• The Official Facepunch Mapping WiP Thread v17: Carve Edition
    2,819 replies, posted
  • [QUOTE=Hochi;52658436]That's exactly what I'm aiming for; gonna add headlights, rear lights, and flashing police lights! Since it's going to be a murder map, I'm trying to figure out ways I can make it more interactive, but I also don't wanna go over the brush limit. Any suggestions?[/QUOTE] Brush limit is pretty hard to hit without doing something really crazy. This was well under the limit even after I finished the seating and added a concourse. [img]http://i.imgur.com/tqXH2qv.jpg[/img]
  • Avatar of Tin Can™
  • [QUOTE=laserpanda;52658961]Brush limit is pretty hard to hit without doing something really crazy. This was well under the limit even after I finished the seating and added a concourse. [img]http://i.imgur.com/tqXH2qv.jpg[/img][/QUOTE] I remember seeing the WIPs of that ages ago, did you ever finish this? It's amazing how great things can look even with just dev textures
  • [QUOTE=VaSTinY;52658983]I remember seeing the WIPs of that ages ago, did you ever finish this? It's amazing how great things can look even with just dev textures[/QUOTE] Not really. The building itself is pretty much done, but I never got gameplay where I wanted it. I may release it for gmod.
  • Avatar of hops
  • [QUOTE=laserpanda;52658986]Not really. The building itself is pretty much done, but I never got gameplay where I wanted it. I may release it for gmod.[/QUOTE] You should. You could detail it out with propper and I'm sure it'd be cool to run around in, it'd definitely be a one of a kind map. Is it all textured out? If you have later pictures I'd love to see, if you're cool sharing them
  • Avatar of Sreap
  • [QUOTE=Matt2468rv;52658887]DEAR GOD ITS STILL WORKING [URL="http://s207.photobucket.com/user/matt2468rv/media/entdata.png.html"][IMG]http://i207.photobucket.com/albums/bb15/matt2468rv/entdata.png~original[/IMG][/URL] Seriously though, is there any actual limit to entdata? I haven't had any issues with it being that high.[/QUOTE] The only thing you need to be careful of is reaching the edict limit. You can see how many edicts your map currently uses by typing status in console. If you run out of edicts your server will crash.
  • Avatar of Matt2468rv
  • [QUOTE=Sreap;52659609]The only thing you need to be careful of is reaching the edict limit. You can see how many edicts your map currently uses by typing status in console. If you run out of edicts your server will crash.[/QUOTE] Hmm when typing "status" in console I can't seem to see how many edicts my map uses in singleplayer or a multiplayer server from within Garry's Mod. Does that only show up if you're on a dedicated server? Is there another way to see the number of edicts? (this probably belongs in the question megathread, but hey) [QUOTE=laserpanda;52658961]Brush limit is pretty hard to hit without doing something really crazy. This was well under the limit even after I finished the seating and added a concourse. [/QUOTE] Call me crazy, but... [URL="http://s207.photobucket.com/user/matt2468rv/media/brushsides.png.html"][IMG]http://i207.photobucket.com/albums/bb15/matt2468rv/brushsides.png~original[/IMG][/URL]:v:
  • [QUOTE=hops;52659163]You should. You could detail it out with propper and I'm sure it'd be cool to run around in, it'd definitely be a one of a kind map. Is it all textured out? If you have later pictures I'd love to see, if you're cool sharing them[/QUOTE] Not completely, but here's some more up to date pictures. [t]http://i.imgur.com/zoizoha.jpg[/t] [t]http://i.imgur.com/8wPBTvk.jpg[/t] [t]http://i.imgur.com/aDFteqE.jpg[/t] [t]http://i.imgur.com/zJr9K4N.jpg[/t] Also is anyone else doing this 50 hour mapping contest? [url]http://www.runthinkshootlive.com/posts/50-hour-mapping-challenge-epistle3ville/[/url]
  • Avatar of HighVoltage
  • I'm starting to make custom soundscapes for my map. What is the proper way to get them working with Gmod? Do I just name it soundscape_nameofmymap and it will automatically load? Do I also need to add it the soundscapes_manifest file to test in Ep2?
  • Avatar of KingPommes
  • [QUOTE=highvoltage;52662656]I'm starting to make custom soundscapes for my map. What is the proper way to get them working with Gmod? Do I just name it soundscape_nameofmymap and it will automatically load? Do I also need to add it the soundscapes_manifest file to test in Ep2?[/QUOTE] Yep just soundscape_mapname in Gmod/scripts :)
  • [t]http://i.imgur.com/YtuP8d7.png[/t] [t]http://i.imgur.com/FAr0wBO.jpg[/t] The map I'm making for the 50 hour Ep3 contest. I have a feeling it's the same thing everyone else is making.
  • Just finished my Black Lodge map. [img]https://imgur.com/a/70xUa[/img] [img]https://i.imgur.com/njQFDmW.jpg[/img] [img]https://i.imgur.com/6m8jVc7.jpg[/img]
  • Not much at the moment but this is my current progress of turning gm_fork into a city rp map. (Before any questions are raised about there being any permission to use it, the fp release thread states that it can be used for any purposes, and of course i will give original credit lmao) This is my fave screenshot since it shows the high skybox, i've actually made the skybox high as fuck on this map and just included a trigger hurt at a certain height so it doesn't get rediculous lol. [IMG]https://i.imgur.com/vYjQp9J.jpg[/IMG]
  • Avatar of Hochi
  • has anyone here made an rp map? id like some advice on things such as layout, buildings, etc
  • Avatar of Wulfyx
  • [QUOTE=Wwadlol;52628696]A lil' throwback to 2011 :) [video=youtube;hOy0FyHqEg4]https://www.youtube.com/watch?v=hOy0FyHqEg4[/video][/QUOTE] Isn't that the wafflebro?
  • Avatar of Spaculatosa.
  • [T]http://i.imgur.com/fQe6De1.jpg[/T] [T]http://i.imgur.com/lxI0TPv.jpg[/T] [T]http://i.imgur.com/rXaIJMn.jpg[/T] I wanted to see how many similar-looking wood textures I could use creatively and got a bit carried away :v:. Not sure if it makes sense as a house. The front facade fades in as a hallucinatory effect of what it used to look like in the past, before it got possessed by ghosts or some shit.
  • Avatar of Stiffy360
  • [QUOTE=Hochi;52665898]has anyone here made an rp map? id like some advice on things such as layout, buildings, etc[/QUOTE] is it for darkrp? If yes I have a few tips. -Keep It Simple Stupid. Most players are dumb. They go wherever it's easiest to go to. Having the general playspaces being wide and open, and connectors being easy to spot ensures dumb people can find the nearest gun shop. However, once you have your basic route, be sure to add little side alleys that allow players to explore and reward map knowledge. -Make sure spawn is close to everything. The further people have to walk, the less the area is used. Try to keep iconic buildings as well as important structures scattered around the map, but close to spawn. -Have 2 at most entrances to a place. Most people like little hideyholes they can do stuff in. More entrances means more breach points. -Transaction windows are great. -Flat sucks. Add a lot of height variance to your buildings and structures. Players love to get up high. Having a flat playing field makes long stretches of roads boring and unfun to traverse. -Don't go too big. Contrary to what people think, bigger is not fun. The ideal rp space should be large enough to convey a city, but small enough to ensure encounters with other players will happen.
  • [t]http://i.imgur.com/O1rJzPj.jpg[/t] Submitted what I had with a few minutes left. I didn't get as much done as I wanted, but I'm still pretty happy with it. I've never managed to finish a mapping contest before, so getting this much done in 2 days was nice.
  • Avatar of Hochi
  • [IMG]http://i.imgur.com/yRK8Fp6.jpg[/IMG] [IMG]http://i.imgur.com/xVrnHD7.jpg[/IMG] [IMG]http://i.imgur.com/7AI0MJA.jpg[/IMG] [IMG]http://i.imgur.com/8aiA6WC.jpg[/IMG] In the process of creating an RP map; cookie to whoever can guess where it's supposed to take place
  • Avatar of Matt2468rv
  • [QUOTE=Hochi;52668622] [IMG]http://i.imgur.com/8aiA6WC.jpg[/IMG] In the process of creating an RP map; cookie to whoever can guess where it's supposed to take place[/QUOTE] I like it but it might look even better if the sun angle isn't so steep. Reminds me of Miami.
  • Avatar of Hochi
  • [IMG]http://i.imgur.com/is34zQ6.jpg[/IMG] [editline]10th September 2017[/editline] [QUOTE=Matt2468rv;52668917]I like it but it might look even better if the sun angle isn't so steep. Reminds me of Miami.[/QUOTE] Yeah, I'm working on fixing the sun angle
  • Avatar of Spaculatosa.
  • [QUOTE=Hochi;52668622] [IMG]http://i.imgur.com/8aiA6WC.jpg[/IMG] [/QUOTE] I'm reminded of Just Cause 2
  • Avatar of Oda
  • [QUOTE=Hochi;52668622][IMG]http://i.imgur.com/yRK8Fp6.jpg[/IMG] [IMG]http://i.imgur.com/xVrnHD7.jpg[/IMG] [IMG]http://i.imgur.com/7AI0MJA.jpg[/IMG] [IMG]http://i.imgur.com/8aiA6WC.jpg[/IMG] In the process of creating an RP map; cookie to whoever can guess where it's supposed to take place[/QUOTE] nodraw textures. that sets off my ocd so bad.
  • Avatar of Seba
  • [QUOTE=Hochi;52668622] [IMG]http://i.imgur.com/7AI0MJA.jpg[/IMG][/QUOTE] I don't know what you're using for reference but I think the merging lane should have flat markings so the merge starts much earlier, right now it's way too sudden imo [QUOTE=Oda;52671514]nodraw textures. that sets off my ocd so bad.[/QUOTE] what
  • Avatar of pac0master
  • [QUOTE=laserpanda;52658961]Brush limit is pretty hard to hit without doing something really crazy. This was well under the limit even after I finished the seating and added a concourse. [t]http://i.imgur.com/tqXH2qv.jpg[/t][/QUOTE] Actually, I went over the brush Limit when I was trying to make the WTC. with Barely a couple of floors done. (exterior only) But hey, I like details.... Unfortunately, most of the screenshots are lost as it was uploaded to imageshack, and imgur (no account) I shared a dropbox link to a bunch of frames and stuff that I've made, but I lost my password or the Email to that account so I can't seem to find it anymore Rip [editline]11th September 2017[/editline] I did managed to find the Vmf [img]https://i.imgur.com/zCyrAdr.png[/img] Info Player Start for scale [img]https://i.imgur.com/8WRyBOP.png[/img]
  • Avatar of Sirdownloadsalot
  • [vid]https://my.mixtape.moe/idpmzt.webm[/vid] Making this kind of automated machinery in goldsrc is real complicated, but it's rewarding when it works in a nice, perfect loop Plus some more screenshots of that coolant plant [t]http://i.imgur.com/9yEHNjM.png[/t][t]http://i.imgur.com/rp8qXai.png[/t] [t]http://i.imgur.com/guXQBxk.png[/t][t]http://i.imgur.com/eHLbv3S.png[/t] 20% of my time spent mapping is pretty much just labeling stuff lmao
  • Avatar of GaleTheHusky
  • [QUOTE=sirdownloadsalot;52673391][vid]https://my.mixtape.moe/idpmzt.webm[/vid] Making this kind of automated machinery in goldsrc is real complicated, but it's rewarding when it works in a nice, perfect loop Plus some more screenshots of that coolant plant [t]http://i.imgur.com/9yEHNjM.png[/t][t]http://i.imgur.com/rp8qXai.png[/t] [t]http://i.imgur.com/guXQBxk.png[/t][t]http://i.imgur.com/eHLbv3S.png[/t] 20% of my time spent mapping is pretty much just labeling stuff lmao[/QUOTE] Incredible progress man. Keep it up <3
  • Avatar of Flossy
  • Little heistent to show this stuff at the mo as it's pretty early days Been working on a Zombie Survival Mall, I've taken a leaf from Dead Rising 1's Entrance Plaza [img_thumb]https://i.imgur.com/srl6zgt.jpg[/img_thumb] Also made some early progress on an Unreal scene, going for an old Soviet or Chineese Missile Silo, Danger signs are placeholders at the mo Just a heads up the Red light on the ceiling rotates [img_thumb]https://i.imgur.com/30TnOzy.jpg[/img_thumb]
  • Avatar of Grenade Man
  • That unreal scene somehow reminds me of STALKER. I think its the light setup and noisy normal maps. Anyhow it looks great!
  • [QUOTE=Flossy;52678509]Also made some early progress on an Unreal scene, going for an old Soviet or Chineese Missile Silo, Danger signs are placeholders at the mo Just a heads up the Red light on the ceiling rotates [img_thumb]https://i.imgur.com/30TnOzy.jpg[/img_thumb][/QUOTE] Looks fucking amazing. You did a great job of getting some dense detail in there without feeling too cluttered. The only thing I'd look at is that texture on the first pillar on the right; imo it's a bit too bumpy, but that could be due to the image compression. Did you produce all the content for the scene?