• The Facepunch "Yap and Blabber" Chat Thread
    7,739 replies, posted
[img]http://i.somethingawful.com/forumsystem/emoticons/emot-shlick.gif[/img]
Good god, what have i walked in on.
But, I also discovered the wonders of CryEngine 3 :D EDIT 1: After spending hours in CryEngine, I finally had my first crash. It actually stops the program from crashing, asks if you'd like to save, THEN it crashes. Hammer, take notes!
[QUOTE=GameDev;36174000][img]http://i.somethingawful.com/forumsystem/emoticons/emot-shlick.gif[/img][/QUOTE] hot
having an interesting conversation with someone I used to be mapping-partners with. backstory: he's a pre-teen from rural Alabama. [quote]Saturday, June 02, 2012 7:45 PM - Dmaster: hi turts I was thinking, Turts, I am going to map ALOT before Gmod 13 is fully released, When it is, I am going to make a full, City RP map, One that people will play on all the servers :3 7:46 PM - Turtleey: Er 7:46 PM - Turtleey: I don't think mapping on Gmod13 will be as easy as opening up Source SDK. It might take some time for someone to establish the right engine version. 7:46 PM - Turtleey: but hey, look at you 7:46 PM - Turtleey: planning ahead 7:47 PM - Dmaster: Oh god, Custom Engine you say? My map will be awesomely great 7:47 PM - Dmaster: But I don't think any servers will require a mapper for awhile so nvm. 7:48 PM - Turtleey: You don't have to map only when someone needs you to map. 7:48 PM - Turtleey: Most of the best maps are just made by free will, without any deadline or requirements. 7:48 PM - Dmaster: If u don't follow deadlines then the map will die tbh............. 7:49 PM - Turtleey: rp_downtown is used all the time, but it was made because a guy was bored and said "hey, i'm gonna make a city map." I mean, probably. I'm not an expert historian, but 7:49 PM - Turtleey: he released it when HE was done 7:49 PM - Turtleey: a server saw it, adopted it 7:49 PM - Turtleey: other servers saw it, used it, 7:49 PM - Turtleey: and soon enough there were 50 variations. most of them crappy. 7:49 PM - Turtleey: The thing was, though, 7:49 PM - Turtleey: that nobody at the time had tried to make a big, ambitious, fully-explorable city 7:49 PM - Turtleey: He was the first guy to make something of this genre 7:50 PM - Turtleey: and it was when city roleplay was still trending. 7:50 PM - Dmaster: srry i just kind of zoned out 7:50 PM - Dmaster: i was just thinking about how AWESOMMEEE my map is going to be!! all of the trainstation will hvae working trains and they will take you to othercities and people can sit on the train 7:51 PM - Turtleey: Brief queston; 7:51 PM - Turtleey: How would you make a train? 7:51 PM - Dmaster: iunno lol 7:51 PM - Dmaster: im probs just gonna decompile the valve map with the train in it and gman is stoned like "ASHES MAAN" xD 7:51 PM - Dmaster: then copypaste the train, use carve to get rid of the weird hint skip boxes 7:51 PM - Turtleey: I really wouldn't recommend Carve. 7:52 PM - Dmaster: y not? and did i tell u about the rest of the city? 7:52 PM - Turtleey: No, but Carve isn't really, er, 7:52 PM - Dmaster: OMG IDDDEAAAAAAA 7:52 PM - Dmaster: i can put a bunch of car npcs and civilitizen npcs and make them drive/walk around the city and when u press "E" they say stuff like "hi (playername)" and u can mug them and steal their apartmentkeys and steal their apartments [/quote] i don't want to be a mapper anymore all of my faith is dead
What sort of tips do you guys have for creating an authentic Combine aesthetic? I'm making a single player map where there's a lot of bits and greebles of Combine tech in a C17 apartment complex.
[QUOTE=kaine123;36176709]What sort of tips do you guys have for creating an authentic Combine aesthetic? I'm making a single player map where there's a lot of bits and greebles of Combine tech in a C17 apartment complex.[/QUOTE] Blue color tone, lots of ambient machine clicks/beeps, and either an unnaturally tall ceiling or a claustrophobicly small hallway.
[QUOTE=TurtleeyFP;36176630]having an interesting conversation with someone I used to be mapping-partners with. backstory: he's a pre-teen from rural Alabama. i don't want to be a mapper anymore all of my faith is dead[/QUOTE] he sounds confused, like half of that isnt even mapping related [editline]3rd June 2012[/editline] [code] 7:52 PM - Dmaster: OMG IDDDEAAAAAAA 7:52 PM - Dmaster: i can put a bunch of car npcs and civilitizen npcs and make them drive/walk around the city and when u press "E" they say stuff like "hi (playername)" and u can mug them and steal their apartmentkeys and steal their apartments[/code] like this
[QUOTE=mopman999;36176827]he sounds confused, like half of that isnt even mapping related [editline]3rd June 2012[/editline] [code] 7:52 PM - Dmaster: OMG IDDDEAAAAAAA 7:52 PM - Dmaster: i can put a bunch of car npcs and civilitizen npcs and make them drive/walk around the city and when u press "E" they say stuff like "hi (playername)" and u can mug them and steal their apartmentkeys and steal their apartments[/code] like this[/QUOTE] He thinks you can hard-code that into a map without any kind of external gamemode or in-game lua. :s
Well really it he wanted to, he could put some kind of nodrww button or trigger in the citizen, whenever the trigger is entered or the button is pushed they would play some kind of scared animation, and unlock the door that goes with them, but I'm not sure I'd you can parent a button or trigger to an npc
Finally, got into CS:GO Beta.
Now I really am the only person that doesn't have a key
[QUOTE=mopman999;36178036]Now I really am the only person that doesn't have a key[/QUOTE] Nope. I still don't have one.
its pretty fun, still waiting for the chicken bomb defuse mode if it ever comes out.
[QUOTE=paulisdead18;36178175]Nope. I still don't have one.[/QUOTE] Nor I.
Fine then. Everyone that doesn't have a key follow me to the tank.
[QUOTE=mopman999;36178036]Now I really am the only person that doesn't have a key[/QUOTE] I don't have one, and i don't want one. CSS is full of cod players...i suspect csgo is the same.
I actually thought that CS:S players would have hated CoD. I expected them to be two separate playerbases.
[QUOTE=wauterboi;36180119]I actually thought that CS:S players would have hated CoD. I expected them to be two separate playerbases.[/QUOTE] Well...both playerbases appear to consist of whiny kids.
[QUOTE=kaine123;36176709]What sort of tips do you guys have for creating an authentic Combine aesthetic? I'm making a single player map where there's a lot of bits and greebles of Combine tech in a C17 apartment complex.[/QUOTE] There should be locks on inaccessible doors, wires in places too. In their 'important' places (Like, say, a security room) you have screens and parts where it's as though the building is being assimilated- like the floor and walls here. [IMG]http://puu.sh/ywkQ[/IMG] I remember when I made Combine stuff all the time.
[QUOTE=paulisdead18;36173142]I plan ahead, and I do what I like to do. I get a plan and get things for inspiration, whether it's music, a video game, or pictures.[/QUOTE] It's interesting. Me and two other friends of mine are making a map for CS:S. Since CS:S is so based in strategy, we plan ahead to make sure the map is balanced, fun to play on and also the map should allow advanced strategies.
CS:GO has weird movement and recoil in it, plus nearly every server I join, (If any at all) Always has the extremely good players, and the extremely bad players. Unfortunately i'm in the middle. Several times I have gone back to CSS, and found it actually easier to get a kill. CSGO's balance seems way off.
You should just get used to it :p
[QUOTE=Stiffy360;36181789]CS:GO has weird movement and recoil in it, plus nearly every server I join, (If any at all) Always has the extremely good players, and the extremely bad players. Unfortunately i'm in the middle. Several times I have gone back to CSS, and found it actually easier to get a kill. CSGO's balance seems way off.[/QUOTE] Yes I agree. I got 1000+ hours of CS:S and I am playing it competitively. CS:GO isn't good as it is. It is not balanced, and it is far more random than CS:S. (Basically, you will die more often with reactions such as "What the f*** happened there??!!" in CS:GO than in CS:S) On the map-design hand of CS:GO, I must agree that I think it will be harder for me to develop maps for CS:GO with a detail level that high :/ Also, I think some of the maps are overdetailed.
[QUOTE=userman122;36182106]Yes I agree. I got 1000+ hours of CS:S and I am playing it competitively. CS:GO isn't good as it is. It is not balanced, and it is far more random than CS:S. (Basically, you will die more often with reactions such as "What the f*** happened there??!!" in CS:GO than in CS:S) On the map-design hand of CS:GO, I must agree that I think it will be harder for me to develop maps for CS:GO with a detail level that high :/ Also, I think some of the maps are overdetailed.[/QUOTE] Perhaps you guys are forgetting it's a Beta, it isn't going to be perfectly balanced yet, that's what the Beta phase is for and they seem to be fine tuning things as they go along.
[QUOTE=kaine123;36176709]What sort of tips do you guys have for creating an authentic Combine aesthetic? I'm making a single player map where there's a lot of bits and greebles of Combine tech in a C17 apartment complex.[/QUOTE] I've done some combine take over areas in my City 12 map. Here is some screenshots of combine converted section of a train station. May give you some suggestions, I mean I just went with the flow, just thinking of how they might gradually take over a place. [IMG]http://img8.imageshack.us/img8/8411/city12ptc010003.jpg[/IMG] [IMG]http://img7.imageshack.us/img7/7982/city12ptc010011.jpg[/IMG] [IMG]http://img8.imageshack.us/img8/4267/city12ptc010004.jpg[/IMG] [IMG]http://img11.imageshack.us/img11/2285/city12ptc010010.jpg[/IMG]
I'd like to ask: Do a lot of "ugly" brushes (those who are not perfectly on a grid (angled roofs), clip into other brushes or have weird sizes (filler-brushes)) make you stop working on a map? I started a map yesterday and it hast quite some of those brushes (mainly roofs) and I don't know if I should try to ignore them, as I probably don't have to work with them ever again (apart from texturing them), or if I should spend a lot of time on fixing them. It's really a hard choice as a perfectionist.
[QUOTE=DasMatze;36183913]I'd like to ask: Do a lot of "ugly" brushes (those who are not perfectly on a grid (angled roofs), clip into other brushes or have weird sizes (filler-brushes)) make you stop working on a map? I started a map yesterday and it hast quite some of those brushes (mainly roofs) and I don't know if I should try to ignore them, as I probably don't have to work with them ever again (apart from texturing them), or if I should spend a lot of time on fixing them. It's really a hard choice as a perfectionist.[/QUOTE] I usually just func_detail my roofs
[QUOTE=GameDev;36184036]I usually just func_detail my roofs[/QUOTE] Wait... you should func_detail roofs? I've never done that, and maybe I should.
Jesus christ how horrifying.
Sorry, you need to Log In to post a reply to this thread.