The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=RenaFox;46896649]No, more loosely inspired by:
[IMG]http://ex-mormon.net/lfab_pics/walle_ultrastore.png[/IMG]
[IMG]http://sanmarie.me/image/movie/walle/1.jpg[/IMG]
Not really sure how to tweak my map to get similar lighting though[/QUOTE]
I would say your current lighting is pretty close as it is. Just slap on some fog, brighten up the ambient light a smidge and add some colour correction and it should be spot on.
need a review of the layout
[t]http://i.imgur.com/oZQwBgQ.png[/t]
so far the CT spawn is still questionable
[QUOTE=EddieLTU;46897255]need a review of the layout
[t]http://i.imgur.com/oZQwBgQ.png[/t]
so far the CT spawn is still questionable[/QUOTE]
Awpers are going to have a field day with this layout.
ok compiled pics
[t]http://cloud-4.steamusercontent.com/ugc/36360352465637861/0E52BCD6CEDEFDC2E2CCC42BB4289D12AF65E404/[/t][t]http://cloud-4.steamusercontent.com/ugc/36360352465638122/54A23F1AF6477E417331D76B13415A626CD177E1/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/36360352465638514/FF8E6485182E1717B6F20FA84BE61E1E80A2714E/[/t][t]http://cloud-4.steamusercontent.com/ugc/36360352465638807/154C1EE58352B7A0E5253749B8EB33BFDE2E3CDA/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/36360352465639182/26F2CA3352BFEF06A1DE9962972B96A872B86906/[/t][t]http://cloud-4.steamusercontent.com/ugc/36360352465639667/10E16A7C3ACC1F1AB71BF8D8E867344E450BC7E2/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/36360352465640095/92CA74CE40971E975E6E6EF29F02736CA7F5ECF7/[/t][t]http://cloud-4.steamusercontent.com/ugc/36360352465640715/DAC5F750F853978A6CD0BE5A46EB8ED355A3BA28/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/36360352465640975/F24DB9ECC3C4666EC007CCF37B403F0A7CDB89E5/[/t]
[QUOTE=RenaFox;46896649]No, more loosely inspired by:
[IMG]http://ex-mormon.net/lfab_pics/walle_ultrastore.png[/IMG]
[IMG]http://sanmarie.me/image/movie/walle/1.jpg[/IMG]
Not really sure how to tweak my map to get similar lighting though[/QUOTE]
env_tonemap_control and color correction.
[QUOTE=GaleTheHusky;46898381]env_tonemap_control and color correction.[/QUOTE]
Tbh he only needs fog really.
And the people who knew how to use env_tonemap_control are long gone.
[QUOTE=Grenade Man;46898520]Tbh he only needs fog really.
And the people who knew how to use env_tonemap_control are long gone.[/QUOTE]
What is Tonemap_control? I never heard about it in the past 4 years i'm into mapping lol
Its perhaps the most powerful entity when it comes to lighting in your level. Its the reason why firegods and oskutins maps had that unique look to them most of the time, I guess.
Basically it controls hdr settings like bloom and autoexposure.
[QUOTE=Grenade Man;46898520]Tbh he only needs fog really.
And the people who knew how to use env_tonemap_control are long gone.[/QUOTE]
simply name it something "HDR" compile the map with hdr, go into console and fire commands at it, "ent_fire setautoexposurerate 1" etc
The hard part is using those commands to make the level look pretty.
It's really just trial and error, since you can edit the settings from ingame like Stiffy said. If you're willing to commit some time to it it isn't hard at all.
[QUOTE=Grenade Man;46898520]Tbh he only needs fog really.
And the people who knew how to use env_tonemap_control are long gone.[/QUOTE]
Its actually fairly easy to set up, I did it with gm_construct without ever doing it before.
Like what stiffy said, just throw ent_fire inputs in-game until you get what your looking for, then setup a logic_auto to fire the inputs when the map loads.
Here are its inputs with some basic descriptions: [url]https://developer.valvesoftware.com/wiki/Env_tonemap_controller#Inputs[/url]
So, today I learned how much the mood of your map depends on lighting.
Before:
[thumb]http://cloud-4.steamusercontent.com/ugc/595914029978671555/A868AA2D42D97AD0C9B251D3555DE74BB36DB25E/[/thumb]
After:
[thumb]http://cloud-4.steamusercontent.com/ugc/47619171026938388/D3AB248094F045E371AA8651FC41497FEAF34E2D/[/thumb]
[QUOTE=green bandit;46897360]Awpers are going to have a field day with this layout.[/QUOTE]
oh shit.
...is there *any* way to salvage a massive open box canyon map (bloodgulch), gameplaywise? I was thinking of making it some sort of gungame variant (demolition or arms race) to avoid people just insta-going sniper but I'm still a bit concerned. I haven't played too much CSGO so I don't know too much about map spaces
[QUOTE=Itszutak;46899922]oh shit.
...is there *any* way to salvage a massive open box canyon map (bloodgulch), gameplaywise? I was thinking of making it some sort of gungame variant (demolition or arms race) to avoid people just insta-going sniper but I'm still a bit concerned. I haven't played too much CSGO so I don't know too much about map spaces[/QUOTE]
I haven't played CS:GO too much either, so maybe both our ignorances will cancel out.
I'd say just add more turns and zig zags to your level. Your goal is too reduce a clear line of sight as much as possible. This might also help with optimization.
Unrelated: I'm working on a unrealistic minimalistic map. I might be able to post screenshots tonight. I need a banana model. A big one. Like 200ish units high. And another one 48 units high. This is just mild whinging on my part.
[IMG]http://cloud-4.steamusercontent.com/ugc/548644811753610841/DAE38934E43C1687215F9409267062FCC67A7917/1024x576.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644811753611048/006990BFBA249C137182C9103875517C1122AEBB/1024x576.resizedimage[/IMG]
Pretty much finished with lighting, just need to add some clips/nodes and tweak the CC to my liking
There's one thing that's bugging me, I have a custom blend texture, but despite the two blending textures being the same size, one is displaying as larger/more zoomed in than the other in the blend. Any fixes? the textures are the same size, but would the normal map size affect this as well?
[QUOTE=residntevl;46896269]I'm looking at my options. Without the snow that skybox looks much nicer.[/QUOTE]
Can I suggest a skybox? see how you like it.
[t]https://dl.dropboxusercontent.com/u/3779442/screenshots/sky_cloudy003_ingame.jpg[/t]
[url]https://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/Cloudy.html[/url]
[QUOTE=RenaFox;46902340][IMG]http://cloud-4.steamusercontent.com/ugc/548644811753611048/006990BFBA249C137182C9103875517C1122AEBB/1024x576.resizedimage[/IMG]
Pretty much finished with lighting, just need to add some clips/nodes and tweak the CC to my liking
There's one thing that's bugging me, I have a custom blend texture, but despite the two blending textures being the same size, one is displaying as larger/more zoomed in than the other in the blend. Any fixes? the textures are the same size, but would the normal map size affect this as well?[/QUOTE]
You have a nice hue going on, but if you're going for the "WALL-E" look you had mentioned, I would tone the saturation down a bit, ([I]way[/I] down for the fog.) You could also play with the fog max density so you can bring a bit of detail back into the skyscraper in the background so it doesn't look like a solid-color silhouette.
As for the blend texture, the first thing I would try is maybe "$seamlessscale" just to see how it acts. Other than that I have no idea, really. Blends I haven't played with enough to know well.
[t]http://cloud-4.steamusercontent.com/ugc/43115753748326308/64663512D411C4A493E41E191C0AC2A244ADDB02/[/t][t]http://cloud-4.steamusercontent.com/ugc/43115753748326707/5324950C0DB89789E67F8E0C5729129588060FFD/[/t]
Made adjustments to the map.
[QUOTE=residntevl;46902880][t]http://cloud-4.steamusercontent.com/ugc/43115753748326308/64663512D411C4A493E41E191C0AC2A244ADDB02/[/t][t]http://cloud-4.steamusercontent.com/ugc/43115753748326707/5324950C0DB89789E67F8E0C5729129588060FFD/[/t]
Made adjustments to the map.[/QUOTE]
Ooh that's dreadful how the blendmodulate doesn't work when its in the refraction... Adding to my list of fixes if this will happen in INFRA... >.>
Chamber 17 from Portal 1 I've been remaking into overgrown theme.
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/2015/p1_testchmb18/screenshots/2015-01-10_00006.jpg[/T][T]https://dl.dropboxusercontent.com/u/6027747/mapping/2015/p1_testchmb18/screenshots/2015-01-10_00009.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/2015/p1_testchmb18/screenshots/2015-01-10_00010.jpg[/T][T]https://dl.dropboxusercontent.com/u/6027747/mapping/2015/p1_testchmb18/screenshots/2015-01-10_00012.jpg[/T]
Looks pretty cool, well done
Just discovered fake dmm. Still alot to learn. Managed to crank this out this morning.
[media]http://www.youtube.com/watch?v=1ZPxvF71rxg[/media]
I always loved physics maps.
Added some stuff to my map here. What I'm aiming for is an urban rp map based off of a certain Swedish town that can hold a bunch of players comfortably.
[IMG_THUMB]http://i.imgur.com/ixfYj0I.jpg[/IMG_THUMB]
View of the large apartment block from the wip park - 48 apartments inside (8 each on 6 floors), all occluded from the outside
[IMG_THUMB]http://i.imgur.com/hdmjmyM.jpg[/IMG_THUMB]
The park itself, albeit with some major lighting issues :v:
[IMG_THUMB]http://i.imgur.com/W5PO4ad.jpg[/IMG_THUMB]
A view of main street, on the pedestrian portion, I've yet to implement most of the lighting/shadow control and am saving major optimization stuff until I have a lot more built up
With a norwegian flag added in
[IMG_THUMB]http://i.imgur.com/pFyOLNh.jpg[/IMG_THUMB]
Current view from inside of an apartment overhang
[IMG_THUMB]http://i.imgur.com/P1cxZrW.jpg[/IMG_THUMB]
An intersection on the western end of main street
[IMG_THUMB]http://i.imgur.com/Blc5ITB.jpg[/IMG_THUMB]
Building with lighting issues
[IMG_THUMB]http://i.imgur.com/n6VD1GM.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/odseLJo.jpg[/IMG_THUMB]
Real-world building I stole it from
[IMG_THUMB]http://i.imgur.com/MCCQ4ZS.jpg[/IMG_THUMB]
Intersection on east main street
[IMG_THUMB]http://cloud-4.steamusercontent.com/ugc/32982655646804436/069D7A2102FDC02A0B9B4C1B388CF1023FE9BCD0/[/IMG_THUMB]
Another older park view
[QUOTE=RenaFox;46902340]-snipppppppp-
Pretty much finished with lighting, just need to add some clips/nodes and tweak the CC to my liking
There's one thing that's bugging me, I have a custom blend texture, but despite the two blending textures being the same size, one is displaying as larger/more zoomed in than the other in the blend. Any fixes? the textures are the same size, but would the normal map size affect this as well?[/QUOTE]
You should look into editing the skybox and/or the fog (two fog colors + a direction) so that they blend together better. Right now you've got buildings that fade to a really saturated orange on top of a desaturated reddish-grey sky and it looks really gross.
[QUOTE=circuitbawx;46906336]Added some stuff to my map here. What I'm aiming for is an urban rp map based off of a certain Swedish town that can hold a bunch of players comfortably.
[IMG_THUMB]http://i.imgur.com/ixfYj0I.jpg[/IMG_THUMB]
View of the large apartment block from the wip park - 48 apartments inside (8 each on 6 floors), all occluded from the outside[/QUOTE]
What I love most about this is the simplicity, the 2008 DarkRP atmosphere to the textures and lighting. Reminds me of hometown1999, but the only recent map I can think of that nailed that style is RP_Locality.
A tip though, disable shadows on all of the flowers & shrubs, and I would change the skybox/lighting into overcast to bring out the colors - like office instead of militia.
Sorry, you need to Log In to post a reply to this thread.