The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=nicolasx21;41277009]Hey fellows, what about a new mapping competition ? I'd the idea of zombie maps for source games ? like left 4 dead, counter-strike (zombies maps), no more room in hell (if its still alive?), garry's mod and half-life series..
Ideas ?[/QUOTE]
Sounds interesting. Are you thinking a certain theme or game? Or can we choose? I would like to do a hardcore survival in an open outdoor environment.
[QUOTE=Darth Ninja;41277312]Sounds interesting. Are you thinking a certain theme or game? Or can we choose? I would like to do a hardcore survival in an open outdoor environment.[/QUOTE]
Zombie theme, it's always the same, post apocalyptic or recent infection "times" would be nice. Large open areas in source ? it will be a challenge for keep a nice fps, but..
but instead of zombie theme we can choose one.. we need ideas xD
[QUOTE=nicolasx21;41277357]Zombie theme, it's always the same, post apocalyptic or recent infection "times" would be nice. Large open areas in source ? it will be a challenge for keep a nice fps, but..
but instead of zombie theme we can choose one.. we need ideas xD[/QUOTE]
It is possible to do small open areas in source if you don't put extreme detail into it. As far as a theme goes, how about experimental? Or maybe we could mix two themes together?
Yes that way it works. Experimental ? what is this ?
We can gather some themes and make a poll choosing the theme for the competition, I stay with zombie, it's quite nice making zombie environments and depending on the game, zombie escape for cs, a full campaign for l4d, zombie survival for garry's mod that has lots of servers, a nostalgic map for half-life series with lots of zombies, can result in awesome maps !
[QUOTE=Grenade Man;41277228]Not really. Very many people jump to conclusions when it comes to models in source.
In the example shown, where large buildings are models source will always light them properly if they are static models. They will also cast good shadows.
Johnny just make sure the buildings are static models and compile VRAD with -StaticPropLighting and -StaticPropPolys.[/QUOTE]
The key is distribution of polygons. Long polygons will usually end up with rather crappy lighting. Also, smaller objects won't cast proper shadows, unless you are using CS:GO. Don't forget, that source's regular shadows don't work on models as well.
A few screens from my [url=http://facepunch.com/showthread.php?t=1284232]Black Rain[/url] project:
[t]http://i.imgur.com/1vBbH8f.jpg[/t]
[t]http://i.imgur.com/6lZNqOi.jpg[/t]
[t]http://i.imgur.com/wYX2nIV.jpg[/t]
[t]http://i.imgur.com/xa9CStN.jpg[/t]
[t]http://i.imgur.com/ZRcFMBA.jpg[/t]
[t]http://i.imgur.com/lIOEi31.jpg[/t]
[t]http://i.imgur.com/ZXQ6EWe.jpg[/t]
[QUOTE=HoliestCow;41273108]I know what you mean, someone has already pointed that out. I do know that the towers that have no metal wrappings around them, IE the one with A sprayed on it will eventually be a model. I have toyed around with the idea having a ledge/catwalk around the structure with a peice of wood or something with A spray'ed on to it.[/QUOTE]
Suction cup-tipped arrows with flags hanging down that have the letters on them. Ultra realistic.
[QUOTE=ColossalSoft;41281312]Suction cup-tipped arrows with flags hanging down that have the letters on them. Ultra realistic.[/QUOTE]
Toilet plunger arrows
[QUOTE=TRLEChippers;41280808]A few screens from my [url=http://facepunch.com/showthread.php?t=1284232]Black Rain[/url] project:
-trill cool pics-[/QUOTE]
I really like the sense of vertical and horizontal balance in the second picture, as well as the fourth. It keeps the player immersed and interested in the environments.
Although, I feel as if you could do a bit better with the backgrounds. I can't put my finger on it, but there's just some areas of the images that are obviously dead-ends for the player, but there's nothing being shown beyond the dead-end to show the player why they can't go that way in the first place. That may have sounded confusing, but what I'm simply trying to say is that there's not enough focus on background to break the horizon in some areas, which can feel a little too gamey for such a serious atmosphere.
Great job overall, I hope you change up the colours a bit in other areas of the mod. Good luck!
[t]http://f2.braxupload.se/bzjpb0.jpg[/t]
wow i forgot to compile with staticproppolys, here we go
any way to make the env_projectedtexture wiggle? that would look cool
I dont know if ive ever posted this here, but I dont know where to go after this.
[media]http://www.youtube.com/watch?v=86BnRysYIck[/media]
Anyone with ideas for a next mapping competition ?
[QUOTE=nicolasx21;41286435]Anyone with ideas for a next mapping competition ?[/QUOTE]
We have one [url=http://source.themadcreator.net/]going on over at r/SourceEngine[/url] that anyones welcome to join
[QUOTE=wazanator;41286924]We have one [url=http://source.themadcreator.net/]going on over at r/SourceEngine[/url] that anyones welcome to join[/QUOTE]
There are so much themes, I think we might pick only one.
What themes aren't listed? I think they encompass everything.
[url]http://source.themadcreator.net/index.php/themes[/url]
[QUOTE=matt000024;41289205]What themes aren't listed? I think they encompass everything.
[url]http://source.themadcreator.net/index.php/themes[/url][/QUOTE]
I would replace Jungle with something like Nature or Natural
[QUOTE=HoliestCow;41286378]I dont know if ive ever posted this here, but I dont know where to go after this.
[media]http://www.youtube.com/watch?v=86BnRysYIck[/media][/QUOTE]
I want to play this :D
[QUOTE=HoliestCow;41286378]I dont know if ive ever posted this here, but I dont know where to go after this.
[media]http://www.youtube.com/watch?v=86BnRysYIck[/media][/QUOTE]
Do you think you could lay out how you acheived that room transformation effect? It looks terrific.
[QUOTE=sirdownloadsalot;41290099]Do you think you could lay out how you acheived that room transformation effect? It looks terrific.[/QUOTE]
func_brushes
func_physbox(spelling)
light
ambient_generic
env_shake
env_sprite
env_fade
env_screeneffect
But jokes aside, here is what the room looks like, was just a huge scripted event.
[thumb]http://gyazo.com/6e0b604172aa4c90dbc3256e615a2779.png[/thumb]
EDIT:
Anywho, this was achieved through the I/O system in hammer obviously.
Now for the actually 2nd event(when the room transforms) I used an env_fade to start the transition. While that happened, I also triggered an ambient_generic(train horn), env_screeneffect, env_shake, light(red light with strobe as settings), and then enabled a bunch of func_brushes. These brushes were initially disabled, but once enabled showed the caged up environment you see in the transformation. After about second or so the floor begins to fall. This was achieved by making the floor, then using the clip tool to cut the pieces up into a bunch of tiles varying in size. I named them I think tile1-30 as a func_physbox. Then in the I/O I made them randomly enable movement and fall down through a playerclip(the floor the player sees) into a pit which had an orange glow. This pit had a non-solid texture that emitting orange light, plus a bunch of super sized Env_sprites. As the tile floor fell, the props did as well. Through out the scene, i also played various other sounds and kept refreshing the env_shake and env_screeneffect(advisor stun) Near the end of the whole event, I started trigger the env_fade, until after a few times, the final fade happened, where the lighting was normal, the tile floor as whole(func_brush) was re-enabled and all the caged walls were gone. If you look closely near the end of the scene, there is some residual shaking left over. I think thats it, if still confused ill possibly make a video of it in hammer. This is the best description I can give at 1 AM.
[QUOTE=HoliestCow;41290249]func_brushes
func_physbox(spelling)
light
ambient_generic
env_shake
env_sprite
But jokes aside, here is what the room looks like, was just a huge scripted event.
If you really want to know, ill give in depth walk through later but im off to bed.
[thumb]http://gyazo.com/6e0b604172aa4c90dbc3256e615a2779.png[/thumb][/QUOTE]
That's really pretty amazing, using hammer to a higher potential than static rp maps
[QUOTE=Pyth;41290268]That's really pretty amazing, using hammer to a higher potential than static rp maps[/QUOTE]
haha. I made it a long time ago, January. Just I dont know where to go after that. Anyway ill just explain in detail what I did in my post.
Hardcore outdoor survival map for the Stranded gamemode sounds like a fun idea, and would definitely get me back into mapping. I've had a massive loss of inspiration/motivation and I think some competition would be nice.
I can throw together an OP if you guys would like for it?
[QUOTE=wazanator;41286924]We have one [url=http://source.themadcreator.net/]going on over at r/SourceEngine[/url] that anyones welcome to join[/QUOTE]
That's a pretty stupid competition. You have so many themes that you might as well have no theme set at all. They don't disqualify cheaters, but just give them a point penalty. The score sheet is very unpractical.
But hey, what can one expect from Reddit.
[QUOTE=Grenade Man;41292517]That's a pretty stupid competition. You have so many themes that you might as well have no theme set at all. They don't disqualify cheaters, but just give them a point penalty. The score sheet is very unpractical.
But hey, what can one expect from Reddit.[/QUOTE]
lol at the "fullbright -20"
[QUOTE=Grenade Man;41292517]That's a pretty stupid competition. You have so many themes that you might as well have no theme set at all. They don't disqualify cheaters, but just give them a point penalty. The score sheet is very unpractical.
But hey, what can one expect from Reddit.[/QUOTE]
It's just a friendly competition for our small userbase, sorry for offending you by asking if you wanted to participate. We had problems in the past by restricting it to one theme or engine branch which resulted in no one participating because it didn't offer something they liked. A lot of our members are new to hammer and still learning so we didn't want to punish them to heavily for at least trying. It's not meant to be a really competitive competition like TF2Maps.net has, we were just looking to have some fun with a few prizes involved.
Again I'm sorry if I offended anyone in anyway I'll refrain from mentioning any of our competitions or events in the future.
[QUOTE=wazanator;41295830]It's just a friendly competition for our small userbase, sorry for offending you by asking if you wanted to participate. We had problems in the past by restricting it to one theme or engine branch which resulted in no one participating because it didn't offer something they liked. A lot of our members are new to hammer and still learning so we didn't want to punish them to heavily for at least trying. It's not meant to be a really competitive competition like TF2Maps.net has, we were just looking to have some fun with a few prizes involved.
Again I'm sorry if I offended anyone in anyway I'll refrain from mentioning any of our competitions or events in the future.[/QUOTE]
Stop being all passive aggressive. You didnt offend anyone.
[QUOTE=HoliestCow;41297680]Stop being all passive aggressive. You didnt offend anyone.[/QUOTE]
Aren't you the guy who flamed everyone on interlopers when they gave you genuine CC on your boring corridors?
Oh right, you are also the guy who cried at everyone on modDB when they pointed out you stole parts of maps from Nightmare House for your own mod.
Sit down.
how about you guys chill out and keep mapping?
god damnit valve keep your shit together and fix opaque textures already
[QUOTE=Giraffen93;41299388]god damnit valve keep your shit together and fix opaque textures already[/QUOTE]
"valve time"
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