• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=jakeissnake1;41774287][t]http://cloud-2.steampowered.com/ugc/615025248146831742/4486B66D0730D462E2C1B8239635B43A45743C0A/[/t][/QUOTE] That Global Illumination is just wonderful. Mmmmm
now we just need l4d2's water flow and water shadows
[QUOTE=Giraffen93;41775332]now we just need l4d2's water flow and water shadows[/QUOTE] And rain/storm effects. Uhg those are all so good.
Relatively inexperienced with mapping, so this was just a test map for lighting, and decals. Setting is a restroom ripped out of the physical world, after people had barricaded themselves inside the area. I guess this is an abstract concept, but one that I created while listening to pink floyd. Anyway critique and whatnot. Suggest junk I should add, remove, things i should change, etc. Any tips regarding stuff I could use in the future is welcome. [img_thumb]http://cloud-2.steampowered.com/ugc/631913746787155082/702E2B4038E0BFA03913F5CDE78DAE2DAFB8801B/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/631913746787144437/8F7E1E2227A232B8A92500216AE3C8FFD39AF8AC/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/631913746787138951/BE8046A16E4556635A302A27FF0FFEACC47A1ED8/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/631913746787126319/1B6EC866FB38857D96E2268C13B1A4277FAF11D3/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/631913746787149323/D42197CB0970009C4D2EA37ED1BCEA97E5B1ACAE/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/631913746787168709/6FD101DD04FF3DFB28C7C948C229F6EA679FEBFF/[/img_thumb]
Anybody know if it is possible to place custom textures into one location and they will work for all source engine games. I want to access textures in multiple editors like the css, and tf2 ones without making 2 copies of each texture. Also what is that black texture in the picture above me?
[QUOTE=elih595;41776633]what is that black texture in the picture above me?[/QUOTE] I used the texture "halflife\black" It's a placeholder consisting of crudely aligned brushes and a black texture, which will only be there until I can find an outer space skybox.
[QUOTE=elih595;41776633]Anybody know if it is possible to place custom textures into one location and they will work for all source engine games. I want to access textures in multiple editors like the css, and tf2 ones without making 2 copies of each texture. Also what is that black texture in the picture above me?[/QUOTE] Someone has mentioned before that you could sym link them. Not sure how you would go about doing it though.
Thank you two ill keep searching on google.
[QUOTE=Chaoswolf725] [img_thumb]http://cloud-2.steampowered.com/ugc/631913746787138951/BE8046A16E4556635A302A27FF0FFEACC47A1ED8/[/img_thumb] [/QUOTE] I might be detailist but how did that graffiti get behind that model on wall
[QUOTE=Joey1;41782713]I might be detailist but how did that graffiti get behind that model on wall[/QUOTE] obviously they mounted the urinal after the grafitti was made, duuuh
0 points to whoever can guess what this project is inspired by [t]http://i.imgur.com/ApzE0gt.jpg[/t]
Don't know if I should continue on this map. It's getting harder and harder to think what rooms should be there and I have no idea what to do with the backyard. [img_thumb]https://lh5.googleusercontent.com/-NgJ_vA0GKuA/UgZRQACEPCI/AAAAAAAAAqY/WBg7-_XYqX4/w958-h690-no/Capture.PNG[/img_thumb] I have still left to do the second floor. [img_thumb]https://lh6.googleusercontent.com/-aeqZFaCsyoo/UgZRQK1a6JI/AAAAAAAAAqc/-kueFpZEKmQ/w958-h677-no/Capture2.PNG[/img_thumb] p.s: Sorry for my bad English. [editline]10th August 2013[/editline] [QUOTE=Satin Storm;41784580]0 points to whoever can guess what this project is inspired by [t]http://i.imgur.com/ApzE0gt.jpg[/t][/QUOTE] HOTLINE MIAMI? never played that game :(
A look inside the building and it is my goal is to make it collapse. It's still empty though but will add other things later. [img]http://oi44.tinypic.com/acyl8l.jpg[/img]
[t]http://i.imgur.com/dsbhW5s.jpg[/t] helo
Do you guys think these are decent roads? [t]http://i.imgur.com/5K3nohO.jpg[/t] They're not meant to be realistic, just something that can be passed off as roads in a map.
[QUOTE=Aphtonites;41788251]Do you guys think these are decent roads? [t]http://i.imgur.com/5K3nohO.jpg[/t] They're not meant to be realistic, just something that can be passed off as roads in a map.[/QUOTE] better than most, the street corners are wide enough so cars can turn, most maps don't do this
the resolution of the road is confusing my sense of scale texture looks upscaled, the road surface markings are a lot wider than they should be
[QUOTE=Hellsten;41788354]the resolution of the road is confusing my sense of scale texture looks upscaled, the road surface markings are a lot wider than they should be[/QUOTE] Yeah, I agree. At the moment I'm reworking them to look better.
[QUOTE=Giraffen93;41787586][t]http://i.imgur.com/dsbhW5s.jpg[/t] helo[/QUOTE] Does the room to the left only have that one doorway? If so then I am wondering why there are loaded pallets where a forklift cannot access :V
[QUOTE=Wigbig;41788693]Does the room to the left only have that one doorway? If so then I am wondering why there are loaded pallets where a forklift cannot access :V[/QUOTE] they barricaded it for a reason
[t]http://puu.sh/3YOaK[/t] [t]http://puu.sh/3YOae[/t] [t]http://puu.sh/3YO9S[/t] It's a map for a gamemode that's somewhat similar to GMTower, but I'm not entirely sure where to go from here. I mean, I tried something like this earlier: [t]http://puu.sh/3YOjh.jpg[/t] [t]http://puu.sh/3YOjX.jpg[/t] But then I decided that it was silly to have free-floating walkways like that if there was ever supposed to be any stores/shops below them. Any ideas?
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/detailing/detail_idolon_30001.jpg[/t] [t]https://dl.dropboxusercontent.com/u/37624951/tf2m/detailing/detail_idolon_30002.jpg[/t] vines look like butts at the moment because I didn't compile with -staticproppolys, but otherwise I'm pretty happy with this so far
I recognize that style from somewhere, damn.
[t]http://i.imgur.com/7K8NeuM.jpg[/t] Does this look any better?
Before: [img]http://filesmelt.com/dl/AL_001.png[/img] After: [img]http://cloud-3.steampowered.com/ugc/613899348300731896/26CEC216DD394D45093F294F771657FDE4151AF9/[/img] [img]http://cloud-2.steampowered.com/ugc/613899348300735200/B30B323B380189582B7D481E691CD89E3C0129FA/[/img] This is still a bit alpha-y so I'm prone to tweaking some things, but is there anything in particular that you guys think I should work on? Aside from adding a hand rail to the staircase. I feel like it's a little too blocky, but I'm not sure how much that can be helped seeing as that's how modern architecture looks.
I'd get rid of the boxes underneath the staircase. It doesn't fit well with the rest of the scene.
[QUOTE=TurtleeyFP;41789899]I'd get rid of the boxes underneath the staircase. It doesn't fit well with the rest of the scene.[/QUOTE] They're mostly there to prevent players from camping underneath it. Is there something else that you think would look better there?
[media]http://www.youtube.com/watch?v=03nl90mViXI[/media] wow, soundscapes were cooler than i thought
To help with the blockiness, you could put trimmings on the holes in the ceiling. Add something to the edge of the second floor. Also add some sort of trimmings to the pillars.
[QUOTE=EvacX;41789036][t]http://puu.sh/3YOaK[/t] [t]http://puu.sh/3YOae[/t] [t]http://puu.sh/3YO9S[/t] It's a map for a gamemode that's somewhat similar to GMTower, but I'm not entirely sure where to go from here. I mean, I tried something like this earlier: [t]http://puu.sh/3YOjh.jpg[/t] [t]http://puu.sh/3YOjX.jpg[/t] But then I decided that it was silly to have free-floating walkways like that if there was ever supposed to be any stores/shops below them. Any ideas?[/QUOTE] I can see the inspiration from our current lobby, good thing the new one is much different :v:
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