The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[U]Thanks for the input[/U] from some of you awesome people, I think I've managed to tidy up my map a bit so it doesn't look so bland? Let me know what you think, also more [U]suggestions are very welcome[/U].
[B]To answer a previous question[/B], the theme for my map is to be flooded. It's for a Flood Mod gamemode in Garry's Mod. Basically, the map floods with water, players fight on boats, then the water lowers at the end of the round. This map is called fm_experiment, to kind of give it a test subjects them, as in players being the test subjects in this Flood Mod game inside a contained room.
[B]Now to the mapping additions:[/B]
Added lighting! (I'm still adjusting the light coming off of the modeled props)
Added a trim to the floor.
Made more support beams.
Added support thingies for the windows.
I fixed the messed up texture directions/scaling.
Changed the skybox to a more friendly environment.
[IMG]http://s21.postimg.org/qvkk55t5j/image.jpg[/IMG]
[IMG]http://s21.postimg.org/sbw2naw2f/image.jpg[/IMG]
[IMG]http://s21.postimg.org/rnrti3mqf/image.jpg[/IMG]
[IMG]http://s21.postimg.org/px8sgm57b/image.jpg[/IMG]
[IMG]http://s21.postimg.org/i9hakkh5j/image.jpg[/IMG]
[IMG]http://s21.postimg.org/56lo1aqxj/image.jpg[/IMG]
[IMG]http://s21.postimg.org/v3fcdwul3/image.jpg[/IMG]
I'm going to also be adding piping coming out of the back wall and into the floor, but right now I am done for the day.
[B]Took advice from these lovely people:[/B]
[QUOTE=7H3_H4CK3R;41750173]I'm no mapping King, but for starters, I would [B]put in some lighting.[/B] You might want to try [B]changing the skybox[/B] to something you like, too. It's a decent map, you've got some detail already which is pretty good. One thing I would say is maybe put some [B]trim on the bottom[/B] of that white brick wall and/or [B]align the texture[/B] so the bottom of the bricks is where the floor meets the wall. I would add the pipes you were talking about, too, but don't over do it. The only other thing I can think of is maybe work on [B]the window[/B] on the ceiling. Maybe make it not even with the ceiling and [B]put some supports up there, too.[/B][/QUOTE]
[QUOTE=mdeceiver79;41750520]Your vent is upside down[/QUOTE]
[QUOTE=wazanator;41752507][B]Break up the repeating wall texture with a big window or something[/B]. I would also personally go with a darker brick color for the walls. Notice how the dark metal texture on your supports in the middle make it not look like it's repeating as much unless you concentrate on it.[/QUOTE]
[QUOTE=Cheshire_cat;41753289]First off, I'm not quite sure what the room is supposed to be, really. With the floor grates, it looks like a sewer overflow tunnel, but with the door and vent, it looks like a giant maintenance room. If it's a warehouse, it wouldn't have massive columns and a spacious skylight, as a warehouse is usually cluttered, dark, and tight on space. Try to nail down what the room's purpose is, then start decorating - it's a lot easier.
The room is also really oddly proportioned, like it's designed for giants or something. The white brick repeats far too often, and you can see where the texture repeats easily. Varying textures, like concrete for the lower area and gray brick for the upper levels, can fix the problem. The massive pillars look out of place, especially with the rusted black metal, so try [B]breaking the supports into several smaller girders instead.[/B]
Also, lighting is a must for a finished project. There are fluorescent light models in Half-Life 2's resources, they might work pretty well.[/QUOTE]
[U]Not to mention, this is the first time I've ever made a map with a sun, and decent looking lighting so I'm pretty damn proud of myself so far.[/U]
That's a pretty amazing step forward, especially for something that looked like it did. I wouldn't have thought that came from the same mapper. Good job!
A spectacular improvement. Nice work.
Now place some sprites on the floodlights up top.
Dang. I'm impressed. Well done. Like Samuel said, just put in some sprites on those floodlights.
Try removing the glass panels at the top that use the combine texture and see what it looks like then?
Try using a different color other than white. White usually looks pretty bland. Make it a slight yellow or blue. Trust me, It'll look 100% better.
I'am back on creating cs_mansion map.
[img_thumb]https://lh4.googleusercontent.com/-Ng7_cRyqJYc/UgO3XjO04HI/AAAAAAAAApw/a70kQ9WXzig/w958-h766-no/2013-08-08_00008.jpg[/img_thumb][img_thumb]https://lh5.googleusercontent.com/-ARU54qMFQa8/UgO3UwigkNI/AAAAAAAAApI/IoOmAmZC7fA/w958-h766-no/2013-08-08_00001.jpg[/img_thumb][img_thumb]https://lh5.googleusercontent.com/--udz-xIyeAQ/UgO3U0B8ioI/AAAAAAAAApE/k_g1ugJrWZY/w958-h766-no/2013-08-08_00002.jpg[/img_thumb]
Working on the inside.
[img_thumb]https://lh4.googleusercontent.com/-2p6oGhil4f8/UgO3WSLRVoI/AAAAAAAAApg/v_RQw2KQ0z8/w958-h766-no/2013-08-08_00007.jpg[/img_thumb][img_thumb]https://lh3.googleusercontent.com/-NE7mLq7pYeE/UgO3VpN7BrI/AAAAAAAAApM/y7d3vnGFFUo/w958-h766-no/2013-08-08_00004.jpg[/img_thumb][img_thumb]https://lh6.googleusercontent.com/-NIU0EFJSU6I/UgO3U8klp1I/AAAAAAAAApQ/uzZyN2CSNic/w958-h766-no/2013-08-08_00003.jpg[/img_thumb][img_thumb]https://lh3.googleusercontent.com/-hUnykVrECB4/UgO3Wd8cr5I/AAAAAAAAApk/3OLbkOmVCsU/w958-h766-no/2013-08-08_00005.jpg[/img_thumb][img_thumb]https://lh4.googleusercontent.com/-L4smaI7NpHE/UgO3WVhFEfI/AAAAAAAAAps/fCHd8OXdMUQ/w958-h766-no/2013-08-08_00006.jpg[/img_thumb]
You modeled that stuff yourself? Looks a lot like the 1.6 artstyle!
[QUOTE=Giraffen93;41759889]You modeled that stuff yourself? Looks a lot like the 1.6 artstyle![/QUOTE]
I don't know how to model stuff, they are all CS:GO original stuff(props), the only custom thing in this map is [url=http://www.gaming-models.de/index.php/product/126]the piano[/url].
Hi, I haven't been mapping for a while, but I just wanted to see if I could continue my old map, so I do so - but there is a problem:
All my custom textures and decals, also the TTT elements are gone in my SDK.
I remember I used a long time to set it all up, but it doesn't seem to work anymore. I cannot clearly remember how to set it up now, but I assume something must've changed, since my map is now defect. Has there been any changes that could've caused this? And what would the solution be?
[QUOTE=DerTontaiLama;41761144]Hi, I haven't been mapping for a while, but I just wanted to see if I could continue my old map, so I do so - but there is a problem:
All my custom textures and decals, also the TTT elements are gone in my SDK.
I remember I used a long time to set it all up, but it doesn't seem to work anymore. I cannot clearly remember how to set it up now, but I assume something must've changed, since my map is now defect. Has there been any changes that could've caused this? And what would the solution be?[/QUOTE]
The move to steampipe may have deleted your stuff. Look in the downloads folder of the game you are mapping for. If it's not there you're out of luck. Unless you have backups.
Ah yes, they're in the downloads folder - awesome!
Is there any place I can see all the changes for steampipe update, and how to conquer these new changes?
edit:
Excuse my dumb questions, but I haven't used hammer for a while. If I also want to use my custom texture in the Source SDK, how do I do that. The one I previously used is just grey now, and I have completely forgotten how to add them to source sdk. All tutorials seems to be outdated(?).
I think I got it working.
Launched steam for the first time in like 2 weeks due to being busy with work and that.
Got a friend request from "LostOne" so I accepted...
[quote]Hawx: Sup
LostOne: ?
Hawx: You added me?
LostOne is now Offline.
[/quote]
Well that went well, turns out he/she removed me.
[QUOTE=Lamar;41753801]that is definitely not in proportion, I think you need to scale it down a fair amount. That room looks like it has 13 foot ceilings. Like the poster said earlier before, you generally shoot for 128 units in height, floor to ceiling.[/QUOTE]
Even 128 is too big for HL2 npcs, 112 looks much better.
[QUOTE=Kuro.;41765652]Even 128 is too big for HL2 npcs, 112 looks much better.[/QUOTE]
Out of curiosity, rate agree for 120 height ceiling (1st pic) or disagree 112 height ceiling (2nd pic)
Just to add, the NPC is closer towards you in the first shot, so don't let that throw you off.
[img]http://i193.photobucket.com/albums/z105/sporkfire222/test0000_zps2acdb186.jpg[/img]
[img]http://i193.photobucket.com/albums/z105/sporkfire222/test0001_zpseb5234ce.jpg[/img]
[QUOTE=Hawx;41764450]Launched steam for the first time in like 2 weeks due to being busy with work and that.
Got a friend request from "LostOne" so I accepted...
Well that went well, turns out he/she removed me.[/QUOTE]
[img]http://www.desicomments.com/dc3/01/197675/197675.jpg[/img]
[QUOTE=Lamar;41766346]Out of curiosity, rate agree for 120 height ceiling (1st pic) or disagree 112 height ceiling (2nd pic)
Just to add, the NPC is closer towards you in the first shot, so don't let that throw you off.
(pics)
[/QUOTE]
Too be honest it looks exactly the same, but I like the lower roof better. (the TV doesn't look as out of place)
[QUOTE=Stiffy360;41767651]Too be honest it looks exactly the same, but I like the lower roof better. (the TV doesn't look as out of place)[/QUOTE]
Its only a difference of 8 units, so it most definitely is a very subtle change. I'll stick with the lower ceiling, yachts and boats in general usually do have lower ceiling heights I believe.
for example, the ceiling looks very low on-board this one.
[img]http://www.charterworld.com/news/wp-content/uploads/2011/10/Heesen-Yachts-receives-two-World-Yacht-Trophies-in-Cannes-and-Prix-du-Design-award-in-Monaco-for-the-motor-yacht-Satori-665x457.jpg[/img]
[IMG]http://s7.postimg.org/tkd9a7hx7/image.jpg[/IMG]
[IMG]http://s7.postimg.org/qesnjzzaz/image.jpg[/IMG]
[IMG]http://s7.postimg.org/qg2ldf14r/image.jpg[/IMG]
I think I am done with it for now, yes? I can't think of much more to do and I feel like I'm going to ruin it if I keep adding things.
Made the windows clear.
Added sprites to the lights.
Added pipes along the back wall.
Those pipes are a bit too blocky. Try using some pipe props, or making some higher polygoon pipes and proppering them.
I started making a rocky desert map for CS:GO today and this is what I've got so far. I plan on having some kind of bridge-like use for the arch to lead into another area.
[t]http://cloud-2.steampowered.com/ugc/615025248133662675/FC78A61F9EF881767B07762954D6D05F4E3054C3/[/t]
Lighting on the supports looks weird to me personally I would remove them, I think your glass ceiling provides enough natural lighting.
[QUOTE=jakeissnake1;41769091]I started making a rocky desert map for CS:GO today and this is what I've got so far. I plan on having some kind of bridge-like use for the arch to lead into another area.
[t]http://cloud-2.steampowered.com/ugc/615025248133662675/FC78A61F9EF881767B07762954D6D05F4E3054C3/[/t][/QUOTE]
I think you could revamp the textures a lot. I'm not much liking either the cliff or sand ones.
[QUOTE=jakeissnake1;41769091]I started making a rocky desert map for CS:GO today and this is what I've got so far. I plan on having some kind of bridge-like use for the arch to lead into another area.
[t]http://cloud-2.steampowered.com/ugc/615025248133662675/FC78A61F9EF881767B07762954D6D05F4E3054C3/[/t][/QUOTE]
Neither texture matches the smoothness of the displacements at all. Either revamp the displacements, or change out the textures, because it just isn't working.
why would there even be crackled ground there? there's clearly water there
I feel I may redo the bridge again, it uses over a 100 brushes and I'm not satisfied enough with the results. Not shown in the picture, custom models. Those are still to be made
[img]http://i193.photobucket.com/albums/z105/sporkfire222/ttt_yacht_alpha400002_zps47f80573.jpg[/img]
Thanks for the suggestions, how is this? There is no longer cracked ground under the water and has a smoother rock texture.
[t]http://cloud-3.steampowered.com/ugc/615025248146532891/6F733A86201F43CFDEF273425D7C8BB900C5C3DD/[/t]
[t]http://cloud-2.steampowered.com/ugc/615025248146831742/4486B66D0730D462E2C1B8239635B43A45743C0A/[/t]
[QUOTE=jakeissnake1;41774287]Thanks for the suggestions, how is this? There is no longer cracked ground under the water and has a smoother rock texture.
[t]http://cloud-3.steampowered.com/ugc/615025248146532891/6F733A86201F43CFDEF273425D7C8BB900C5C3DD/[/t]
[t]http://cloud-2.steampowered.com/ugc/615025248146831742/4486B66D0730D462E2C1B8239635B43A45743C0A/[/t][/QUOTE]
Better, but in my mind the cracked texture should represent where water used to be, so think about that when choosing where to place it.
It certainly looks better than before, but perhaps you could try a sedimentary sandstone rock texture on the cliff walls?
[t]http://schools.cbe.ab.ca/b379/students/Grade3/RocksAndMinerals/images/sedimentary/800px-Sandstone.jpg[/t]
[editline]9th August 2013[/editline]
Then you could use overlays with cracks for the more jagged parts of the cliffs.
[QUOTE=wazanator;41769095]Lighting on the supports looks weird to me personally I would remove them, I think your glass ceiling provides enough natural lighting.[/QUOTE]
Maybe I could get a few suggestions on how to adjust or change the lights to make them look better? I was thinking maybe the sprites are too bright? Orrrr that weird looking light reflection off the back walls. Idk how to fix of make those things look natural/better. Maybe ill you around with a few other lights and such when I fix the pipes in the back.
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