• The Official Facepunch Mapping WiP Thread v17: Carve Edition
    3,176 replies, posted
[img]http://i.imgur.com/ysnmL9W.jpg[/img] Post your works in progress, get cool ratings! [b]RULES: [/b] MAX 3 IMAGES PER QUOTE! IF YOU'RE USING A 1920X1080+ RESOLUTION USE [T] TAGS SO YOU DONT BREAK EVERYONES COMPUTER WIP's ideally should be compiled! Discussion of WIPs is allowed, and encouraged. Don't go off-topic. Carving is okay as long as it's not with a sphere [B]V16 HIGHLIGHTS: [/B] [QUOTE][video=youtube;_dNj8XDl9h4]https://www.youtube.com/watch?v=_dNj8XDl9h4[/video] [video=youtube;dMcVHXJAYTs]http://www.youtube.com/watch?v=dMcVHXJAYTs[/video] [video=youtube;6sIvMtKLxiw]https://www.youtube.com/watch?v=6sIvMtKLxiw[/video] [video=youtube;nC3ag9lEfA0]https://www.youtube.com/watch?v=nC3ag9lEfA0&feature=youtu.be[/video] [VID]https://f.lewd.se/6ui5Cd_2016-05-22-2213-51.mp4[/VID][VID]https://f.lewd.se/cYDZVs_2016-05-18-2253-17.mp4[/VID][vid]https://dl.dropboxusercontent.com/u/888382/doorsmp4.mp4[/vid] [/QUOTE] [B]V16 HIGHLIGHTS PER USER: [/B] 0C30 [url]http://imgur.com/a/aEFDT[/url] Andy B [url]http://imgur.com/a/jZpMT[/url] BarkingLeaves [url]http://imgur.com/a/JKQCs[/url] Bird Poo [url]http://imgur.com/a/IrGWh[/url] DeadChicken [url]http://imgur.com/a/qfSqK[/url] DFC [url]http://imgur.com/a/7aH91[/url] DJ Inaki [url]http://imgur.com/a/ODkjh[/url] EP9832 [url]http://imgur.com/jn2zmxy[/url] ExTek [url]http://imgur.com/a/rzgyr[/url] Firegod522 [url]http://imgur.com/rKFmOcl[/url] Flossy [url]http://imgur.com/a/KoZKi[/url] Giraffen93 [url]http://imgur.com/aN0XNCb[/url] Glitchvid [url]http://imgur.com/a/oDaPd[/url] Grenademan [url]http://imgur.com/a/QTu32[/url] HGrunt [url]http://imgur.com/a/CYfJl[/url] Hoffa1337 [url]http://imgur.com/qQ8g7v4[/url] InvalidNick [url]http://imgur.com/a/rYoxH[/url] Jackathan [url]http://imgur.com/a/SzHIH[/url] Jukka K [url]http://imgur.com/a/6oYbc[/url] Lamarr [url]http://imgur.com/a/QL2tC[/url] LATTEH [url]http://imgur.com/a/KgLMP[/url] Leintharien [url]http://imgur.com/GgGTjWN[/url] MarbleDemon [url]http://imgur.com/a/YSzM3[/url] mattscreab [url]http://imgur.com/a/J49Qh[/url] mdeceiver79 [url]http://imgur.com/a/6VrQC[/url] Miigga [url]http://imgur.com/a/Ff6x7[/url] Nask [url]http://imgur.com/a/N9Qk8[/url] Ntag [url]http://imgur.com/0OHnKnk[/url] Nyllsor [url]http://imgur.com/a/p6dK2[/url] Pac0master [url]http://imgur.com/a/qvtVn[/url] Renafox [url]http://imgur.com/a/VexGf[/url] Samuel2213 [url]http://imgur.com/NUYah1k[/url] Satane [url]http://imgur.com/a/nUxi6[/url] sejievan [url]http://imgur.com/IxbGUDB[/url] Sirdownloadsalot [url]http://imgur.com/D3QG9vB[/url] Sprockethead [url]http://imgur.com/a/vGjGD[/url] Tflippy [url]http://imgur.com/a/D7kLQ[/url] ThePhailed [url]http://imgur.com/a/eCwEk[/url] Torjan [url]http://imgur.com/a/PCYCg[/url] Turtleey [url]http://imgur.com/a/mgeFz[/url] VIOLATION_SNG [url]http://imgur.com/a/5ORNC[/url] Xanadu [url]http://imgur.com/ge0Fyqc[/url] Youmenow1 [url]http://imgur.com/a/fSF1v[/url] ======================================================= [B]Composite Album[/B] [B]LOTS OF IMAGES![/B] [url]http://imgur.com/a/ES2Cx[/url] ======================================================= [B]Useful links[/B] [B]Textures:[/B] [url]https://facepunch.com/showthread.php?t=1363856[/url] [I]Mr. Chop's Big ol' skybox pack (403mb)[/I] [url]https://facepunch.com/showthread.php?t=1281063[/url] [I]Texture Thread[/I] [url]https://facepunch.com/showthread.php?t=1431845[/url] [I]Half-Life 2 Leak Textures[/I] [url]https://facepunch.com/showthread.php?t=1403447[/url] [I]Vindictus Skyboxes[/I] [url]https://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/skybox_list_v2.html[/url] [I]Firegod's Skyboxes[/I] [B]Models:[/B] [url]https://facepunch.com/showthread.php?t=1492438[/url] [I]Stiffy's Foliage Porting Thread[/I] [url]http://www.gaming-models.de/[/url] [i]Models and Textures for Source Games[/i] [url]http://gamebanana.com/[/url] [i]You Know What This is[/i] [B]Tutorials:[/B] [url]https://facepunch.com/showthread.php?t=1243839[/url] [I]Creating Complex Curves and Corner Pieces[/I] [B]Useful Links:[/B] [url]https://developer.valvesoftware.com/wiki/Sky_List[/url] [I]List of Skies in Many Source Games[/I] [url]https://developer.valvesoftware.com/wiki/List_of_HL2_Soundscapes[/url] [i]List of Hl2 Soundscapes[/i] [url]https://developer.valvesoftware.com/wiki/List_of_CS:S_Soundscapes[/url] [i]List of CS:S Soundscapes[/i] ======================================================= Old Threads - v3 [url]http://www.facepunch.com/showthread.php?t=763867[/url] [broken link] - v4 [url]http://www.facepunch.com/showthread.php?t=806078[/url] - v5 [url]http://www.facepunch.com/showthread.php?t=838701[/url] - v6 [url]http://www.facepunch.com/showthread.php?t=871115[/url] - v7 [url]http://www.facepunch.com/showthread.php?t=904295[/url] - v8 [url]http://www.facepunch.com/showthread.php?t=925081[/url] - v9 [url]http://www.facepunch.com/showthread.php?t=945019[/url] - v10 [url]http://www.facepunch.com/showthread.php?t=959630[/url] - v11 [url]http://www.facepunch.com/threads/1007419[/url] - v12 [url]http://www.facepunch.com/threads/1057416[/url] - v13 [url]http://www.facepunch.com/threads/1089213[/url] - v14 [url]http://facepunch.com/showthread.php?t=1160437[/url] - v15 [url]http://facepunch.com/showthread.php?t=1250104[/url] - v16 [url]http://facepunch.com/showthread.php?t=1446288[/url] OP shamelessly stolen from Grenade Man (send me a pm if you want any changes) If I missed a cool map/mapper, send me some good images and I'll add to OP.
I never had dibs on the OP, I'm glad you used my template. Some content to get us started: (still working on this ttt map) custom retro cars for no real reason [t]http://images.akamai.steamusercontent.com/ugc/276226315512157350/78737A6354EB343499C857AE3069CFBB2784FDB8/[/t] added foam [t]http://images.akamai.steamusercontent.com/ugc/276226315512157980/A1720E07E61135155864139D03AA7844792FB747/[/t] reflective windows hide areaportal windows [t]http://images.akamai.steamusercontent.com/ugc/276226315512158718/B1C2A858486B5D18827A697DE514C45C9527B2DD/[/t] Not pictured: River now slows down people to 0.25 speed (no matter the gamemode) and pushes players/props Fps never drops below 110 (custom prop fade distance for every single rock) I'm currently modelling a custom traitor tester for the map
Looks pretty cool! Good way to kickstart the thread!
[QUOTE=Stiffy360;50656335] IF YOU'RE USING A 1920X1080+ RESOLUTION USE [B][IMG][/B] TAGS SO YOU DONT BREAK EVERYONES COMPUTER[/QUOTE] Wait, this doesn't seem right. Unless :vs:
[QUOTE=Grenade Man;50656458]Wait, this doesn't seem right. Unless :vs:[/QUOTE] I have no clue what you are talking about :smile:
[QUOTE=Stiffy360;50656503]I have no clue what you are talking about :smile:[/QUOTE] Where's your work in OP?
[t]http://i.imgur.com/QzXCvys.jpg[/t] [t]http://i.imgur.com/BgRD57Q.jpg[/t] I really like making spiral staircases.
Nice thread logo :sax: Didn't get a chance to reply to some posts from the previous thread, so here goes. [QUOTE=B.J.;50648914]How does it perform optimisation wise?[/QUOTE] In the simple test map from the video I get 650 fps normally, and 350 fps when I enable the dynamic lighting. So it takes about 1.3 milliseconds longer to render each frame, which is pretty good. However, this can ramp up quickly depending on the amount of detail in the map (in gm_fork it can go from 100 fps to 30 fps). On the plus side, the dynamic sunlight looks way better on models than the traditional origin-based or per-vertex lighting (though they still use that too). In my eyes, this opens up the possibility of using models for things that you'd normally want to create with brushes. This in turn can allow for better optimization, using things like LODs, fade distances and merged textures/materials. [QUOTE=Comfort Jones;50651787]Wow this is looking pretty impressive. Does Garry's mod have a different limit for projected textures? IIRC the default is only one allowed active at a time right?[/QUOTE] [QUOTE=TurtleeyFP;50652050]Go ingame and start spawning lamps/flashlights, I'm not sure there is a limit. I've seen scenebuilders use around 16 at once (I think) for complicated sets. I'm more curious about what a map would need to have for CSM to work, 03C0 mentioned bumping up the exposure because it doesn't blend with the light_environment shadows? If you had the map's original color values, would it plug in seamlessly?[/QUOTE] Yeah, GMod has a higher limit for projected textures. As for the map requirements: All you need to do is compile it without static sunlight. The dynamic light simply gets added on top of the lightmaps, just like with the flashlight and the lamps in GMod.
Oh boy, a new version of this fine thread. Now I gotta make a new version of my shitty Hotel lobby. [t]http://i.imgur.com/AIbrc9X.jpg[/t]
Not sure where this is going , but it is a thing: [img]http://i.imgur.com/ZCFAlMgh.jpg[/img]
Lab X18. [t]http://i.imgur.com/zb6GVmZ.jpg[/t] [t]http://i.imgur.com/IiXZ1ry.jpg[/t]
[video]https://youtu.be/Z9vYrYLRdhE[/video] [IMG]https://i.gyazo.com/thumb/1200/_d6145706f198d7365f7bf48881b6cac8-png.jpg[/IMG] Shitty lighting is shitty.
^ That's inspired by the metro games, right? Anyhow, I have some suggestions: - Those green lights look weird and unappealing. I'd make the color less saturated and more yellow-ish to begin with. - If you give the player weapons they are bound to skip the sneaking section by blasting their way through it. I'd have the player unarmed for this part of the level. - You should use projectedtextures for the lantern.
That's really cool. Love the idea of using stealth with zombies.
[img]https://cdn.discordapp.com/attachments/176084509714808832/200707172936450059/--.PNG[/img] i have no idea why im making this but i detailed this small piece of a map im working on should i make it into a defuse map? current "layout" [img]https://cdn.discordapp.com/attachments/176084509714808832/200708019246465024/fuck.PNG[/img] to people who disagree because of the layout rn, its going to expand if i actually make a defuse map out of it this is just a small section i made
honestly it's a bit too early to really have any substantial opinions on the map i'd say go for it though, always worth experimenting and practicing
[QUOTE=maxx.io;50666637]to people who disagree because of the layout rn, its going to expand if i actually make a defuse map out of it this is just a small section i made[/QUOTE] That's not the problem, but it isn't worth to make a CS:GO map. Atleast not if you don't aim for it to be included in the next operation, which if you don't got anything more professional, ain't gonna happen. Sorry to be harsh but it would be wasted time. If people play custom maps in CS, it's anything else than the default gamemodes.
[QUOTE=Torekk;50668097]That's not the problem, but it isn't worth to make a CS:GO map. Atleast not if you don't aim for it to be included in the next operation, which if you don't got anything more professional, ain't gonna happen. Sorry to be harsh but it would be wasted time. If people play custom maps in CS, it's anything else than the default gamemodes.[/QUOTE]but what if somebody wants to you know, make something for fun??
[QUOTE=Torekk;50668097]That's not the problem, but it isn't worth to make a CS:GO map. Atleast not if you don't aim for it to be included in the next operation, which if you don't got anything more professional, ain't gonna happen. Sorry to be harsh but it would be wasted time. If people play custom maps in CS, it's anything else than the default gamemodes.[/QUOTE] I spent a year on my version of blood gulch for csgo knowing that it would suck ass sometimes it's more about wanting to make something even if it's useless
[QUOTE=Itszutak;50669179]I spent a year on my version of blood gulch for csgo knowing that it would suck ass sometimes it's more about wanting to make something even if it's useless[/QUOTE] I'm seriously on board with this, a map doesn't have to be the next de_dust2 or rp_downtown when someone is just going out to make something because they want to. Improve their skills, have some fun, chill out. [QUOTE=Torekk;50668097] If people play custom maps in CS, it's anything else than the default gamemodes.[/QUOTE] And also it's true at the moment there's not much love for community maps in play. But who knows, in the future with more people making stuff a shift could happen and a stronger community around custom de or cs maps could start to spring up in the future. ^_^
hell right now 3kliks is doing a thing where every week he picks like 5 or so maps submitted by the community to extensively playtest on a server. mapcore is also running playtests multiple times a week, so there are certainly a few places for any custom map to thrive and be tested. if you want to make a defuse map, make a defuse map. mapcore will test practically anything and give feedback on it. how can anyone expect to get better if someone says there's no point unless you're great at it already? not even fmpone has map making down to a science, he'll spend months reworking layouts based off of playtests and the like. literally every time you open hammer and do work you're improving. don't let someone tell you not to make a defuse map or the like because of something as arbitrary as the operations are to someone who isn't at that level. if you want to make it, make it.
While waiting for lines to be recorded for my current SFM thing, I've been working on the set for the next one, which I'm remaking a scene from the 1977 Soviet movie "Polygon". Compare the original stills from the movie to the remake of mine thus far. [t]http://i.imgur.com/Y1b7h2n.jpg[/t][t]http://i.imgur.com/LG4kDC0.png[/t] [t]http://i.imgur.com/kfIVp5r.jpg[/t][t]http://i.imgur.com/lncgRx3.jpg[/t] All I gotta do is find a redder sky and an actual tank model, a dump truck won't do.
Just finished this up on Network. Took a bit but I think it was well worth the time I put into it. [media]http://imgur.com/a/6aoBZ[/media]
Here I have reworked the River flow in the ravine. [media]http://www.youtube.com/watch?v=27bEYi87bP0[/media] Next will be the addition of custom particles to give it an interesting effect.
Made a small cityscape for the intro cutscene for a map I started working on. Still WIP. [t]http://images.akamai.steamusercontent.com/ugc/270596815986194978/3632D986F2785F61C5E705A65BC1DD6D8CB8AB10/[/t]
The fog seems to be way to thick can barely see the smoke stack.
[IMG]https://i.gyazo.com/5be6f43a671f2dcf95d8f0f4b1b8144a.jpg[/IMG] YES MAYBE I [B]WILL [/B] MARRY GIANT UNDERGROUND COMPLEXES
[QUOTE=Darth Ninja;50673368]Made a small cityscape for the intro cutscene for a map I started working on. Still WIP. [t]http://images.akamai.steamusercontent.com/ugc/270596815986194978/3632D986F2785F61C5E705A65BC1DD6D8CB8AB10/[/t][/QUOTE] Set the density to 0.99 and set the start distance further back. pac0, out of curiosity how did you get flowmaps working in P2? I thought you had to buy Houdini for a few grand. Is there a tutorial you used?
[QUOTE=TurtleeyFP;50674593]pac0, out of curiosity how did you get flowmaps working in P2? I thought you had to buy Houdini for a few grand. Is there a tutorial you used?[/QUOTE] No flowmaps. All I did was slightly modifying the river texture from de_nuke in CS:GO [url]https://drive.google.com/open?id=0B7bzyLZaw9uzYWpDcWRadzlPdDA[/url] The rest is just messing around with displacement until it looks nice.
[QUOTE=TurtleeyFP;50674593]pac0, out of curiosity how did you get flowmaps working in P2? I thought you had to buy Houdini for a few grand. Is there a tutorial you used?[/QUOTE] Don't know what he used, but there's a bunch of information here: [url]http://wiki.polycount.com/wiki/Flow_map[/url]
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