The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Small updates, It's almost finished, just need final polishes !
[B]Restaurant/Bombsite[/B]:
[t]http://i.imgur.com/j4yg0f5.jpg[/t] [t]http://i.imgur.com/fderDtZ.jpg[/t]
[B]Spawn and a overview[/B]:
[t]http://i.imgur.com/JNbEgqD.jpg[/t] [t]http://i.imgur.com/QMmgDBh.jpg[/t]
What do you think ?
[QUOTE=Aphtonites;40538092]Does anyone have any tips for getting the road textures to align perfectly?[/QUOTE]
ALT+MOUSE2 the texture from the top face of the straight road piece to its side, then ALT+MOUSE2 the texture from the straight piece's side to the sides of the curved pieces, one at a time (hopefully you know how texture wrapping works). Afterwards, ALT+MOUSE2 the texture from the curve pieces' sides to their top faces.
This is what I've been working on the last couple of days.
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/dynamic_dome0020.jpg[/t]
sped up version.
[img]https://dl.dropboxusercontent.com/u/3779442/Screenshots/dynamic_dome0009.gif[/img]
Its a dynamic sky dome
I've been experimenting with layout ideas for a NYC-styled city map for Garry's Mod.
[T]http://i.imgur.com/06YQIfb.jpg[/T]
It's a very rough map (hence the really shitty brushwork and why everything looks as awful as your average counter strike Jailbreak map) but I just wanted to try out some ideas.
Heh, that statue's a pretty good idea
Those blocks are too small, looks like they could barely fit one building.
[QUOTE=Jukka K;40540451]Those blocks are too small, looks like they could barely fit one building.[/QUOTE]
There's much more room now:
[t]http://i.imgur.com/SFZ7XFO.jpg[/t]
[QUOTE=Mozartkugeln;40537196]That roads looks unnaturally jagged. Maybe try smoothing the edges a bit?[/QUOTE]
They're also extremely narrow.
[QUOTE=Hazrd24;40536880]I started mapping a little again. It's still rough that's because I need to get it play tested and worked on before I add the details.
[/QUOTE]
Very nice so far. CS:GO needs more free-form streetwar maps!
Nothing really special, just some generic hl2 ep2 map i've been making.
[thumb]http://i41.tinypic.com/jgskgl.jpg[/thumb]
[thumb]http://i43.tinypic.com/69gp48.jpg[/thumb]
Also, on the last screenshot the lighting looks....blocky how can i make it sharper?
turn down your light map scale on the floor, it should make it look sharper and a lot nicer
Procrastinaion, experiment, putting off revision and looking at architecture has made me just create a small experiment with lightmaps. Will probably spin off into the 101st recreation of a map I've still to create more than half of. Does anybody know of any vRad commands to increase light bounces? I want to fake some GI.
[IMG]http://cloud-2.steampowered.com/ugc/594750798528141645/23397980A7BEF511376E28D4E93291B5D78C2839/[/IMG]
Looks cool. Use [url=https://developer.valvesoftware.com/wiki/$reflectivity]$reflectivity[/url] it makes things look 100% better.
more experimenting. suddenly it's turned pitch black.
[img_thumb]http://cloud.steampowered.com/ugc/594750798529607743/D84594BB4D724FA907912CCA770167CD9BF8ACCF/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/594750798529604080/2D6C1B0DFA6F0975F3E121EC1BE19B55F1718EC8/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/594750798529597218/45B23F59ED318E3336189A04905EF25B7CF6F89E/[/img_thumb]
[QUOTE=Instant Mix;40546241]more experimenting. suddenly it's turned pitch black.
[img_thumb]http://cloud-2.steampowered.com/ugc/594750798529597218/45B23F59ED318E3336189A04905EF25B7CF6F89E/[/img_thumb][/QUOTE]
I think it's because your light_environment's ambient is really dark, try brightening it.
[QUOTE=Stiffy360;40546292]I think it's because your light_environment's ambient is really dark, try brightening it.[/QUOTE]
I've tried brightening it but it makes everything else oddly bright as well. Quick fix is to shove some really dim lights into it. only issue is they appear on the cubemap :/
[img_thumb]http://cloud-2.steampowered.com/ugc/594750798529890633/157C8AF20B1BD00423210909FB5177D52E6F2463/[/img_thumb]
You can get the SDK for TF2, CSS and DOD:S now when youre entering the sdktools_beta.
They're completly working exept you need to copy the displacement filters from sourcesdk.gcf
[QUOTE=Instant Mix;40545760][IMG]http://cloud-2.steampowered.com/ugc/594750798528141645/23397980A7BEF511376E28D4E93291B5D78C2839/[/IMG][/QUOTE]
Those bookcases (or are they windows?) look really weird and out of place for some reason.
[QUOTE=Mozartkugeln;40546746]Those bookcases (or are they windows?) look really weird and out of place for some reason.[/QUOTE]
Windows. They're weird as they've illumintaed in comparison to the rest of the wall. They're gone now anyway.
I want to make a map for Trouble in Terrorist Town. Aside from perhaps:
-A medium to large (and not too open) layout so there's enough room for traitors to kill without always being caught
-An "overwatch" point which could be used as sniping position
-Traps or shortcuts for traitors to use
-A traitor testing system
-Plenty of nooks and crannies to hide bodies in
What are some elements a good TTT map should have?
Trying out the CS:GO sdk for the first time. Currently trying to replicate Fort Pickens but it's another task in itself just to get it started.
[t]http://i.imgur.com/2ymNr7K.jpg[/t]
[QUOTE=Kahgarak;40548273]I want to make a map for Trouble in Terrorist Town. Aside from perhaps:
-A medium to large (and not too open) layout so there's enough room for traitors to kill without always being caught
-An "overwatch" point which could be used as sniping position
-Traps or shortcuts for traitors to use
-A traitor testing system
-Plenty of nooks and crannies to hide bodies in
What are some elements a good TTT map should have?[/QUOTE]
Winding tunnels and secret passages are always fun.
[QUOTE=Kahgarak;40548273]I want to make a map for Trouble in Terrorist Town. Aside from perhaps:
-A medium to large (and not too open) layout so there's enough room for traitors to kill without always being caught
-An "overwatch" point which could be used as sniping position
-Traps or shortcuts for traitors to use
-A traitor testing system
-Plenty of nooks and crannies to hide bodies in
What are some elements a good TTT map should have?[/QUOTE]
make a courtyard or an area where players feel safe and can connect to most places on the map so they never get lost.
traitor testers are a stupid gameplay element, so keep away from adding those. breakable testers like in 67th way are even worse, as people will get killed for breaking them even if they're not traitors, so avoid these. either don't have a traitor tester in your map (which is better) or implement it like in woodedwidow or that minecraft map where the tester starts inactive and you have to power it up by collecting elements spread across the map.
Getting further in mapping my take on the mythical giant horrible underground laboratory complex.
[QUOTE][IMG]http://www.filedump.net/dumped/20130506000011367867457.jpg[/IMG]
[IMG]http://www.filedump.net/dumped/20130506000021367867457.jpg[/IMG]
[IMG]http://www.filedump.net/dumped/20130506000031367867457.jpg[/IMG][/QUOTE]
Needs moar detail, but the brushwork seems promising.
[QUOTE=l33tkill;40548431]Trying out the CS:GO sdk for the first time. Currently trying to replicate Fort Pickens but it's another task in itself just to get it started.
[t]http://i.imgur.com/2ymNr7K.jpg[/t][/QUOTE]
You've got a great start there, neat idea too, I would love to see more of it as you progress.
Speaking of neat ideas, I've seem to run out of them. I've hit mappers block recently, anyone got any ideas they don't mind sharing?
Heres alittle more before bedtime.
[IMG]http://www.filedump.net/dumped/20130507000011367878843.jpg[/IMG]
Even if I'll probably end up not finishing this map, I'm thankfully still working on that little city map of mine(very slowly, though. All I did was add a couple buildings and changed some of the older buildings up, but hey, there's a little of progress, at least).
[t]http://i.imgur.com/YltTfho.jpg[/t]
[t]http://i.imgur.com/OJbZVby.jpg[/t]
I decided to add some awnings to the buildings so that they wouldn't seem as bland. I still need to make some more awning textures so that I can give awnings of each building a different color, though.
[t]http://i.imgur.com/6fwAgCj.jpg[/t]
The repeating roof textures [I]really[/I] take away from it.
[QUOTE=Mozartkugeln;40553193]The repeating roof textures [I]really[/I] take away from it.[/QUOTE]
It looks a bit better when you're looking at it while standing on the roof, but yeah, I can see what you mean. Would you suggest making the roof textures bigger via Hammer to get rid of the tiling issue?
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