The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Hey, I don't usually show much of stuff I've done so I figured I might as well get some feedback on something I started lately.
[IMG]http://cloud-4.steampowered.com/ugc/55499569390104238/848F8FE42CA1AB1EC5311F7B8DFA8FD1E40BBDA3/[/IMG]
[QUOTE=VamS;46815159]Hey, I don't usually show much of stuff I've done so I figured I might as well get some feedback on something I started lately.
-picture-[/QUOTE]The way that wood sits on the brick looks super awkward; if you're gonna do that at least use a trim between them maybe?
[QUOTE=AeonCastle;46815590]The way that wood sits on the brick looks super awkward; if you're gonna do that at least use a trim between them maybe?[/QUOTE]
I can see why it looks odd. I'm basing the house off of ones near I live like these;
[IMG_thumb]http://i.imgur.com/bLdqJll.jpg[/IMG_thumb]
I might try putting a trim on though, see if it looks any better.
[QUOTE=vexx21322;46812468]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.[/QUOTE]
Put a logic_auto with a tonemap controller then put the SetAutoExposure max and min to like 1.1 bloomscale .5
[QUOTE=Silencerized;46814008]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]
You rely too much on models to detail the front of the building. Give it things like trims, use the available texture sets to give it a different texture for the bottom, middle, and top of the building. Use brushwork to make your windows and doors instead of models.
Even the low-poly, low-resolution skybox building in the background shows more detail than the actual building in the map. Use it as an example and take some ideas from it.
Honestly the best advice I can give you is to use photo references. You don't have to model the reference photo 1:1, but study it a little, pick out the details in real-world buildings. Start with the obvious stuff and then look closer, the closer you look the more neat little details pop out, then try to apply them to your map as best you can.
As for your lighting, try using the values from this page to start with: [URL]https://developer.valvesoftware.com/wiki/Sky_List[/URL]
None of those are hard and fast rules, just recommended values, and good starting values if you wanted to tweak them further.
[QUOTE=ep9832;46812696]Still needs a lot of work, but it's getting off the ground.
-snip-
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]
Really nice lighting, I'm impressed by how colorful yet natural it feels. Feels a bit bare at the moment, I'd spam some junk around and put in some stain/graffiti overlays.
EDIT: working on a TF2 grapple map, similar style to existing jump maps
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/incubator/grapple_incubator_v10001.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/incubator/grapple_incubator_v10003.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/incubator/grapple_incubator_v10000.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/incubator/grapple_incubator_v10002.jpg[/t]
[QUOTE=Silencerized;46814008]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]
Add trims and columns using other materials. Kinda like this:
[img]https://dl.dropboxusercontent.com/u/88449546/356j36ahhsa.jpg[/img]
Also, the windows on the left side aren't on the same height as the rest of the windows
I've been dicking around with the HL1 svencoop engine. I managed to get this to compile, it's about 20000x20000. Lighting looks shit as I compiled this on fast.
[t]http://i.imgur.com/PDt3Bvm.jpg[/t]
[IMG]http://i.imgur.com/3j2RQib.jpg[/IMG]
[IMG]http://i.imgur.com/5ja5GBN.jpg[/IMG]
[IMG]http://i.imgur.com/OyFmcKm.jpg[/IMG]
Some screens from my new deadmatch map.
[QUOTE=Anthracite;46817656]I've been dicking around with the HL1 svencoop engine. I managed to get this to compile, it's about 20000x20000. Lighting looks shit as I compiled this on fast.
[t]http://i.imgur.com/PDt3Bvm.jpg[/t][/QUOTE]
that is really sexy, what're you planning to do with it?
[QUOTE=ep9832;46812696]Still needs a lot of work, but it's getting off the ground.
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]
Damn son, that's some good mapping you got there. I'd leave it as is, but if you *really* want to add something make your walls more busy with small pipes and wiring.
Like the various electric pipes and stuff on the overhang in this photo: [img]http://onmilwaukee.com//images/articles/ju/juneautrack/juneautrack_fullsize_story1.jpg[/img]
[QUOTE=Magman77;46817795]that is really sexy, what're you planning to do with it?[/QUOTE]
It was pretty much just to stress the engine with the current map format. With the next map format I'll be able to make at least 20 times that. I think I'll just add some surroundings so you're not instantly met with a sky wall and add a few func_vehicle entities for whoever wants to dick around with vehicles in Sven Co-op 5.0.
So is this where all the cool kids get help, because other than some really badly fitting windows I have no idea how to spice this house front up a bit.
[t]http://a.pomf.se/hoafwc.jpg[/t]
[editline]29th December 2014[/editline]
I think I have mappers block
Working a Lua-handled map objective.
[T]http://i.gyazo.com/0d46340ebb7ac4783bb9198a90e9c4e4.png[/T]
Players have to break in various warehouse buildings and containers / crates and bring the loots to spawn. Each item has a certain value,
so stealing crap such as frozen chicken will be worth only around 5$, while a box of electronics is going to add like 500$ to the progress bar.
When the goal is reached, players will have some time to get back in the truck and the Innocent will win.
On map start, logic_auto runs some clientside and serverside Lua scripts, such as initializing a progress variable and calculating the goal based on joined players.
Serverside variables are sent to the client, which are afterwards used in the GUI.
!Activator loot items have their OnUser1 output fired when they start touching a trigger, which adds the item's value to the progress variable.
[t]http://cloud-4.steampowered.com/ugc/43114474219659302/9608EE5AA25EB029F3766C932463E12E76CAEA8C/[/t]
Slowly finishing that sawmill map of mine.
I made a small recording of my map. I filled it with nodes, some monsters and a func_vehicle. I added some fog to prevent performance problems due to how big the map is.
[video=youtube;Hiq2xEyiHyY]http://www.youtube.com/watch?v=Hiq2xEyiHyY[/video]
[QUOTE=Thomo_UK;46818008]So is this where all the cool kids get help, because other than some really badly fitting windows I have no idea how to spice this house front up a bit.
[t]http://a.pomf.se/hoafwc.jpg[/t]
[editline]29th December 2014[/editline]
I think I have mappers block[/QUOTE]
Most buildings have trim, and the windows are usually more stylistic. Look up references for city apartments and take a gander at things that might correlate with the architecture style you're going for
Have you guys seen Lambda wars mapping? it's pretty neat
Progress and Plants :eng101:
[QUOTE][IMG]http://cloud-4.steampowered.com/ugc/540762067037893990/F7AA170D2276CA3830AAA2A9C6D838602A3CD8BD/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/540762067037897930/5FABCD14E0E366E521251D82FB4D22306B428F1C/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/540762067037902275/30123009AFEB494A0D0C4096CC011254121EE39E/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/540762067037903936/4468EB566D6ED643480E0AF2F49FE24CB6FF04E9/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/540762067037907017/2D9B0B0C1B6279D33F0A5EE4BCDE78F5A135FC3A/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/540762067037908683/008456C709E6E772915532711D607BC03997DE04/[/IMG][/QUOTE]
If anyone has some better plant models I'd be very grateful! Also CC like always
[QUOTE=TFlippy;46818066]Working a Lua-handled map objective.
[T]http://i.gyazo.com/0d46340ebb7ac4783bb9198a90e9c4e4.png[/T]
Players have to break in various warehouse buildings and containers / crates and bring the loots to spawn. Each item has a certain value,
so stealing crap such as frozen chicken will be worth only around 5$, while a box of electronics is going to add like 500$ to the progress bar.
When the goal is reached, players will have some time to get back in the truck and the Innocent will win.
On map start, logic_auto runs some clientside and serverside Lua scripts, such as initializing a progress variable and calculating the goal based on joined players.
Serverside variables are sent to the client, which are afterwards used in the GUI.
!Activator loot items have their OnUser1 output fired when they start touching a trigger, which adds the item's value to the progress variable.[/QUOTE]
That sounds great. I thought of a similar idea once - random objects found in a shipwreck or washed up on a beach or exploring *that* warehouse from Indiana Jones so I'm interested to see where you're going with this.
Alright, Happy New years everyone, What have you been working on in 2014?
Here's some of my stuff
[t]http://cloud-4.steampowered.com/ugc/39727720861313408/0205394BBBD07BE8ECB165D8CFE2986EFCDAA938/[/t]
[t]http://cloud-4.steampowered.com/ugc/39727720861312216/ED2727E1FEAD935557A2CBF48C26761B7F8A835E/[/t]
[t]http://cloud-4.steampowered.com/ugc/39726630812635964/808A584E4ED29B05292D57BC6795178A7C996C7D/[/t]
[t]http://cloud-4.steampowered.com/ugc/43101615065980770/ED3A8AAEDFA5BC89C5D35BF6204D8E80E5ADB227/[/t]
[t]http://cloud-4.steampowered.com/ugc/43101615065981661/DE815A8A3AA02F6AF8CB5A0D3DFE321E31DB7299/[/t]
[t]http://cloud-4.steampowered.com/ugc/46478046930403899/4B399CA39032A1A8225E014CDFB533286A5DF49C/[/t]
[t]http://cloud-4.steampowered.com/ugc/46478046930405230/3FB687D6CB4F506E60BF47B669AC7FBCB4E9C4E6/[/t]
[t]http://cloud-4.steampowered.com/ugc/579023629246219289/7FE5CA371FEB0AAE931312B37DF598F342E93378/[/t]
[t]http://cloud-4.steampowered.com/ugc/594783056294616898/BC5701A1869C1BBB17DD04E0450781B16A7F0BE5/[/t]
[t]http://cloud-4.steampowered.com/ugc/594783056294615525/6D4D045C71922205F405C8E8C1A67F84D60A428F/[/t]
[t]http://cloud-4.steampowered.com/ugc/598155063427894599/03460A7015CF71E86677E370FC60B4B620FED230/[/t]
[t]http://cloud-2.steampowered.com/ugc/598155063427893575/7D166AA4DB01A748109C7386AA188B3EAF2DDA53/[/t]
Having a bit of fun designing a hotel.
[t]http://i.imgur.com/6n7ON04.jpg[/t]
[t]http://i.imgur.com/bQVuR3S.jpg[/t]
[t]http://i.imgur.com/cDwD1RB.jpg[/t]
I'm way to ambitious with this project. The end goal is to fill the entire town with shops and buildings.
[t]http://i.imgur.com/Q98Wlq7.jpg[/t]
I'd love to get some critiques on what I've got so far. And yes, the hotel is based off of a real building if anyone recognizes it.
Coming later today.
[t]http://i.imgur.com/P6x7nXa.jpg[/t] [t]http://i.imgur.com/JUYQfA5.jpg[/t]
[t]http://i.imgur.com/vKAvHFu.jpg[/t] [t]http://i.imgur.com/8iw37ja.jpg[/t]
Whiterun is slowly growing :)
[t]http://cloud-4.steamusercontent.com/ugc/41989018948916418/F5C5F8EB0ACC6303E9BA4D84E16CA12EAC89A725/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/41989018948918394/7CC8462C49BE7E4CC4540828A2BD785E2016800C/[/t]
I'll keep the interiors empty so players can decorate themselves.
[t]http://cloud-4.steamusercontent.com/ugc/41989018948919642/9F2240351F3F254082458ABB955F2A18371852B7/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/41989018948921478/B68882DBE83F57BC48B23EE6D0EB83A859AA7B4C/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/41989018948923347/24E72EC5D92E9CD89B6D45424BD76A8470E542BF/[/t]
I had to re-do a lot the outside sections of my yacht because I realized all the curves are going to make further detailing almost impossible. In the meantime I'm sprucing up some of the interior areas a bit.
[t]http://i193.photobucket.com/albums/z105/sporkfire222/2014-12-31_00008_zps97b5057a.jpg[/t]
When I feel ready, I'm hoping to be able to get a custom content creator to help me furnish the interiors and create many of the custom models that are needed. Otherwise I'll have to resort to paying people to create custom content for me like I have done so in the past.
By the way.
Happy new year
[img_thumb]http://i.imgur.com/5ywlVjM.jpg[/img_thumb][img_thumb]http://i.imgur.com/TzSxlB5.jpg[/img_thumb][img_thumb]http://i.imgur.com/affEdGK.jpg[/img_thumb][img_thumb]http://i.imgur.com/zHszryI.jpg[/img_thumb][img_thumb]http://i.imgur.com/060YX1Q.jpg[/img_thumb][img_thumb]http://i.imgur.com/ErFOevy.jpg[/img_thumb][img_thumb]http://i.imgur.com/sx3y2u4.jpg[/img_thumb]
The lighting/shadows is still balls, compiling with -textureshadows, -staticproppolys and -staticproplighting. But like each compile, I'll look at it later. And later. And later...
kinda reminds me of that suburban level from tony hawk's underground in all the right ways. I'd love to see a night version of that map way down the line somewhere.
[QUOTE=Xanadu;46838242][img_thumb]http://i.imgur.com/5ywlVjM.jpg[/img_thumb][img_thumb]http://i.imgur.com/TzSxlB5.jpg[/img_thumb][img_thumb]http://i.imgur.com/affEdGK.jpg[/img_thumb][img_thumb]http://i.imgur.com/zHszryI.jpg[/img_thumb][img_thumb]http://i.imgur.com/060YX1Q.jpg[/img_thumb][img_thumb]http://i.imgur.com/ErFOevy.jpg[/img_thumb][img_thumb]http://i.imgur.com/sx3y2u4.jpg[/img_thumb]
The lighting/shadows is still balls, compiling with -textureshadows, -staticproppolys and -staticproplighting. But like each compile, I'll look at it later. And later. And later...[/QUOTE]
That lighting looks like early morning. You don't see many maps, official or not, set in that time.
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