• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[img]http://i.imgbox.com/abfMxoR8.jpg[/img] [img]http://i.imgbox.com/aboyfhtD.jpg[/img] [img]http://i.imgbox.com/abdtTHUI.jpg[/img] More maps for a comic.
[QUOTE=DrPyspy;41245779] tried making a screen thing teach me your ways sacred ones :([/QUOTE] It's a good start but you need to work on your lighting. Try putting a light entity in the middle of it with a light red coloring and change quadratic to 0 and mess around with linear and constant [url=http://i.imgur.com/1TWOURx.jpg]Here's a super fast example I came up with[/url] (screen size is off I know, mainly pay attention to the light) Also that's an interesting idea to use the door frame models but it is noticeable. I would use a brush or make a custom window frame model for it since there isn't one in there already.
Join me! [url]https://plus.google.com/hangouts/_/91148eb1dbce609bfda9823e29fe56b91b0c3f8f?authuser=0&hl=en[/url]
[QUOTE=Lamarr;41248644]Join me! [url]https://plus.google.com/hangouts/_/91148eb1dbce609bfda9823e29fe56b91b0c3f8f?authuser=0&hl=en[/url][/QUOTE] Damn, I'd join but It's 3 AM here, and I need to sleep. Sorry I can't join guys.
I updated HL2:Ep2 and now my gameinfo file is missing, so I cant map. In the past, playing Ep2 has solved this, but no matter what I do it does not create a new gameinfo file. Any help?
[QUOTE=sirdownloadsalot;41248985]I updated HL2:Ep2 and now my gameinfo file is missing, so I cant map. In the past, playing Ep2 has solved this, but no matter what I do it does not create a new gameinfo file. Any help?[/QUOTE] launch hammer from steam/steamapps/common/halflife2/bin/hammer.exe. it will give you an option to choose what game for
[QUOTE=Joey1;41249421]launch hammer from steam/steamapps/common/halflife2/bin/hammer.exe. it will give you an option to choose what game for[/QUOTE] Uh... That worked, but now ALL of my .bsp's and .vmfs are gone..? Did they move them? Please don't tell me they deleted them all [editline]30th June 2013[/editline] Nevermind, found them.
[QUOTE=Lamarr;41248644]Join me! [url]https://plus.google.com/hangouts/_/91148eb1dbce609bfda9823e29fe56b91b0c3f8f?authuser=0&hl=en[/url][/QUOTE] aww too bad I was at my job
I'll start up one in a bit [editline]30th June 2013[/editline] [url]https://plus.google.com/hangouts/_/8eb0a8308800c8056bc22a360b5436b67b3861ea?authuser=0&hl=en[/url] there
[QUOTE=Lamarr;41250175]I'll start up one in a bit [editline]30th June 2013[/editline] [url]https://plus.google.com/hangouts/_/8eb0a8308800c8056bc22a360b5436b67b3861ea?authuser=0&hl=en[/url] there[/QUOTE] Sound cool. Sadly my profile is suspended because the name of Paco Master was not apropriate -.- I hate you google :O
[QUOTE=minilandstan;41246442] [img]http://i.imgbox.com/aboyfhtD.jpg[/img] More maps for a comic.[/QUOTE] That's really beautiful man. The only thing that bugs me is those trees, they seem really out of place. Everything looks so neat, with defined, shadowed corners and the tree just looks so messy. Or maybe what's bugging me it's the fact that they're pines. I don't know anymore.
Holy smokes, V15 is still going?!
[QUOTE=Mozartkugeln;41253610]Holy smokes, V15 is still going?![/QUOTE] Yes, it is.
[QUOTE=Mozartkugeln;41253610]Holy smokes, V15 is still going?![/QUOTE] Probably will be until page 250 or 251, forgot which it was
Waitwut, wasn't the post limit raised to 2000 per thread, not … 10000 (which is what 250 pages is)?
[B]WIP[/B] CS:GO map - The theme is an Oil Rig [img]http://i.imgur.com/Y1sCkyn.jpg[/img] [img]http://i.imgur.com/QvoZw5K.jpg[/img]
hello everyone. new here, as well as a fairly new mapper (been at it since earlier this year). I'm here to pimp my first map, and hopefully get some feedback. people have been quite reticent so far, even though it's racked up quite a number of downloads. [IMG]http://i.imgur.com/XVsCEiWh.jpg[/IMG] in any case, here it is (more screenshots inside) zm_london [url]http://css.gamebanana.com/maps/174914[/url] it's mostly feature-complete, but I'll probably go back and add soundscapes, color correction and all the rest of it at some point.
Number one problem that I can currently see is the fog color. Try to make it blend into the main color of the sky some more.
yeah I think I ended up using the recommended colour from the sky list wiki page and never fiddled with it again. atmosphere and things like that are things I'll improve upon in coming versions.
[QUOTE=HoliestCow;41256467][B]WIP[/B] CS:GO map - The theme is an Oil Rig -pics- [/quote] That's a lot of towers.
[QUOTE=HoliestCow;41256467][B]WIP[/B] CS:GO map - The theme is an Oil Rig [B]img snip[/B][/QUOTE] The walkway texture = hnnnnng IIRC It doesn't cast shadows for the middle beams, so use blocklight for key areas!
[QUOTE=Sally;41256691]That's a lot of towers.[/QUOTE] Those are smokestacks.
Those are flame towers, they burn off natural gas that comes up with the oil. Some of the gas gets stored, but if the excess natural gas isn't burned off, the rig could explode. [QUOTE=HoliestCow;41256467] [img]http://i.imgur.com/Y1sCkyn.jpg[/img] [/QUOTE] And right now I think there is way too many of them, sort of reminds me of the "Oil ocean zone" from Sonic 2. Inspiration. [QUOTE][IMG]http://www.winstoncowie.com/wp-content/uploads/2012/04/Winston-Cowie-A-Flame-Flickers-In-The-Darkness-Oil-Rigs.jpg[/IMG][/QUOTE]
[QUOTE=devastated;41257435]The walkway texture = hnnnnng IIRC It doesn't cast shadows for the middle beams, so use blocklight for key areas![/QUOTE] It does in CS:GO [QUOTE=Callinstead;41257577]Those are flame towers, they burn off natural gas that comes up with the oil. Some of the gas gets stored, but if the excess natural gas isn't burned off, the rig could explode. And right now I think there is way too many of them, sort of reminds me of the "Oil ocean zone" from Sonic 2. Inspiration.[/QUOTE] Ill remove some.
[QUOTE=Sally;41256691]That's a lot of towers.[/QUOTE] placeholder for cranes and oil drills
Which of them look better or more realistic? [img]http://cloud-2.steampowered.com/ugc/1119425324697871094/36FF1E8A9A8B974742DB9E2B69AABE629EC56DD9/[/img] [img]http://cloud-2.steampowered.com/ugc/1119425324697870179/304B67C33F7F9DA36302E6406FD07EC21BB52B38/[/img] [editline]30th June 2013[/editline] I want to recreate a truss system based on this one [img]http://upload.wikimedia.org/wikipedia/commons/8/86/Wtc_floor_truss_system.png[/img]
[QUOTE=HoliestCow;41257604]Ill remove some.[/QUOTE] How about actually getting some reference pictures? You don't seem like you know what you're doing.
[QUOTE=HoliestCow;41257604]Ill remove some.[/QUOTE] The towers are gigantic, don't you think there's going to be a pretty drastic change to your gameplay if you just "remove some?" You need to rethink your layout if you're going to do that. [editline]1[/editline] [img]http://puu.sh/3sD7c.jpg[/img] This area in general looks incredibly open and bland. Oil rigs are tight and compact; for gameplay instance, take a look at how MW2 or BLR handled it: [t]http://i3.ytimg.com/vi/R1J0S0ASTQ8/maxresdefault.jpg[/t] [t]http://images2.wikia.nocookie.net/__cb20120608181245/blacklighttangodown/images/8/8a/Offshore_overview.png[/t] Overall tight corridors and catwalks + crates and other things on decks. What it looks like you have going is a trillion dollar waste of money.
[QUOTE=GameDev;41264643]The towers are gigantic, don't you think there's going to be a pretty drastic change to your gameplay if you just "remove some?" You need to rethink your layout if you're going to do that. [editline]1[/editline] [img]http://puu.sh/3sD7c.jpg[/img] This area in general looks incredibly open and bland. Oil rigs are tight and compact; for gameplay instance, take a look at how MW2 or BLR handled it: [t]http://i3.ytimg.com/vi/R1J0S0ASTQ8/maxresdefault.jpg[/t] [t]http://images2.wikia.nocookie.net/__cb20120608181245/blacklighttangodown/images/8/8a/Offshore_overview.png[/t] Overall tight corridors and catwalks + crates and other things on decks. What it looks like you have going is a trillion dollar waste of money.[/QUOTE] I meant I will remove some as in they will not be flame towers. The picture you took where it was mostly bland is CT spawn and does not have a lot of detail props yet due to this just be the layout. When we finalize the layout and our art assets are more fully developed CT spawn along with the rest of the map will be more detailed and filled up.
[t]http://f2.braxupload.se/8p8g9t.jpg[/t] I can understand from a gameplay perspective that it's too dark, but i'm going for Swedish realism here.
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