine with the radioactive pit at the bottom. The layout is getting changed though to make it not so wide open and empty looking, it's a fairly boring map (visually) because of this. Also adding a second, largely destroyed and caved in vault.[/QUOTE] I don't remember vault 15 having a radioactive pit... are you sure you aren't confusing it with the Mariposa military base (cause the pits were the original vats, what the master used to create mutants) Looks good so far, just please don't make the same mistake as captain supercow By making the door a func_rotating rather than a func_door_rotating. All too often the vault door would be completely misaligned after being opened a few times.
[QUOTE=Shirky;46568691]That entrance looks extremely similar to some map I played in gmod years ago.[/QUOTE] That's because it's being remade! :dance:
Spam. Better to keep the thread alive. Tiny additions, fancy buttony buttons and general clutter to make the place more alive. Need to fix the shadowing at points, and still really unsure what to do with the road. Anyone have any suggestions? I could potentially make it so instead of 2 equally sized inclined elevators, I might make one larger so players could physically drive onto it and transport cars down to the complex itself. Good idea? [t]http://cloud-2.steampowered.com/ugc/23971377481260781/A8140E34FF6AF67B6C5A2FF66510A46659CAED89/[/t] [t]http://cloud-4.steampowered.com/ugc/23971377481264366/3370020C06F645B7E21F435D6F3EFF6524292810/[/t] [t]http://cloud-4.steampowered.com/ugc/23971377481267340/90EC8E906BD567E729ECF1D432932402B393D46C/[/t] [t]http://cloud-4.steampowered.com/ugc/23971377481269722/F2AEC2F4DEDA0217E68B858DEBA7F5845EBBBE34/[/t]
I decided to expand more on that map I posted earlier with the christmas lights. Now I'm making it a store. Obviously not done yet. [video=youtube;XyGU1uD8Rb4]http://www.youtube.com/watch?v=XyGU1uD8Rb4[/video]
you're using the exact same door models as me.. do they close?
[QUOTE=Giraffen93;46572281]you're using the exact same door models as me.. do they close?[/QUOTE] no, but I always thought it was because they're clipping with the wall and put off fixing it for a while. I'll check now... [editline]25th November 2014[/editline] they do not [editline]25th November 2014[/editline] this works [IMG]http://i.imgur.com/gs9GwU8.png[/IMG] I just don't know how to make the event happen when pressing e on the door.
[QUOTE=Instant Mix;46571846]Spam. Better to keep the thread alive. Tiny additions, fancy buttony buttons and general clutter to make the place more alive. Need to fix the shadowing at points, and still really unsure what to do with the road. Anyone have any suggestions? I could potentially make it so instead of 2 equally sized inclined elevators, I might make one larger so players could physically drive onto it and transport cars down to the complex itself. Good idea? [/QUOTE] You have such a good idea of how to populate the interior of a structure like this. I am incredibly jealous.
i like lifts [video=youtube;rFGZh8ZmJJo]http://www.youtube.com/watch?v=rFGZh8ZmJJo[/video] Thought I'd post something; I do all these little logic experiments. btw enjoy your sexy 60fps
took some of you guys' advice and added/fixed other stuff [video=youtube;yMu7SYflj6I]http://www.youtube.com/watch?v=yMu7SYflj6I[/video] +added a 6 timer for the first fight +start off in a room, when you exit the timer starts -deleted last section, didn't seem to fit imo +in the first bit i added an exit door that shares the same timer as the ones that the cops come out of +in the arena bit i made the entrance raised up and added a catwalk all around the arena +added a crow +moved where you get the crowbar +added stack of crates in arena +placed all the info_nodes onto the grid instead of being off grid +added a crossbow comments/crits?
Oh wow this would've been the last alt channel I needed [t]http://i.imgur.com/kOBhTuZ.jpg[/t] Also the least popular - and now the new rule for an URL is 500+ subs thanks google
I think I finished the interior and exterior of the store (excluding second floor). CC? [quote][URL="http://scnggames.com/csgo.mp4"]it's too big to embed here's the link[/URL][/quote] how embed mp4 also shameless idea steal from giraffen
use [noparse][vid][/vid][/noparse] tags are you using that lock method to get those doors to work or what? i don't even wanna bother, probably just gonna revert back to regular hl2 doors
[QUOTE=Giraffen93;46575641]use [noparse][vid][/vid][/noparse] tags are you using that lock method to get those doors to work or what? i don't even wanna bother, probably just gonna revert back to regular hl2 doors[/QUOTE] i used an output to lock the door when it's fully open, then close the door when OnLockedUse is triggered.
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