The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Nevec;41345360]This is the final version of my map:
[video=youtube;GKSWo3AQUgw]http://www.youtube.com/watch?v=GKSWo3AQUgw[/video]
I have a few questions:
Was it obvious that you had to shoot the board holding the metal beams to progress?
Was it obvious that you had to throw a grenade through the hole in the glass to progress?
How was the detail? What should I add to make the rooms less blocky?[/QUOTE]
1. I personally think it wasn't. You should probably redesign that puzzle entirely.
2. It was. But honestly I would add a few more explosive barrels to make sure it gets noticed.
I should mention that whenever the player needs to shoot something or throw a grenade to progress its very important that he has a infinite supply of ammo. This is best done by using a green ammo crate.
Looking at detail, the first, yellow, area is severely under detailed. Ep2 has lots of "mining" props you can use to spice up that area. Some debris and cracks in the wall or ceiling would also do good. Never be afraid to use too many props, because over detailed is in most cases better than under detailed. (IMO)
The blue hallway was, visually, perfect. It isn't blocky and the walls aren't flat thanks to the pipes.
The third, mine shaft, area is also lacking detail. I would use some pipes, supports or cables to break up the flat walls.
The lighting is overall great. Its colorful and appropriate.
Gameplay is somewhat boring. The goal of a game is to make the player struggle. You should reduce the amount of ammo and powerups. I don't mind the number of enemies, but don't put them in such large groups. (If I were you I'd put a zombie torso in the area under the floorboards). A problem is also the hallway part. Not because its too hard, but because in the end it boils down to "hold mouse 1 and win." In combat (especially with zombies) always break up sightlines. Aim to surround the player and create panic.
I didn't write this wall of text because I don't like the map, but because your work seems so promising. So, carry on.
[t]http://i.imgur.com/zc9IbiR.jpg[/t]
gotta get a new wall texture for the kitchen, any ideas?
[QUOTE=Nevec;41345360]This is the final version of my map:
[video=youtube;GKSWo3AQUgw]http://www.youtube.com/watch?v=GKSWo3AQUgw[/video]
I have a few questions:
Was it obvious that you had to shoot the board holding the metal beams to progress?
Was it obvious that you had to throw a grenade through the hole in the glass to progress?
How was the detail? What should I add to make the rooms less blocky?[/QUOTE]
Overall I feel like it was a good start and neat.
The boxes blocking the door blocked with the 3 wooden boards. There were too many boxes in the way, and that room with the crowbar, it seems like a strange room, to just be realtivily empty with nothing but a crowbar.
The part when you had to shoot the boards through the ceiling to drop the metal beam, perhaps having some of the grate broken as well so its more of a direct hole / line of sight to the wooden boards would make that easier, or a flashing/flickering light up there.
The hallway with the fast zombies could definitely have it the number of zombies halved. But a neat idea for that area would be maybe putting an explosive canister down the hallway that you can shoot to take out some of the zombies, that way you can still have a large amount of zombies but its not overwhelming and just right clicking with the shotgun.
Also, I would advice at the part where you had to stand on the resupply crate to jump up to the next catwalk platform to get onto the ladder, I dont think you should make that require stacking on a prop, or at least use a different one. Most players will just break it to get the supplies.
Overall I really liked how you used the space given to fill it with details and game play. Like the area underneath the floor at the start with the supplies and the headcrab to the little hole in the wall down that long corridor. It was nice and felt uniqueish. Good job.
[QUOTE=Grenade Man;41348306]I didn't write this wall of text because I don't like the map, but because your work seems so promising. So, carry on.[/QUOTE]
Thank you for the kind words but, please, write as much as you can. I want to make good maps and for that I need everyone's input.
Thank you everyone for your comments. I'll work on the map more and post screenshots soon.
[QUOTE=Azzator;41345698]I must be the only person in the whole wide world who doesn't have Hammer crash every goddamn time I try to use it. :v:[/QUOTE]
I *used* to have a wonderful copy of the EP2 SDK, but for some reason it just crashes after the Steampipe update.
[video=youtube;TNwy-PCX1pk]http://www.youtube.com/watch?v=TNwy-PCX1pk[/video]
the map isn't of prime quality because it's a test map, but we have managed to compile a playable map on HL1 that's bigger than what source allows.
(source is 32768x32768x32768, default hl1 is 8196x8196x8196) Technically we can still make it bigger.
This map is 47168x47168x30586!
you can see a gargantua that looks ridiculously small, grunts and barney and some other shit successfully working outside of 4096 space. the white block in the middle of the map represents hammer 0 0 0 coordinates.
My first thought is, "omg TWD <3."
edit: but I would change the skybox texture, to me it doesn't seem to match the lighting coming in from the windows.
[QUOTE=devastated;41353317]My first thought is, "omg TWD <3."
edit: but I would change the skybox texture, to me it doesn't seem to match the lighting coming in from the windows.[/QUOTE]
Where do you even see the skybox? If it's the bit by the door I'm gonna add a little room so it's completely indoors so people wont even see the skybox :)
I wish I could find a good layout so I can make the whole thing
Well, while we're on the topic of The Walking Dead:
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead%202013-07-07%2023-05-38-29.png[/t]
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead%202013-07-07%2023-05-33-02.png[/t]
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead%202013-07-07%2023-06-14-24.png[/t]
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead%202013-07-07%2023-06-35-62.png[/t]
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead%202013-07-07%2023-07-08-63.png[/t]
I took over a friend's TWD project and currently finishing it. Map is about 50% done.
Here's a brief video running through the latest version of Edifice, a project I've long since taken over from Oskutin's rp_luoto. [i](I finally feel like I can show/post this somewhere, now that I've found out that it was indeed Oskutin who did the original work.)[/i]
[media]http://www.youtube.com/watch?v=_0KVeDhMKZs[/media]
I'd love some feedback, opinions, and/or constructive criticism if anyone has any. Just keep in mind this is still a heavy W.I.P please, thanks.
[QUOTE=MaddaCheeb;41356441]Well, while we're on the topic of The Walking Dead:
-images-
I took over a friend's TWD project and currently finishing it. Map is about 50% done.[/QUOTE]
I still always read it as "DON'T DEAD, OPEN INSIDE."
[QUOTE=Gamershaze;41357083]Here's a brief video running through the latest version of Edifice, a project I've long since taken over from Oskutin's rp_luoto. [i](I finally feel like I can show/post this somewhere, now that I've found out that it was indeed Oskutin who did the original work.)[/i]
[media]http://www.youtube.com/watch?v=_0KVeDhMKZs[/media]
I'd love some feedback, opinions, and/or constructive criticism if anyone has any. Just keep in mind this is still a heavy W.I.P please, thanks.[/QUOTE]
I'd scrap the roadblocks and just leave it open, it doesn't make much sense and they're a real eyesore.
Also consider changing the skybox buildings on ground level into actual ones if you weren't going to already, since like you said it is still a WIP. They're really undetailed and stick out badly.
[editline]8th July 2013[/editline]
They were meant to be placed in the skybox, or at least far away from the player.
[QUOTE=Gamershaze;41357083]Here's a brief video running through the latest version of Edifice, a project I've long since taken over from Oskutin's rp_luoto. [i](I finally feel like I can show/post this somewhere, now that I've found out that it was indeed Oskutin who did the original work.)[/i]
[media]http://www.youtube.com/watch?v=_0KVeDhMKZs[/media]
I'd love some feedback, opinions, and/or constructive criticism if anyone has any. Just keep in mind this is still a heavy W.I.P please, thanks.[/QUOTE]
Your layout is [I]much[/I] better than when I tried it a few years ago.
[QUOTE=Gamershaze;41357083]Here's a brief video running through the latest version of Edifice, a project I've long since taken over from Oskutin's rp_luoto. [i](I finally feel like I can show/post this somewhere, now that I've found out that it was indeed Oskutin who did the original work.)[/i]
[media]http://www.youtube.com/watch?v=_0KVeDhMKZs[/media]
I'd love some feedback, opinions, and/or constructive criticism if anyone has any. Just keep in mind this is still a heavy W.I.P please, thanks.[/QUOTE]
That looks awesome, but for some reason I really hate that soundscape. It really sounds conflicting when there's obviously no one there, but you're hearing non-stop commotion like it's absolutely full of people.
[IMG]http://i.cubeupload.com/s3RKKe.jpg[/IMG]
Update on the port, needs more work but it's going good.
[QUOTE=TurtleeyFP;41357160]I'd scrap the roadblocks and just leave it open, it doesn't make much sense and they're a real eyesore.
Also consider changing the skybox buildings on ground level into actual ones if you weren't going to already, since like you said it is still a WIP. They're really undetailed and stick out badly.
[editline]8th July 2013[/editline]
They were meant to be placed in the skybox, or at least far away from the player.[/QUOTE]
Thanks for the suggestion, I'll definitely consider getting rid of the construction area. As for the skybox prop buildings- I know, those are just temporary until I make brush buildings to fill their place.
[QUOTE=GameDev;41357187]Your layout is [I]much[/I] better than when I tried it a few years ago.[/QUOTE]
Thanks, it took me a while to perfect the over-all layout of the parking lots/surrounding areas.
[QUOTE=wauterboi;41357283]That looks awesome, but for some reason I really hate that soundscape. It really sounds conflicting when there's obviously no one there, but you're hearing non-stop commotion like it's absolutely full of people.[/QUOTE]
The soundscape is completely temporary, though I do have various plans to fill it with commotion/make it look more busy. From people walking around/acting busy, to vehicles driving around in the skybox.. I'm also working on making the vehicle A.I. a bit more reliable, which could lead to an actual fully working traffic system with actual A.I instead of just prop cars on tracks.
[QUOTE=MaddaCheeb;41356441]Well, while we're on the topic of The Walking Dead:
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead%202013-07-07%2023-05-38-29.png[/t]
I took over a friend's TWD project and currently finishing it. Map is about 50% done.[/QUOTE]
DONT DEAD OPEN INSIDE
so I've been making this
[URL=http://imgur.com/OID4ZmS][IMG]http://i.imgur.com/OID4ZmSl.jpg[/IMG][/URL]
been having problems with the roof in the elevator room though
[QUOTE=dustyjo;41359792]so I've been making this
[URL=http://imgur.com/OID4ZmS][IMG]http://i.imgur.com/OID4ZmSl.jpg[/IMG][/URL]
been having problems with the roof in the elevator room though[/QUOTE]
Looks awesome except for the really blurred texture on the wall and ceiling. Bump map on that floor tile is amazing.
[QUOTE=wazanator;41360571]Looks awesome except for the really blurred texture on the wall and ceiling. Bump map on that floor tile is amazing.[/QUOTE]
That's what n64 quality textures will do.
[QUOTE=dustyjo;41359792]so I've been making this
[URL=http://imgur.com/OID4ZmS][IMG]http://i.imgur.com/OID4ZmSl.jpg[/IMG][/URL]
been having problems with the roof in the elevator room though[/QUOTE]
What is the VMT syntax to make that reflective floor? Also is it resource heavy?
Edit: Here's what I'm working on; need to make the ice on the ground reflective.
[URL=http://s234.photobucket.com/user/afnoporo/media/europasurface_zps0620e360.png.html][IMG]http://i234.photobucket.com/albums/ee143/afnoporo/europasurface_zps0620e360.png[/IMG][/URL]
[QUOTE=Lanopo;41364272]What is the VMT syntax to make that reflective floor? Also is it resource heavy?[/QUOTE]
It's a func_reflective_glass with a custom texture/normalmap I made. There's some brushes underneath/on the sides textured with toolsblack because the floor ended up being translucent. As far as I know it's not any more resource heavy than expensive water.
The VMT:
[code]"lightmappedreflective"
{
"$basetexture" "pd_carrington/ca_marblefloor"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "0"
"$refracttint" "[1 1 1]"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "1"
"$reflecttint" "[0.3 0.3 0.3]" //Use this to set the strength of the reflection.
"$fresnelpower" "1" //I don't know what this does at all.
"$minreflectivity" "0.8"
"$maxreflectivity" "1"
"$normalmap" "pd_carrington/ca_marblefloor_nrm"
"$surfaceprop" "Tile"
"$bumpframe" "0"
"%keywords" "carrington"
}
[/code]
For some reason $surfaceprop doesn't seem to work with this, it always sounds like concrete when you step on it. Oh well. There's probably a better way to do this, but that's just how I did it.
[QUOTE=dustyjo;41364503]It's a func_reflective_glass with a custom texture/normalmap I made. There's some brushes underneath/on the sides textured with toolsblack because the floor ended up being translucent. As far as I know it's not any more resource heavy than expensive water.
The VMT:
[code]Syntax
[/code]
For some reason $surfaceprop doesn't seem to work with this, it always sounds like concrete when you step on it. Oh well. There's probably a better way to do this, but that's just how I did it.[/QUOTE]
Ah I see, brilliant; Greatly appreciated, will put you in the credits.
[QUOTE=Nevec;41345360]This is the final version of my map:
[video=youtube;GKSWo3AQUgw]http://www.youtube.com/watch?v=GKSWo3AQUgw[/video]
I have a few questions:
Was it obvious that you had to shoot the board holding the metal beams to progress?
Was it obvious that you had to throw a grenade through the hole in the glass to progress?
How was the detail? What should I add to make the rooms less blocky?[/QUOTE]
1. It was not obvious in the slightest. Half Life 2 almost never requires players to break objects with guns to proceed. Any player familiar with HL2 is going to play your map assuming that same rule applies. They need to be taught otherwise before you roll out this puzzle. It's easy in practice - just put some obstacles in earlier sections that ask the player to perform similar actions. For example: you could have a player shoot the lock off a chain-link gate from the other side, thereby training them to spot problems where a breakable object is out of reach, and the solution is to shoot it.
2. Yes, partly because it's a puzzle that comes up a few times in HL2 (if I remember right). But as others have said, you should make the explosive barrels more obvious; I just assumed there was a puzzle because you picked up grenades in a small room crowded with zombies, where they wouldn't be very useful.
3. I hate to break it to you, but you've come at this backwards. Ideally you should design and playtest your maps before you start detailing. What you've got looks nice in screenshots, but in action it looks cramped, unfocused and confusing. Blocky rooms are irrelevant if you're still fine-tuning your gameplay, which is where you seem to be right now. The fast zombie fight is a good example: it looks like you made a very pretty hallway, then slapped in some fast zombies to fill the space. But all they're doing is running a straight line down a narrow corridor to the player's waiting shotgun. There needs to be space to maneuver, for the player and the zombies.
Here's a video of some of the things i've made using vscripts in csgo.
[media]http://www.youtube.com/watch?v=rUv6vCF1RcA[/media]
Sorry about the quality, I recorded the video a bit too small and youtube made it worse.
Make your video unlisted.
[QUOTE=Flyguy13;41365586]Here's a video of some of the things i've made using vscripts in csgo.
[media]http://www.youtube.com/watch?v=rUv6vCF1RcA[/media]
Sorry about the quality, I recorded the video a bit too small and youtube made it worse.[/QUOTE]
Utterly inspiring.
Should there be a separate thread revolved around making spooky stuff in source? I know Janooba made one ages ago, and I asked if he would want to make the thread but he mentioned he hasn't made anything lately. So would anyone be interested in that? We could all post short minor things we've made / working on that is "spooky" I think it would be fun.
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