• The Facepunch "Yap and Blabber" Chat Thread
    7,739 replies, posted
I actually use flatgrass or hugefuckingocean....nothing in the way of big constructions.
You would think that they would ask the mapping section for a community map. Odd that they won't accept your help, Oskutin. Or maybe they did and I missed it.
Actually the main developer of it is my friend, and he did give the .vmf, but i found out that it's bit messy and elso :v:
So they gave that optimization job on the gm_construct project to someone I've never seen here before
[QUOTE=oskutin;35286909]Actually the main developer of it is my friend, and he did give the .vmf, but i found out that it's bit messy and elso :v:[/QUOTE] Have you ever been to Nouakchott in Mauritania?
[QUOTE=GameDev;35288315]So they gave that optimization job on the gm_construct project to someone I've never seen here before[/QUOTE] Somebody (you) should just make your own GM13_construct that kicks that one's ass (Fuck da gm_ tag son, its time for gm13_ ) and finish it, then just post what you've done, complete with download.
Now i'll want to make new cityrail :v:
I'm currently making a map taking places in a trench complex from the first World War. I can't decide whether I want to have it in DOD:S or CSS though. [editline]fuckshitdicknipples[/editline] What do you think I should do?
I'm starting on a map that utilizes the control room to an RPA (UAV). Probably using the MQ-9s weapons systems and EO sensors. Anyways I'm going to try to make it user friendly when it comes to controlling the Reaper. This will include sensor/camera controls as well as an interface to lock-on to desired target. Should be a fun project. Might even add in a fake Comms channel for a voice effect.
[QUOTE=kaine123;35288919]I'm currently making a map taking places in a trench complex from the first World War. I can't decide whether I want to have it in DOD:S or CSS though. [editline]fuckshitdicknipples[/editline] What do you think I should do?[/QUOTE] DOD:S would be much more fitting. [sub][sub]fuckshitdicknipples[/sub][/sub]
Why would you use css for a trench in ww1 when dod:s has perfect textures for that
[QUOTE=mopman999;35290583]Why would you use css for a trench in ww1 when dod:s has perfect textures for that[/QUOTE] Why would you use dod for a trench in ww1 when ww1 source has perfect textures and models for that
[QUOTE=mdeceiver79;35290619]Why would you use dod for a trench in ww1 when ww1 source has perfect textures and models for that[/QUOTE] Because I didn't know that existed
[QUOTE=glitchvid;35288509]Somebody (you) should just make your own GM13_construct that kicks that one's ass (Fuck da gm_ tag son, its time for gm13_ ) and finish it, then just post what you've done, complete with download.[/QUOTE] effort levels are minimal at this time
How about somebody makes the layout, then another adds to it to make a shit map. Then I'll rebuild geometry and optimize. Then hand it round again for detail passes. The time taken by everyone would be pretty small IMO
Isn't it a bit early to start making a rush of gm13 construct clones :) I would join the bandwagon, but construct is too much of a happy map for me :)
[QUOTE=IronPhoenix;35292553]Isn't it a bit early to start making a rush of gm13 construct clones :) I would join the bandwagon, but construct is too much of a happy map for me :)[/QUOTE] The rooms scared me when I first played, had to spam a dickload of bright lights in them before entering.
I just got lost in the dark room... But then, i get lost a lot, which is why i own an incompetant sat nav.
Since the Teamspeak server didn't work out too well, here's the new server. Server: vent.pgservers.net Port: 5530 Channel: Facepunch Mappers Say thanks to Banana, will you? :P
[QUOTE=mopman999;35290583]Why would you use css for a trench in ww1 when dod:s has perfect textures for that[/QUOTE] Because I play CSS a lot more with my friends.
Writing a paper as to why I deserve a grant/scholarship. I don't know exactly what to write about other than, further education, i want to work with computers, ect...
[QUOTE=Firegod522;35294698]Writing a paper as to why I deserve a grant/scholarship. I don't know exactly what to write about other than, further education, i want to work with computers, ect...[/QUOTE] Tell them you're a gold member on FP. I heard that always works.
Why did I not think of this
I'm just going to go head and post this: [media]http://www.youtube.com/watch?v=KpjsBisNMfY[/media] I've always been a fan of cs_office, and the new one just looks great. Hopefully, it'll be ported to Garry's Mod just like some of the other L4D maps sometime after the game is released.
[QUOTE=Skerion;35297895]I'm just going to go head and post this: I've always been a fan of cs_office, and the new one just looks great. Hopefully, it will be ported to Garry's Mod just like some of the other L4D maps after the game is released.[/QUOTE] It will be just like CS:S where you can play all of its maps.
[QUOTE=WitheredGryphon;35297912]It will be just like CS:S where you can play all of its maps.[/QUOTE] Have you tried this with the Garry's Mod Beta, yet? That'd be neat to see.
Was the func_monitor ever fixed in GMod Beta?
[QUOTE=Skerion;35297895]I'm just going to go head and post this: I've always been a fan of cs_office, and the new one just looks great. Hopefully, it'll be ported to Garry's Mod just like some of the other L4D maps sometime after the game is released.[/QUOTE] Ah... same old Valve. They have the same breaking glass mechanic still, reused sounds, and reused props and textures (a lot are form L4D and L4D2 it seems, but I also see some Portal stuff too). Don't get me wrong, it's not a bad thing, because Valve ALWAYS reuses stuff from previous games, except I dunno, it looks like they borrowed a bit too much. Still going to be an awesome game though.
Am I a winner yet [url]http://facepunch.com/threads/1171345?p=35298100&viewfull=1#post35298100[/url]
[QUOTE=l33tkill;35298093]Was the func_monitor ever fixed in GMod Beta?[/QUOTE] func_monitor works fine in regular GMod 12. [quote=Skerion]Have you tried this with the Garry's Mod Beta, yet? That'd be neat to see.[/quote] Unfortunately because I don't have the CS:GO beta I haven't. However, it is inside the importer for it (where you include games into GMod for use).
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