The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=wazanator;46864367]Cranes.
I would also consider making actual skins for the containers instead of just using the coloring option.[/QUOTE]
It's pretty silly Valve didn't improve the coloring with containers, colored containers are used all through Left 4 Dead and never did they once add something like the color-able cars in Left 4 Dead.
[t]http://i.imgur.com/aJ256Ot.jpg[/t]
[t]http://i.imgur.com/0vE9NI1.jpg[/t]
[t]http://i.imgur.com/dlHNoiV.jpg[/t]
The improvement isn't significant but I now have a level layout and theme. Also the wind chimes took a long while to make.
[QUOTE=TheOwnageFish;46865947][t]http://i.imgur.com/aJ256Ot.jpg[/t]
[t]http://i.imgur.com/0vE9NI1.jpg[/t]
[t]http://i.imgur.com/dlHNoiV.jpg[/t]
The improvement isn't significant but I now have a level layout and theme. Also the wind chimes took a long while to make.[/QUOTE]
Do they move and make noise? Would be beautifully atmospheric if they did.
[video=youtube;V1lKjllh3Xs]http://www.youtube.com/watch?v=V1lKjllh3Xs[/video]
just a pretty early rundown of my csgo map de_shock. still need to do some more stuff at the underground area and the CT entrance to the underground. what do you guys think so far?
[vid]http://s1.webmshare.com/AGy5j.webm[/vid]
[vid]http://s1.webmshare.com/7DnxK.webm[/vid]
In short, yes.
I started by making the wind chimes prefab (so I can place multiple instances in a level and not worry about them). I then made an env_wind that, every so often, causes a gust of wind. Every time this happens, it briefly activates a trigger_push that encapsulates an instance of the chimes, causing them to move, as though in the wind. It also causes each instance of the wind chimes to play a sound.
In other news I don't know how to make good WebMs.
[QUOTE=Silencerized;46867795][video=youtube;V1lKjllh3Xs]http://www.youtube.com/watch?v=V1lKjllh3Xs[/video]
just a pretty early rundown of my csgo map de_shock. still need to do some more stuff at the underground area and the CT entrance to the underground. what do you guys think so far?[/QUOTE]
I think some jerk made your viewmodel bad.
Haven't done anything in Hammer for ~1 year (maybe less), but today I saw information about dev branch update for Garry's mod and decided to try built-in hammer. Just like old times.
This is my small warm-up in brushwork. I was inspired by soviet constructivism in architecture.
Sign on the top of the building translated as " Club "Futurist" "
[img]http://cs623729.vk.me/v623729639/14232/2C6qFlZHMHg.jpg[/img]
[img]http://cs623729.vk.me/v623729639/1423c/_sWbYU8-1iA.jpg[/img]
[img]http://cs623729.vk.me/v623729639/14250/O00l8OjIMEI.jpg[/img]
[img]http://cs623729.vk.me/v623729639/14246/ElB8qs5kS0I.jpg[/img]
A bit of progress on my map :) Worked on soundscapes mainly but also finished another building next to the tavern :)
[B]
Tavern infront and behind the new house[/B]
[t]http://abload.de/img/2015-01-07_000010euua.jpg[/t]
[B]New building on the right[/B]
[t]http://abload.de/img/2015-01-07_000022fux2.jpg[/t]
[B]Inside with a nice fireplace, the mainroom and through the left and right door to smaller rooms[/B]
[t]http://abload.de/img/2015-01-07_00003u3ufc.jpg[/t]
[B]Overview what i've done so far[/B]
[t]http://abload.de/img/2015-01-07_00004x4uau.jpg[/t]
[t]http://abload.de/img/2015-01-07_00005j1um3.jpg[/t]
Everyone was posting stuff they did last year, so I figured I should post some things just to show that I actually even opened a source-engine game last year. They were made while I was playing around with some tools and for practice rather than for showing off, but I had fun doing them so I just figured I'd post them anyway.
In order from top to bottom; a texture tileset I was practicing with, an exercise in abusing dispgen (I was listening to an audiobook of Dune at the time), and some stuff I did in blender then moved to source because I was just kinda figuring out how it all worked.
[video=youtube;uV0JeB93OdU]http://www.youtube.com/watch?v=uV0JeB93OdU[/video]
[video=youtube;Egp7DBpFGq4]http://www.youtube.com/watch?v=Egp7DBpFGq4[/video]
[video=youtube;IQYxiyveDY4]http://www.youtube.com/watch?v=IQYxiyveDY4[/video]
[video=youtube;D4SBMBOgS7U]http://www.youtube.com/watch?v=D4SBMBOgS7U[/video]
[editline]6th January 2015[/editline]
and yes that door sound is the hydraulic of an office chair being sat on while the lever is pulled
Some more progress on gm_chaparral, it's almost done now. Just need to create the rest of the displacements and optimize it further than 8 visclusters :v:. Also the detail sprites are broken and most of my materials are set to VertexLitGeneric instead of LightmappedGeneric.
[img]http://cloud-4.steamusercontent.com/ugc/55500470360620439/73284A85F566CFD4021E8863257FF96F67423D3C/[/img]
Trailer settlement on the edge of town.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360622243/AA939C9D5C4CFAEF3CBD6503726B6C3B334C19A6/[/t]
Mountains to the north of town, still need to create a final one on the far left, that's what the floating box is for if you see it in other screenshots btw.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360621395/838ED8AEA2B0371D85EE890CD9449C8285CCCC75/[/t]
Mountain roads, thanks to blueberry_pie for the curved road tutorial.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360621800/46189EEA8ED9D3D6706A93CE4C720D031F58B683/[/t]
Truck stop/diner & grocer.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360624358/9E9C4D06FAAD0219D0A94D106D804744BE10C507/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360624790/EBA18C8A2056EF5BDCBD08787447E28E01B93361/[/t]
Part of the radio station interior overlooking the whole town - any Night Vale fans here?
[t]http://cloud-4.steamusercontent.com/ugc/55500470360623872/31E4D284E7E11B5494D2117658F9491DC847D292/[/t]
Mineshaft that'll go inside the final mountain.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360625082/114D326A22C6BC5D508D6F7A4CA5AAAB549C66EC/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360625569/F10050798479B222E8E572E2BA009D0034A64122/[/t]
Airfield & airplane boneyard. The runway's materials are broken so I try not to show it in these pictures, but the airfield's actual space is pretty huge.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360626087/925F5765F091B33318621719A0861540CCDA877E/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360626180/8FEB347598A5417816A88CA245DEEEBB4BE30A11/[/t]
[t]http://cloud-2.steamusercontent.com/ugc/55500470360626297/AF23E6068F26B4227DA53D270477AD710067B57F/[/t]
Redesigned motel.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360630694/55599C1570869CCD2967DE991F57B2543148BBF1/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360630853/569527E64A9EC566D792A0970EDFC9DA2654E13C/[/t]
South end of town & new main street.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360630948/1203985BF2C010CD3FAF2038E2839A50B3E72BB1/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360631069/952130D159D836ED7978ECBE8CF6283F961F962A/[/t]
And bunker, graciously borrowed from blueberry_pie, the creator of gm_fork. He had to cut it from the final version of his map, but allowed me to use it in mine. Thanks!
[t]http://cloud-4.steamusercontent.com/ugc/55500470360629379/DCCC0BBB10C7DD25FBF5337E1356A533512E4367/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360629558/A38A5577CF4A89AC18551000F10F2F7A2ED9FC0E/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/55500470360629689/270854A8548902C06DAB2D9D93100D4A508F4541/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360629819/E87B503873FB2CFAD6937AD331C360FE38949602/[/t]
And the 3d skybox.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360623241/ECACF1861586DA10AE4854AA206299D5463D9B6D/[/t]
[QUOTE=Magman77;46873369]
and yes that door sound is the hydraulic of an office chair being sat on while the lever is pulled[/QUOTE]
I actually really like that sound
That is a very pretty 3d skybox.
[QUOTE=TurtleeyFP;46876638]Some more progress on gm_chaparral, it's almost done now. Just need to create the rest of the displacements and optimize it further than 8 visclusters :v:. Also the detail sprites are broken and most of my materials are set to VertexLitGeneric instead of LightmappedGeneric.
[/QUOTE]
Map is superb, only 2 things:
1. Your lighting is way off. Too saturated yellow and too much bloom. I believe it way way better in your older shots.
2. Send me a PM with the sprite sheet before you broke its transparency.
[QUOTE=TurtleeyFP;46876638]And bunker, graciously borrowed from blueberry_pie, the creator of gm_fork. He had to cut it from the final version of his map, but allowed me to use it in mine. Thanks!
[t]http://cloud-4.steamusercontent.com/ugc/55500470360629379/DCCC0BBB10C7DD25FBF5337E1356A533512E4367/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360629558/A38A5577CF4A89AC18551000F10F2F7A2ED9FC0E/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/55500470360629689/270854A8548902C06DAB2D9D93100D4A508F4541/[/t] [t]http://cloud-4.steamusercontent.com/ugc/55500470360629819/E87B503873FB2CFAD6937AD331C360FE38949602/[/t][/QUOTE]
That was nice of him to let you use his bunker in your map.
Tone down the boom a smidge, other than that I love it.
[QUOTE=wazanator;46876648]I actually really like that sound[/QUOTE]
I recall having some problems with custom sounds in source but I don't know if I had any trouble with this one. If there are any you may have to fix them yourself.
[url]https://dl.dropboxusercontent.com/u/26426931/Ver/content/doormove_toggle.wav[/url]
here you go, in case you too want to have the glory of the chair hydraulic in a map of your own.
New map for CSGO I started making
[img_thumb]http://i.imgur.com/dfbz3tx.jpg[/img_thumb] [img_thumb]http://i.imgur.com/o5penYd.jpg[/img_thumb]
[QUOTE=UnknownPredator;46881260]New map for CSGO I started making
[img_thumb]http://i.imgur.com/dfbz3tx.jpg[/img_thumb] [img_thumb]http://i.imgur.com/o5penYd.jpg[/img_thumb][/QUOTE]
looks really nice, but having that type of big floor to ceiling window in that type of industrial setting looks a bit off to me. i would change that to make it like this instead.
[t]http://i.imgur.com/p4TO6Zr.jpg?1[/t]
if you still want to have that area open like that for playstrategy purposes, (i assume the glass is breakable(?)) then perhaps you could have some type of open platform elevator going up to the upper corridor from that lower area with the x. no idea if that makes sense in your map, but the window as it is now just stands out a bit to me.
So I finally finished my map [B]de_pripyat[/B] for CS:GO (✌ ゚ ∀ ゚)☞
Check the original thread: [url]http://facepunch.com/showthread.php?t=1418168[/url]
[T]https://zwieracz.files.wordpress.com/2015/01/pripyat7.jpg[/T]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970420/0883A41D6707ED6EE8D8980C081AC7F73F10C8CE/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970221/3414AC27E65B43243674CDDA1E66B1F0E3CF7368/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970023/A2F20A98515271CDC249B4CA8347B7BC62DECC2A/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567969794/651F3B2BA3A88F501A0D13BF9FECD1CE75553F02/1024x575.resizedimage[/IMG]
My first 3D Skybox :zoid:
I'm having a bit of issues with my env_cubemaps, they just... aren't really working. at all. Building them just spits out black, blank squares for every cubemap
And yes, I do have env_cubemap entities in the map, and mat_specular is 1
I believe that's an error with how hammer compiles in the latest version. Use pakrat and delete everything labled as a texture and save the bsp, then build your cubemaps again. I was having the same problem and that's what fixed it for me.
[QUOTE=TurtleeyFP;46876638]
And the 3d skybox.
[t]http://cloud-4.steamusercontent.com/ugc/55500470360623241/ECACF1861586DA10AE4854AA206299D5463D9B6D/[/t][/QUOTE]
I see you reskinned the skybox from No Mercy in L4D, but the material coordinates don't match up well enough IMO, plus it's too yellow for the main play area. (I don't blame you either, it can be an ordeal making satellite-based textures look good on a custom surface). The rest of the map looks stunning so far though, I love it.
Anyways, I'm gonna donate a skybox model I never had an opportunity to use after I handmade it, you can try it out and let me know if it fits better:
[t]http://cloud-2.steamusercontent.com/ugc/30730672416571342/7B75DC8A03A2044BF0AF57922E84ED906990FAB0/[/t][t]http://cloud-4.steamusercontent.com/ugc/30730672416572166/188DABAA9090851522CCB685B36A2371191C8F05/[/t]
[URL]https://dl.dropboxusercontent.com/u/27508759/skybox_cali.zip[/URL]
[QUOTE=RenaFox;46884644]
[t]http://cloud-4.steamusercontent.com/ugc/548644629567969794/651F3B2BA3A88F501A0D13BF9FECD1CE75553F02/1024x575.resizedimage[/t]
My first 3D Skybox :zoid:
I'm having a bit of issues with my env_cubemaps, they just... aren't really working. at all. Building them just spits out black, blank squares for every cubemap
And yes, I do have env_cubemap entities in the map, and mat_specular is 1[/QUOTE]
I really like how imposing those skyscrapers look over the rest of the map, and the skybridges help draw your attention upwards while integrating them into the scene. (Plus, they just look cool.)
And as far as the cubemap generation goes, Valve broke it with the Steampipe update and never fixed it (like they do with most stuff that doesn't have to do with hats. :v: )
When you use buildcubemaps now, it can't actually write anything because maps by default compile with "blank" textures replacing literally ALL of the cubemaps embedded in the .bsp. You now have to open the .bsp manually with something like Pakrat or VIDE, delete all the blank cubemap textures, then rebuild your cubemaps ingame and they should show up on the next reload.
Here's a more step-by-step tut I found if you want something more explanatory: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=198590011[/URL]
[QUOTE=Talvy;46841023]If you want your map dark then you should have some [I]bright[/I] light sources somewhere, instead of just boring dim lights everywhere.
[t]http://achrisfling.com/images/2011/02/deadspace2-2011-01-25-11-58-58-13.png[/t][/QUOTE]
Why have I lately been feeling like everything around me goes 404. is the internet broken?
This is technically cheating because its a 3ds max render, but the plan is to bring it into source as a main menu for a mod. I guess some content wont hurt.
[t]http://s15.postimg.org/xi92rolbf/preview.jpg[/t]
Its obviously very conceptual, but you get the idea. Every plane will spin in its own way to achieve a clockwork effect. The 3 big squares are landmarks that I haven't finished yet.
-snip
[editline]8th January 2015[/editline]
[QUOTE=Rush_Freak;46885675]
I really like how imposing those skyscrapers look over the rest of the map, and the skybridges help draw your attention upwards while integrating them into the scene. (Plus, they just look cool.)
And as far as the cubemap generation goes, Valve broke it with the Steampipe update and never fixed it (like they do with most stuff that doesn't have to do with hats. :v: )
When you use buildcubemaps now, it can't actually write anything because maps by default compile with "blank" textures replacing literally ALL of the cubemaps embedded in the .bsp. You now have to open the .bsp manually with something like Pakrat or VIDE, delete all the blank cubemap textures, then rebuild your cubemaps ingame and they should show up on the next reload.
Here's a more step-by-step tut I found if you want something more explanatory: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=198590011[/URL][/QUOTE]
Thank you so much~
I plan on adding more variety, and would like to swap out the static billboards for like, malfunctioning hologram ones, maybe
And more buildings, I only have one skyscraper model as-is
Another generic RP map, quite the WIP at this point
[URL="http://i.imgur.com/B2Odoks.jpg"][IMG]http://i.imgur.com/B2Odoks.jpg[/IMG][/URL]
If you can guess the city this is loosely based off of, you're good at reading signs
The sign in the top left... You should make that a decal or overlay instead of a 1 unit thin brush with all but one side a nodraw texture. If the rest are like that, you should to the same for those too.
[QUOTE=paulisdead18;46886775]The sign in the top left... You should make that a decal or overlay instead of a 1 unit thin brush with all but one side a nodraw texture. If the rest are like that, you should to the same for those too.[/QUOTE]
Planning on converting them all to overlays later on, all others are physical signs
[QUOTE=Grenade Man;46877723]Map is superb, only 2 things:
1. Your lighting is way off. Too saturated yellow and too much bloom. I believe it way way better in your older shots.
2. Send me a PM with the sprite sheet before you broke its transparency.[/QUOTE]
I actually haven't changed the lighting since that compile - what you're seeing is probably the yellow added to the map from the new areas and the 3d skybox. Shot you a PM, like I said in it I think the problem is with how my VBSP crops detail sprites.
[QUOTE=Rush_Freak;46885675]I see you reskinned the skybox from No Mercy in L4D, but the material coordinates don't match up well enough IMO, plus it's too yellow for the main play area. (I don't blame you either, it can be an ordeal making satellite-based textures look good on a custom surface). The rest of the map looks stunning so far though, I love it.
Anyways, I'm gonna donate a skybox model I never had an opportunity to use after I handmade it, you can try it out and let me know if it fits better:
[t]http://cloud-2.steamusercontent.com/ugc/30730672416571342/7B75DC8A03A2044BF0AF57922E84ED906990FAB0/[/t][t]http://cloud-4.steamusercontent.com/ugc/30730672416572166/188DABAA9090851522CCB685B36A2371191C8F05/[/t]
[URL]https://dl.dropboxusercontent.com/u/27508759/skybox_cali.zip[/URL][/QUOTE]
Thanks! That's gonna help me out a lot, weirdly enough I was remembering pictures you posted of exactly this a long time ago when I was making the current skybox. I'll put you both in the credits room :v:.
EDIT:
This is weird, but whenever I try to use your model in my map, it crashes hammer with the message "too many verts for a dynamic vertex buffer", even in a completely empty VMF. The only things google came up with were in-game errors. I might have to stick with the old model, but thanks.
[QUOTE=RenaFox;46884644]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567969794/651F3B2BA3A88F501A0D13BF9FECD1CE75553F02/1024x575.resizedimage[/IMG]
My first 3D Skybox :zoid:
I'm having a bit of issues with my env_cubemaps, they just... aren't really working. at all. Building them just spits out black, blank squares for every cubemap
And yes, I do have env_cubemap entities in the map, and mat_specular is 1[/QUOTE]
Looks nice but I would look for a replacement for that van model it's distinct looking which makes it easy to spot when you use it more then once in that space.
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