The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=wazanator;41039023]Yes, what you are going to need to use is [URL="https://developer.valvesoftware.com/wiki/VScript"]VScript[/URL] along with a [URL="https://developer.valvesoftware.com/wiki/CSGO_Custom_Game_Mode"]custom game mode[/URL][/QUOTE]
Very useful, thank you! I can't seem to find a convar that keeps players from manually dropping their guns though - but I'll fuck around with this, see if I can get it working. Thanks again!
I've been working on a ZE map lately, got mapper's block so I've just been making visual improvements to what I have right now.
Not much to look at but tell me what you think. (Other than trees)
[IMG]http://i.cubeupload.com/jjo3bW.jpg[/IMG]
[IMG]http://i.cubeupload.com/Nxt0qA.jpg[/IMG]
Some better details sprites and tree models would go a long way on that map.
[QUOTE=samuel2213;41045417]Some better details sprites and tree models would go a long way on that map.[/QUOTE]
I'd love to replace these trees with higher quality versions, can anyone point me in the right direction?
The lighting on the leaves look really jarring against the dim lighting. Also, the flat terrain and under detailing doesn't do much to make the level prettier.
[QUOTE=Azzator;41045476]The lighting on the leaves look really jarring against the dim lighting. Also, the flat terrain and under detailing doesn't do much to make the level prettier.[/QUOTE]
I'd love to replace these trees with higher quality versions, can anyone point me in the right direction?
[QUOTE=KnightVista;41045496]I'd love to replace these trees with higher quality versions, can anyone point me in the right direction?[/QUOTE]
Resistance and Liberation? I'm not so sure myself, but I've heard that mod's name being thrown around whenever someone requests for better foliage. :v:
[T]http://i.imgur.com/hi7wX2I.jpg[/T]
Wooh, fixed the radiosity a bit.
[QUOTE=KnightVista;41045496]I'd love to replace these trees with higher quality versions, can anyone point me in the right direction?[/QUOTE]
I might can make you some.
[QUOTE=samuel2213;41045761][T]http://i.imgur.com/hi7wX2I.jpg[/T]
Wooh, fixed the radiosity a bit.[/QUOTE]
Lower the lightmap scale, the shadows on the ground look really blurry and undetailed.
[QUOTE=Stiffy360;41046472]I might can make you some.[/QUOTE]
That'd be fantastic, if you are to do this; I'm trying to set a dark/tribal mood to the map.
Not sinister or evil. Just dark.
[img]http://shrani.si/f/W/Hs/4rfeTuuP/raid.jpg[/img]
So since Valve fucked everything up with steampipe, I've decided to take a little break from [url=http://www.moddb.com/mods/nox-aeterna]my (now broken) mod[/url] and make a map for CS:GO. I've always wanted to make a map with a lot of vertical gunplay so I guess that's what I'm doing now.
[QUOTE=Zay333;41046744][img]http://shrani.si/f/W/Hs/4rfeTuuP/raid.jpg[/img]
So since Valve fucked everything up with steampipe, I've decided to take a little break from [url=http://www.moddb.com/mods/nox-aeterna]my (now broken) mod[/url] and make a map for CS:GO. I've always wanted to make a map with a lot of vertical gunplay so I guess that's what I'm doing now.[/QUOTE]
I'd like to see that finished since most Counter Strike maps have always been geared towards straight on horizontal combat. If it's a hotel though, maybe some luggage or other cover down the hallways might keep from players taking on 2+ targets at a time. Though, in a deathmatch scenario that would probably be fine.
[QUOTE=Kahgarak;41044845]Very useful, thank you! I can't seem to find a convar that keeps players from manually dropping their guns though - but I'll fuck around with this, see if I can get it working. Thanks again![/QUOTE]
If you can't find a convar to prevent it I suggest emailing the csgo mapping list, might get a dev to add it in as they are quite supportive of the csgo mapping community at the moment.
[QUOTE=Akacopman;41046511]Lower the lightmap scale, the shadows on the ground look really blurry and undetailed.[/QUOTE]
Already fixed.
[QUOTE=KnightVista;41045384]I've been working on a ZE map lately, got mapper's block so I've just been making visual improvements to what I have right now.
Not much to look at but tell me what you think. (Other than trees)
[/QUOTE]
Please displace those displacements. :v:
Hey everyone, long time lurker here. Not posting a lot at all. Today I have something to post, though. Not exactly deserving its own thread, so I'll just dump it in here.
[url]http://www.mediafire.com/download/mzvxe6iayrrbbjp/bagOvmfs.zip[/url]
I love making gadgets that do things in Hammer, so this is my bagOvmfs, full of brush based vehicles. I have had these gathering dust for months and years now. Never done anything with them, so instead of leaving them to rot, I want you people to have them. You could use them in your maps, or look at them and learn how they operate.
Originally I wanted to make multiple armoured vehicles from the Axis as well as Soviet forces from WWII, but realised how very inefficient brush based vehicles are and thus discontinued my work.
There's also a concept for a base defence in there. And two maps of an unfinished singleplayer campaign, I believe they are worth sharing.
I ask nothing in return, only that you do not claim credit for their original creation. I hope you can find a use for them.
[QUOTE=:smugspike:;41050733]Please displace those displacements. :v:[/QUOTE]
What, make the ground bumpier?
[QUOTE=KnightVista;41051978]What, make the ground bumpier?[/QUOTE]
At the very least, dip the roads a bit?
Not too much though, just enough to get the "dirt road" feel.
[QUOTE=Zay333;41048523][img]http://shrani.si/f/3h/ay/43bMABUV/progress.jpg[/img]
Progress![/QUOTE]
That looks amazing, a huge departure from your darker work on Nox Aeterna.
[QUOTE=cardboardtheory;41053277]That looks amazing, a huge departure from your darker work on Nox Aeterna.[/QUOTE]
Reminds me of Dredd
Some of you geniouses might remember this.
[IMG]http://i.imgur.com/HgWWhyp.jpg[/IMG]
[IMG]http://i.imgur.com/il0dFXB.jpg[/IMG]
Got a little further with it.
[IMG]http://i.imgur.com/kXfn103.jpg[/IMG]
[IMG]http://i.imgur.com/tP3p5j0.jpg[/IMG]
[QUOTE=Sprockethead;41059371][IMG]http://i.imgur.com/kXfn103.jpg[/IMG][/QUOTE]
Might wanna remove those grates in the floor. Not that they're poorly made or anything, but it strikes me as awkward because of the chair. If I worked in a room with a chair like that, the last thing I'd need would be grating the chair can get stuck in whenever I roll around.
Aside from that detail, though, it looks great!
[QUOTE=Kahgarak;41059461]Might wanna remove those grates in the floor. Not that they're poorly made or anything, but it strikes me as awkward because of the chair. If I worked in a room with a chair like that, the last thing I'd need would be grating the chair can get stuck in whenever I roll around.
Aside from that detail, though, it looks great![/QUOTE]
huh, i never thought of that. You make a good point though. And thanks.
So anyway, fixed pretty much all the lighting errors, but since every compile and game launch causes 3 crashes (2 hammer, one Steam), requiring at least one SDK file validation between each compile and essentially averaging about an hour of waiting on load bars and restarting things to actually have one run of troubleshooting the issues (on a fast compile), here's how far I've got fixing this castle. As you can see there's still some issues, but only on the side of the castle in the shade. I'm not exactly sure how to proceed since every model with a lighting error on it already is bound to an info_lighting which is "outside" of the castle appropriately placed next to the model itself. In all honesty, I'm pretty near the point where I'm gonna just bin this project and go work on something else. Also the ropes for the drawbridge aren't rope.vmt and they aren't where I put the move_rope or the keyframe_rope and I don't get what's going on there either.
[img]http://screenshot.xfire.com/s/128323655-4.jpg[/img]
[img]http://screenshot.xfire.com/s/128323667-4.jpg[/img]
At least the dungeon turned out alright.
[img]http://screenshot.xfire.com/s/128323668-4.jpg[/img]
If you're compiling using Hammer, I find using a batch compiler like [url=http://qsextreme.com/vbct/]VBCT[/url] is much faster and a lot less headaches. Doesn't freeze up your computer, either!
[QUOTE=DaApocalypse;41065105]If you're compiling using Hammer, I find using a batch compiler like [url=http://qsextreme.com/vbct/]VBCT[/url] is much faster and a lot less headaches. Doesn't freeze up your computer, either![/QUOTE]
It seems to no longer work after the steampipe release, or at least not for me. Have you found a workaround?
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