• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Stiffy360;46789822]Flippy's good at color correction and setting bloom n stuff.[/QUOTE] Well I just say this because it uses L4D2 props, and I am not sure if CSGO maps are compatable in gmod
[QUOTE=grabbin pills?;46790209]Well I just say this because it uses L4D2 props, and I am not sure if CSGO maps are compatable in gmod[/QUOTE] Left 4 Dead 2's maps and CSGO's maps are not compatible with Garry's Mod. What you can do is port the textures and models from those games and use them in a earlier engine version. You then pack the custom content with the map. Although some textures and all models need converting to work.
I rebuilt it. It took me two days (I think I did 20 hours total) but I did it. [t]http://cloud-2.steampowered.com/ugc/43114308021347197/462C98B0812DA38AE7CF2042D3D2333299F87C07/[/t] Like, 40 more pictures over here [url]http://steamcommunity.com/id/residntevl/screenshots/?appid=730&sort=newestfirst&browsefilter=myfiles&view=imagewall[/url]
[IMG]http://cerealboxcinema.com/images/33.png[/IMG] [IMG]http://cerealboxcinema.com/images/44.png[/IMG] [IMG]http://cerealboxcinema.com/images/55.png[/IMG] [IMG]http://cerealboxcinema.com/images/66.png[/IMG] [IMG]http://cerealboxcinema.com/images/77.png[/IMG] I turned the standard Cinema map (cinema_theatron) into a CBC-Themed christmas wonderland.. I also added a stinky sewer. Coming on here and going through the pages is like when you draw something that you think is REALLY COOL and go to post it on deviant art, and your picture gets placed next to something that's 1000 times better and the creator probably did it half awake. I've been mapping for 11 years (since I was 9 years old) and I still haven't released a functional map to date. I just modify other peoples maps.
Use stacked decals instead of the displacement for snow, it'll look way better. Another option is to use a custom material which uses a blendtexture for snow and an invisible texture, giving it 3D shape while having smooth borders.
So i finished the blacksmith's house on my skyrim map. [t]http://cloud-4.steampowered.com/ugc/41988408140980826/3C55E5388BC7687FDE4947E17508662F72010632/[/t] [t]http://cloud-4.steampowered.com/ugc/41988408140982301/DF6A6024C22B8272242AFF3D9D4D78C2789FA789/[/t]
[QUOTE=Falkok15;46787286][IMG]http://i.imgur.com/Bg6aSnr.jpg[/IMG] [IMG]http://i.imgur.com/Akn9Qf9.jpg[/IMG] [IMG]http://i.imgur.com/RCQZMZG.jpg[/IMG] Something I've been working on for the past 2 months, although a month of that was not being able to work on it.[/QUOTE] That's really nice to look at, especially the outside. Plaster ceiling doesn't fit imo. Color-wise, it's too white. Realism-wise it doesn't fit the other materials. Might want to throw in wooden supports as well. Also there's a cover above the lights, so the light wouldn't be directly on the ceiling. Nice time for a Light_Spot.
Added some light_spot to it, but I'll look for a better ceiling texture. [editline]26th December 2014[/editline] [IMG]http://i.imgur.com/sTotE0D.jpg[/IMG] This better? Also; [IMG]http://i.imgur.com/LkJduVt.jpg[/IMG] Breakable windows and moving door.
[QUOTE=Falkok15;46799643]Added some light_spot to it, but I'll look for a better ceiling texture. [editline]26th December 2014[/editline] [IMG]http://i.imgur.com/sTotE0D.jpg[/IMG] This better? Also; [IMG]http://i.imgur.com/LkJduVt.jpg[/IMG] Breakable windows and moving door.[/QUOTE] Are you my successor? :v:
I guess.
I love that style of buildings
If I was to port a shitload of Unreal tournament 2004 textures in my free time would you guys make good use of them? I'm thinking of porting/uploading them a package at a time and giving them normals/cubemaps/blend textures/animations where ever they need/can use them.
[IMG]http://gladosmapping.weebly.com/uploads/2/4/7/2/24724696/310608_orig.jpg[/IMG] Need advices and criticisms.
Pay a visit to the [URL="https://developer.valvesoftware.com/wiki/The_Aesthetics_of_Portal_2"]Portal 2 Theme guides[/URL] on the Valve Developer Community, if you haven't already. That one perfect square hole in the floor looks off place in the otherwise clean environment.
[QUOTE=highvoltage;46800877]If I was to port a shitload of Unreal tournament 2004 textures in my free time would you guys make good use of them? I'm thinking of porting/uploading them a package at a time and giving them normals/cubemaps/blend textures/animations where ever they need/can use them.[/QUOTE] I'm just going to do one big release instead of a whole bunch of little one. I just need to figure out a way to sort a lot of the textures, I'm probably just going to do it like everyone is used to and put them in folders such as brick/stone/metal ect and then name the textures by the package/theme How should I sort stuff like this? [t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Random/bas32go.png[/t] Maybe just put them in a folder named "detail"
[img]http://i.imgur.com/5PMKCDv.jpg[/img] Keeping up the good work.
[QUOTE=highvoltage;46804484]I'm just going to do one big release instead of a whole bunch of little one. I just need to figure out a way to sort a lot of the textures, I'm probably just going to do it like everyone is used to and put them in folders such as brick/stone/metal ect and then name the textures by the package/theme How should I sort stuff like this? [t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Random/bas32go.png[/t] Maybe just put them in a folder named "detail"[/QUOTE] That's actually a metal texture used in their more 'hellish' maps like DM-Inferno, It's a metal texture. I'm working on remaking DM-plunge, and was only able to get the textures out at half the resolution, I'd love it if your grabbed up those
[QUOTE=highvoltage;46804484]I'm just going to do one big release instead of a whole bunch of little one. I just need to figure out a way to sort a lot of the textures, I'm probably just going to do it like everyone is used to and put them in folders such as brick/stone/metal ect and then name the textures by the package/theme How should I sort stuff like this? [t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Random/bas32go.png[/t] Maybe just put them in a folder named "detail"[/QUOTE] If you're having trouble figuring out which textures should go in whatever titled folder, I would just create a new folder named "misc" or something like that and put it in there.
[QUOTE=GaleTheHusky;46805651]That's actually a metal texture used in their more 'hellish' maps like DM-Inferno, It's a metal texture. I'm working on remaking DM-plunge, and was only able to get the textures out at half the resolution, I'd love it if your grabbed up those[/QUOTE] I did end up putting them in the metal folder and I'll upload the first set of textures I complete in a bit and it includes that texture
Some pretty early WIPs of a TTT map that im working on [IMG]http://cloud-4.steampowered.com/ugc/46492007847357476/4C6A86E8D3651C2E71E1C970D34CCBF5452E4A2A/1024x600.resizedimage[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/46492007847354339/573E081395141B576DB57CA6A51007BF14B859E3/1024x600.resizedimage[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/46492007847610956/9808F945B46A48A73DE2BCF4522489B4DA223121/1024x600.resizedimage[/IMG] edit: thanks for the crits MrBunneh, i'll try to keep those in mind. i think i should mention that the skybox is currently a placeholder. anyways, i made some more progress. im going to change up the buildings i reckon, they seem a bit repititive [IMG]http://cloud-4.steampowered.com/ugc/46492007850180640/E50462311C9CEB92375F7FEABB893337B7BBFF02/1024x600.resizedimage[/IMG]
you're lighting and texturework leave a lot to be desired. you should brighten up the light_environment, perhaps even change the skybox as it's a bit dreary. your lights also shouldn't be default white light entities, I'd link you to some great lighting theory but I'm unable to. hopefully someone else can bring some more criticism and recourses to help you.
You have your windows protruding off the walls too, it looks a bit odd. Most windows sink back a bit into a wall. Some of the brushwork, especially on the big brick building could be spiced up with some more detail as well. Try adding some trim to the top near the roof and along the bottom. The use of the skybox buildings are a bit weird too, you've just sorta got them jammed into the ground. I know its a lot of work but building actual facades will do wonders for stuff that close.
Yeah to be honest I would never use those buildings in a map ever, or if you are going to, make them far far away. Take a look at real life buildings and try to work off of that more, and try to break up that large brick one in the process. Create trims and frames for the windows, use different textures, etc. It seems that you are tending to rely strongly on models as well for your details and geometry. Good brushwork makes a map unique while models can limit a map to looking just like thousands of others unless placed properly or in new interesting ways.
[QUOTE=Peter Brev;46804491][img]http://i.imgur.com/5PMKCDv.jpg[/img] Keeping up the good work.[/QUOTE] Reminds me a lot of de_train's T spawn before they changed the entire map.
Sometimes, I feel like the interesting things that are made during experimentation are better than normal things. [t]http://i.imgur.com/57X26c5.jpg[/t] If only I knew of a way to make bloom static.
Still needs a lot of work, but it's getting off the ground. [img_thumb]http://cloud-2.steampowered.com/ugc/37485188467231119/9B496C9F8285A847F4B72B9850D312EA1B572648/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/37485188467232760/B47091A8000B683B9670B530145E32D20DAF98E4/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/37485188467234107/A8F67909EDD48CFF256EDCA4A87502F3EA3ED5AF/[/img_thumb] Could y'all give me some cc on this? Also you can't tell in the screenshot, but the wheels in the second image spin very fast.
[QUOTE=Silencerized;46808593]Some pretty early WIPs of a TTT map that im working on [url]http://cloud-4.steampowered.com/ugc/46492007847357476/4C6A86E8D3651C2E71E1C970D34CCBF5452E4A2A/1024x600.resizedimage[/url] [url]http://cloud-4.steampowered.com/ugc/46492007847354339/573E081395141B576DB57CA6A51007BF14B859E3/1024x600.resizedimage[/url] [url]http://cloud-4.steampowered.com/ugc/46492007847610956/9808F945B46A48A73DE2BCF4522489B4DA223121/1024x600.resizedimage[/url] edit: thanks for the crits MrBunneh, i'll try to keep those in mind. i think i should mention that the skybox is currently a placeholder. anyways, i made some more progress. im going to change up the buildings i reckon, they seem a bit repititive [url]http://cloud-4.steampowered.com/ugc/46492007850180640/E50462311C9CEB92375F7FEABB893337B7BBFF02/1024x600.resizedimage[/url][/QUOTE] Really nice start, but as stated lighting leaves a lot to be desired. [t]http://paper-leaf.com/wp-content/uploads/2010/01/ct_1920.jpg[/t] [video=youtube;oknvpc53Kyw]http://www.youtube.com/watch?v=oknvpc53Kyw[/video] These two should help flesh out the lighting a lot, otherwise some interesting work.
Thanks for the critisisms, guys. I really appreciate it So i've been trying to make the buildings less square, do you think this looks good? im going to replace the windows soon ( ignore the lighting im going to fix that asap ) [IMG]http://cloud-4.steampowered.com/ugc/46492007880127363/6ACF95775D492E9DE89EB0FC2431ACF21D05BCE1/1024x600.resizedimage[/IMG]
[QUOTE=TechnoS;46812239]Reminds me a lot of de_train's T spawn before they changed the entire map.[/QUOTE] Did people take that change well btw?
I did. I hated the old train, and I just dislike the current one, so that's an improvement I guess
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