The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=samuel2213;41588276][IMG]http://cloud-3.steampowered.com/ugc/612772818327708781/DA53C9DE899848A2455AB4538FAA5747E8540397/[/IMG]
Here is a better, less obscured image of the 3d skybox.[/QUOTE]
How? How did you do that?
[QUOTE=Giraffen93;41590671]yes but it's gonna look really stupid when he suddenly can't run[/QUOTE]
There aren't many options with this one. Having an object in the way would generally require a weapon that could kill the ghost thing running around. Locking the gate from the inside would mean the ghost thing couldn't get in and it would be a game dead-end. My only ideas are either moving something heavy keeping the door open so it can be closed and re-opened without being obstructed, or going with that weapon to break an obstacle idea and making the ghost thing immortal.
Edit:
Better yet, have the original ghost despawn and make a new one spawn outside of the gate when the gate is closed with the player inside. That way, there won't be a delay.
[QUOTE=Pyth;41590765]There aren't many options with this one. Having an object in the way would generally require a weapon that could kill the ghost thing running around. Locking the gate from the inside would mean the ghost thing couldn't get in and it would be a game dead-end. My only ideas are either moving something heavy keeping the door open so it can be closed and re-opened without being obstructed, or going with that weapon to break an obstacle idea and making the ghost thing immortal.[/QUOTE]
you're supposed to flick a switch in the room and it dies, but i'm going to extend the tunnels
however you outrun it pretty fast, that's why i wondered kinda if there was a speed modifier for the npc
[QUOTE=Giraffen93;41590793]you're supposed to flick a switch in the room and it dies, but i'm going to extend the tunnels
however you outrun it pretty fast, that's why i wondered kinda if there was a speed modifier for the npc[/QUOTE]
This is a dodgy tactic, but what about combining slower player run speed with a higher phys_timescale? Not sure if that would even work, but if the player is busy running from the ghost thing, it might work?
[QUOTE=Pyth;41590819]This is a dodgy tactic, but what about combining slower player run speed with a higher phys_timescale? Not sure if that would even work, but if the player is busy running from the ghost thing, it might work?[/QUOTE]
still, modifying the player's speed is gonna be really distracting since you've been able to run the whole time
[QUOTE=Giraffen93;41590826]still, modifying the player's speed is gonna be really distracting since you've been able to run the whole time[/QUOTE]
Ah, I was thinking phys_timescale affected player walking speed. Must be a different one then, all I can think of now is injuring the player in some way so not being able to run would make sense, such as tripping or being hit by the ghost in a sneak attack.
[QUOTE=Giraffen93;41590388][media]http://www.youtube.com/watch?v=b3tSlxaeUjo[/media]
god damn pathfinding
any way i can make it more efficient?[/QUOTE]
Ive been working on something similar to this [media]http://www.youtube.com/watch?v=t0Y9tDK_f1Y[/media]
Making obstacles that only block the player and not the NPC is a great way to make sure the Player does not outrun the NPC too much.
[QUOTE=Giraffen93;41590388]
god damn pathfinding
any way i can make it more efficient?[/QUOTE]
So I guess you are making a horror mod?
If so you should consider permanently limiting the players speed (even removing sprint). Being able run like the wind generally breaks immersion and forcing the player to walk slowly makes him feel vulnerable AND forces him to pay attention to his surroundings (the map you spent so much time on).
[QUOTE=Grenade Man;41591300]So I guess you are making a horror mod?
If so you should consider permanently limiting the players speed (even removing sprint). Being able run like the wind generally breaks immersion and forcing the player to walk slowly makes him feel vulnerable AND forces him to pay attention to his surroundings (the map you spent so much time on).[/QUOTE]
I agree, you could lower the players movement speed throughout your whole mod from the start, that way it wouldn't have the problem of "oh no suddenly I can't run anymore when theres a thing chasing me"
Goddamn you guys are all so talented, keep it up. Really awesome work.
Been a hell of a long time since I did any mapping
[IMG]http://i.solidfiles.net/aa5440af38.jpg[/IMG]
[IMG]http://i.solidfiles.net/6f32f5d811.jpg[/IMG]
[IMG]http://i.solidfiles.net/0e4cea1eee.jpg[/IMG]
It's a close quarters gungame map for CS:GO, still plenty of detailing to do on the main room, not sure what to do other than throw in vents on the ceiling mind you, and do something with the walkways
[QUOTE=HoliestCow;41591071]Ive been working on something similar to this [media]http://www.youtube.com/watch?v=t0Y9tDK_f1Y[/media]
Making obstacles that only block the player and not the NPC is a great way to make sure the Player does not outrun the NPC too much.[/QUOTE]
well you're right there, the worm chase in penumbra was terrifying.
by the way, how did you do that screen blur thing?
[QUOTE=Grenade Man;41591300]So I guess you are making a horror mod?
If so you should consider permanently limiting the players speed (even removing sprint). Being able run like the wind generally breaks immersion and forcing the player to walk slowly makes him feel vulnerable AND forces him to pay attention to his surroundings (the map you spent so much time on).[/QUOTE]
been thinking about this, what's the optimal speed you think?
[QUOTE=Deadchicken;41590737]How? How did you do that?[/QUOTE]
Its fairly simple, I created my own cloud textures in Photoshop, made them slowly scroll, and placed them onto several arches in the 3d skybox to achieve the 3d effect.
[IMG]http://i.imgur.com/lNEERJL.jpg[/IMG]
[QUOTE=samuel2213;41597474][MEDIA]http://www.youtube.com/watch?v=IW9ooJN8dOo&feature=youtu.be[/MEDIA][/QUOTE]
You should have multiple vmt's and put different scrolling rates in them :rolleye:
Or if you have already; it's not really noticeable.
Maybe try having a few going in different directions?
[QUOTE=kaine123;41598126]Maybe try having a few going in different directions?[/QUOTE]
Wind doesnt work like that.
Did some tests, even when walking you "outrun" him, and having the player move slower than that would be really boring.
How do i even make an npc_citizen run faster?
[QUOTE=Giraffen93;41597501]You should have multiple vmt's and put different scrolling rates in them :rolleye:
Or if you have already; it's not really noticeable.[/QUOTE]
Odd, I created about 5 different VMT's for the different speeds, and all of them are coming up as the pink+black checkerboard, dispite the fact that the vtf paths are correct.
Broken VMT
[CODE]"UnlitGeneric"
{
"$basetexture" "custom/clouds_scrolling_1"
"$translucent" "1"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" 0.008
"texturescrollangle" 0
}
}
}
[/CODE]
Working VMT
[CODE]"UnlitGeneric"
{
"$basetexture" "custom/clouds_scrolling_1"
"$translucent" "1"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" 0.01
"texturescrollangle" 0
}
}
}
[/CODE]
I can't find any reason as to why it refuses to work.
Tried using apostrophes for the floating point values?
Also remember parallax, needs a lot of change.
[QUOTE=Giraffen93;41598991]Tried using apostrophes for the floating point values?
Also remember parallax, needs a lot of change.[/QUOTE]
dont worry, there are 5 of them, each slower than the last.
And apostrophes didn't work either.
[QUOTE=samuel2213;41599013]dont worry, there are 5 of them, each slower than the last.
And apostrophes didn't work either.[/QUOTE]
What if you use $scale and ramp up the scroll rate?
My guess would be that it's too low of a value
[QUOTE=samuel2213;41597474][MEDIA]http://www.youtube.com/watch?v=IW9ooJN8dOo&feature=youtu.be[/MEDIA][/QUOTE]
the cloud texture looks a little weird, try to make it look more flat, also make differnt layers move at a different speed, because right now it looks like they move all together. Anyways, good job!!
[editline]26th July 2013[/editline]
you might also want to put an extra flat layer of clouds on top of these
I guess you could also just make a static cloud texture and put it on a bunch of func_rotating at different speeds.
[QUOTE=chills2;41596600]Been a hell of a long time since I did any mapping
[IMG]http://i.solidfiles.net/aa5440af38.jpg[/IMG]
[IMG]http://i.solidfiles.net/6f32f5d811.jpg[/IMG]
[IMG]http://i.solidfiles.net/0e4cea1eee.jpg[/IMG]
It's a close quarters gungame map for CS:GO, still plenty of detailing to do on the main room, not sure what to do other than throw in vents on the ceiling mind you, and do something with the walkways[/QUOTE]
Not bad but i think you should work on the structural aspect of it.
I would mostly work on the roof structure, it need quite a lot support to keep the roof standing.
Here a few pictures i got on google
[t]http://image.made-in-china.com/2f0j00jMBQCautVorT/Steel-Structure-Warehouse.jpg[/t]
[t]http://image.shutterstock.com/display_pic_with_logo/57831/57831,1177695838,1/stock-photo-warehouse-interior-roof-structures-suitable-for-background-for-industrial-theme-work-3175801.jpg[/t]
[t]http://i00.i.aliimg.com/photo/245010705/steel_structure_warehouse.jpg[/t]
Here a structure concept I made
[t]http://imageshack.us/a/img191/1718/a4w8.jpg[/t]
[QUOTE=samuel2213;41597474][MEDIA]http://www.youtube.com/watch?v=IW9ooJN8dOo&feature=youtu.be[/MEDIA][/QUOTE]
The clouds seem to be moving a little too fast. I'm looking out of my window at clouds that are a similar size and distance away, and the movement is almost too slow to notice.
Also when they are moving at the speed in the video it is easier to recognise when the texture repeats.
[QUOTE=HoliestCow;41591071]Ive been working on something similar to this [media]http://www.youtube.com/watch?v=t0Y9tDK_f1Y[/media]
Making obstacles that only block the player and not the NPC is a great way to make sure the Player does not outrun the NPC too much.[/QUOTE]
Way too dark. I can't see much.
This isn't Source, nor is it Goldsrc, but I'd still like to share this map I stumbled upon with you.
It's a custom map for the first Quake and holy fuck does it put the engine to good use, it looks absolutely amazing considering the engine's age.
I hope it'll inspire you!
[video=youtube;ty_UVj3qc00]http://www.youtube.com/watch?v=ty_UVj3qc00[/video]
[QUOTE=Kahgarak;41605274]This isn't Source, nor is it Goldsrc, but I'd still like to share this map I stumbled upon with you.
It's a custom map for the first Quake and holy fuck does it put the engine to good use, it looks absolutely amazing considering the engine's age.
I hope it'll inspire you!
[video=youtube;ty_UVj3qc00]http://www.youtube.com/watch?v=ty_UVj3qc00[/video][/QUOTE]
A custom gamer video! These are the best.
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