The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Oh ye almost forgot, I tried out some simple fake DMM. Nothing too fancy tho'
[video=youtube;zhWMCuMhHlE]http://www.youtube.com/watch?v=zhWMCuMhHlE[/video]
Modified an npc_citizen into enemy security guard. He walks around a preset path, and if he hears / detects the player, he starts shooting and chasing him.
Also, got an awesome model and changed the animations to Metropolice animation set, so he'd wield the pistol properly.
[T]http://i.gyazo.com/b764aeba15de70448602728120d395dd.png[/T] [T]http://i.gyazo.com/b5241e78cb24d30758ead2d5d05dde3c.png[/T]
[QUOTE=TurtleeyFP;46700686]Been working on this since August. It's nowhere near finished so all I'm looking for is some general criticism, it's a small town in the Nevada desert. Every building except two has a fully detailed interior.
Going to expand it into open desert, an airfield and a few random trailers. Not sure how to expand the town though, or just end it there, and I need better foliage props.[/QUOTE]
Are you fucking serious, a Sandy Shores map in Source? Fuck yes.
Here's a map my friend just finished. He made most of the stages. Doink Face made Stage 3, I made bonus 1, and Krazy made bonus 2.
My bit is at 2:03
[media]http://www.youtube.com/watch?v=qBYZ4eUWhs8[/media]
Here's a small corridor I spent around a day on. Map to textures to models, everything non-stock HL2 is my work.
[IMG]http://media.moddb.com/images/members/1/354/353167/a2c1a.jpg[/IMG]
turtley that map is totes gorge 12/10
[editline]13th December 2014[/editline]
release a beta please!!
What's the sudden raise of Physics maps?
It's been a while since the last time I've seen anything like fake Dmm
Still fun though
[QUOTE=pac0master;46702421]What's the sudden raise of Physics maps?
It's been a while since the last time I've seen anything like fake Dmm
Still fun though[/QUOTE]
Well, Source 1 is soon to be "sailing into the sunset" (whenever Valve finds the answer to 1+2)
I like to think of this as that period of time where a huge wave of content is produced right before the engine becomes obsolete.
[QUOTE=SimplePlanz69;46702789]Well, Source 1 is soon to be "sailing into the sunset" (whenever Valve finds the answer to 1+2)
I like to think of this as that period of time where a huge wave of content is produced right before the engine becomes obsolete.[/QUOTE]
I have a feeling that there will be content for Source 1 even when Source 2 is fully released. Not as much, but unless Garry's Mod, Portal(2), and CS:GO also get ported to the new engine with Dota 2, and the believed L4D2, there is still gonna be stuff for Source 1. After all, people still make stuff with the Quake engines.
[QUOTE=Sonador;46702114]Are you fucking serious, a Sandy Shores map in Source? Fuck yes.[/QUOTE]
Lol, I'm really happy you spotted that. I used GTA V as a huuuge reference for architecture, colors, layout, etc. I ported the palm trees myself from the game, and a few of the buildings are even close replicas. The ones on [url=http://cloud-4.steampowered.com/ugc/55497934021025161/96EA2E2014E3E3C5AF770F4952C308193A60AE4F/]main street[/url] are based on [url=http://grandtheftdata.com/snapmatic/jpg/7_/7_x8g0rlU0CwpVkqfLrXNA/7_x8g0rlU0CwpVkqfLrXNA.jpg]Grapeseed[/url], [url=http://cloud-4.steampowered.com/ugc/55497934020240864/08ECD640AF7DE00D164931349AC4F5067035FAE3/]fire station[/url] is from [url=http://i.imgur.com/44u8tRm.png?1]Sandy Shores[/url], and the [url=http://cloud-4.steampowered.com/ugc/55497934020219929/35F6DD87FCF955DAF0634860A848C26BC3F1F407/]police department[/url] is [url=http://img2.wikia.nocookie.net/__cb20130923220620/gtawiki/images/8/8c/County_Sheriff_office_Paleto_Bay.jpg]Paleto Bay.[/url]
[QUOTE=KnightVista;46702397]turtley that map is totes gorge 12/10
[editline]13th December 2014[/editline]
release a beta please!![/QUOTE]
I really didn't expect this many responses, tbh I was preparing to defend myself for the usage of GTA V-stolen trees and L4D2-stolen motel :v:.
It's horribly optimized though, literally a single viscluster covering the entire map (it used to be about a dozen visclusters but it took almost 24 hours to compile) so I would have to fix that. The town is also at the very southmost end of the grid, so I'm also adding a road system going across the rest of the map, a few more cabins and trailers, an airfield & hangar at the northmost end, mountain range, mineshaft somewhere in there, and something really big if I get permission from another mapper. I also don't have a layout at all, so it could take a while.
I must say that Valve added new de_train (with soviet themed assets) in the perfect moment for me :D
[T]https://dl.dropboxusercontent.com/u/1745437/Screens/csgo/csgo%202014-12-12%2021-27-13-743.jpg[/T]
[QUOTE=SimplePlanz69;46702789]Well, Source 1 is soon to be "sailing into the sunset" (whenever Valve finds the answer to 1+2)
I like to think of this as that period of time where a huge wave of content is produced right before the engine becomes obsolete.[/QUOTE]
I like the idea, but you know: Some people are still working with GoldSource.
Hopefully, Source 1 will remain functional. I've got projects ...
[QUOTE=ruarai;46704093]Again this isn't really mapping but I'm pretty sure it's relevant enough.
I know a lot of people, myself included have been having issues with Compile Pal. Random crashes, complete inextensibility, awful code etc. have left me to stop working on it.
Rather than just abandon the project, I'm rewriting it from the ground up. This time, it shouldn't break horribly.
So far it's turning out a lot better and in only a few days I've managed to do what took weeks beforehand thanks to the concrete plan that the predecessor has left. That doesn't mean that it's going to be the same, I've made some serious changed to the architecture that are visible in the front and back end.
[img]http://i.imgur.com/0mwOhv2.png[/img]
I'm currently working on finalising all the features and removing bugs. Hopefully this post will put pressure on me to complete it![/QUOTE]
Will it support L4D2? o3o
[t]http://cloud-4.steampowered.com/ugc/29602236198331827/CD8844A910D8FA524B55830ED28A405852F79853/[/t]
Working on a small tf2 map called cp_yatoki. Aimed to be an industrially power plant influenced map, this is like 20 minutes work. What do you think?
Hey Mappers!
For those who make Garry's Mod maps, I have some news for you.
In the next version of Garry's Mod, the hammer shipped with GMod will be fully functional.
You can test it right now by switching Garry's Mod to [URL="http://wiki.garrysmod.com/page/Dev_Branch"]Dev branch[/URL].
It also has fixed displacement alpha being inverted in Hammer.
[img]http://i.imgur.com/Ek5PZuL.png[/img]
[QUOTE=Robotboy655;46704924]Hey Mappers!
For those who make Garry's Mod maps, I have some news for you.
In the next version of Garry's Mod, the hammer shipped with GMod will be fully functional.
You can test it right now by switching Garry's Mod to [URL="http://wiki.garrysmod.com/page/Dev_Branch"]Dev branch[/URL].
It also has fixed displacement alpha being inverted in Hammer.
[img]http://i.imgur.com/Ek5PZuL.png[/img][/QUOTE]
inverted alpha on displacements is due to people using LightmappedGeneric instead of WorldVertexTransition
[QUOTE=Robotboy655;46704924] :words: [/QUOTE]
Took you long enough.
[QUOTE=Robotboy655;46704924]Hey Mappers!
For those who make Garry's Mod maps, I have some news for you.
In the next version of Garry's Mod, the hammer shipped with GMod will be fully functional.
You can test it right now by switching Garry's Mod to [URL="http://wiki.garrysmod.com/page/Dev_Branch"]Dev branch[/URL].
It also has fixed displacement alpha being inverted in Hammer.
[img]http://i.imgur.com/Ek5PZuL.png[/img][/QUOTE]
Does water_lod work yet ?
[QUOTE=Solis;46704687][t]http://cloud-4.steampowered.com/ugc/29602236198331827/CD8844A910D8FA524B55830ED28A405852F79853/[/t]
Working on a small tf2 map called cp_yatoki. Aimed to be an industrially power plant influenced map, [B]this is like 20 minutes work[/B]. What do you think?[/QUOTE]
I feel like the slowest mapper
[QUOTE=Talvy;46705219]I feel like the slowest mapper[/QUOTE]
Don't feel bad, before steam used to fuck up the times with Source SDK, this is what I used to have, and keep in mind I've been mapping for 9 years now.
[img]http://puu.sh/dtbRc/2989bcfcdb.png[/img]
Alright, since I'm a super new faggot, I'm gonna ask some questions.
Are these four maps done?
If so, what are the names, or where can I find them?
[url]http://shrani.si/f/3I/Vv/1W7CXXE4/cxm1forest0008.jpg[/url]
[url]http://3.bp.blogspot.com/-dQQHhvWmGKM/UR4hqIDmm2I/AAAAAAAAAXo/LiTIAL1hv9k/s1600/420_screenshots_2012-12-20_00001.jpg[/url]
[url]http://media.moddb.com/images/members/1/354/353167/a2c1a.jpg[/url]
[url]http://oi49.tinypic.com/1e6vmf.jpg[/url]
[QUOTE=Robotboy655;46704924]Hey Mappers!
For those who make Garry's Mod maps, I have some news for you.
In the next version of Garry's Mod, the hammer shipped with GMod [b]will be fully functional.[/b]
....
[/QUOTE]
Define "fully functional". The Source 2013's Hammer with HL2/TF2/SDK are kind of broke and bias towards Nivida GPUs. (If you have a AMD GPU, you'll mostly get crippled numbers, and missing cursors.) I hope they are able/did fix it. Maybe I can merge it with the rest of my 2013 stuff.
But, I had enough of that branch because of that version Hammer, along with the fact that you need a custom vbsp to buildcubemaps, and other non-sense.
[QUOTE=Dex.;46705781]
[url]http://shrani.si/f/3I/Vv/1W7CXXE4/cxm1forest0008.jpg[/url][/QUOTE]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=142782327[/url]
[QUOTE][url]http://3.bp.blogspot.com/-dQQHhvWmGKM/UR4hqIDmm2I/AAAAAAAAAXo/LiTIAL1hv9k/s1600/420_screenshots_2012-12-20_00001.jpg[/url][/QUOTE]
This was somebody's entry to the Dev Texture contest originally, then I think he transformed it into a fully-textured map. I don't remember his name but he had a dragon avatar, may or may not have ever been released.
[QUOTE][url]http://media.moddb.com/images/members/1/354/353167/a2c1a.jpg[/url][/QUOTE]
Pretty sure this was for a scrapped mod, or somebody's portfolio picture. Maybe Shirky?
[QUOTE][url]http://oi49.tinypic.com/1e6vmf.jpg[/url][/QUOTE]
That was posted earlier this page, isn't done yet, lol.
You got the last two mixed
The pyramid is a replica of Halls of Origination from WoW, gm_uldum.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=148992024[/url]
[QUOTE=Robotboy655;46704924]Hey Mappers!
For those who make Garry's Mod maps, I have some news for you.
In the next version of Garry's Mod, the hammer shipped with GMod will be fully functional.
You can test it right now by switching Garry's Mod to [URL="http://wiki.garrysmod.com/page/Dev_Branch"]Dev branch[/URL].
It also has fixed displacement alpha being inverted in Hammer.
[img]http://i.imgur.com/Ek5PZuL.png[/img][/QUOTE]
Awesome! Any chance for VPK support in the Addons folder? I like to keep all my assets packed in vpks and having to unpack them for gmod is kind of a pain.
[t]http://cloud-4.steampowered.com/ugc/29602236211422944/CF91B268FCBBBF04047D25A91938705084BCF2B8/[/t]
Decided to make this a snow map.
[QUOTE=Dex.;46705781][t]http://3.bp.blogspot.com/-dQQHhvWmGKM/UR4hqIDmm2I/AAAAAAAAAXo/LiTIAL1hv9k/s1600/420_screenshots_2012-12-20_00001.jpg[/t][/quote]
gm_uldum, is on the workshop.
[quote][t]http://shrani.si/f/3I/Vv/1W7CXXE4/cxm1forest0008.jpg[/t][/QUOTE]
I [I]think[/I] that's related to Forest Valley (Thread here [url]http://facepunch.com/showthread.php?t=1267406[/url]), which is pretty similar anywar.
How do you guys make your windows? None of the HL2/L4D2 models fit inside eachother, and there really aren't any good window textures
Fit inside each other? What do you mean?
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