• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Still some pretty neat stuff Now I wonder how it will work in coop.... :v:
Been getting back to work on my map and I have added more windows and a balcony to either side: [thumb]http://cloud-2.steampowered.com/ugc/582406033917218046/EF02881E8AF26341A5F328D0394C77907D30CFC4/[/thumb] Heres what im working off of: [IMG]https://i.imgur.com/ENGnfTs.jpg[/IMG]
Anyone likes Portal 1 bts? [img]http://puu.sh/ajWej.jpg[/img]
[QUOTE=dum6azz;45449488]Anyone likes Portal 1 bts? [img]http://puu.sh/ajWej.jpg[/img][/QUOTE] Great for KF posing.
So you guys inspired me. I put on some 80s gangster rap, opened up Google street view and went to work. [t]http://puu.sh/ak1Bg/361de01e7a.jpg[/t] [t]http://cloud-4.steampowered.com/ugc/79128775564712345/EDB9029C3900D9586159F120E71922C416A11304/[/t] [t]http://cloud-4.steampowered.com/ugc/79128775564714027/6B6417F2058AA33AA32782FEEEA25D316812CF4A/[/t] [t]http://cloud-4.steampowered.com/ugc/79128775564715583/4B3BFD4B733AD58F5956D20371DA236AD7064F27/[/t] NYC is a big place, hopefully there's enough room for the 4 of us.
[QUOTE=TurtleeyFP;45450440]So you guys inspired me. I put on some 80s gangster rap, opened up Google street view and went to work. [t]http://puu.sh/ak1Bg/361de01e7a.jpg[/t] [t]http://cloud-4.steampowered.com/ugc/79128775564712345/EDB9029C3900D9586159F120E71922C416A11304/[/t] [t]http://cloud-4.steampowered.com/ugc/79128775564714027/6B6417F2058AA33AA32782FEEEA25D316812CF4A/[/t] [t]http://cloud-4.steampowered.com/ugc/79128775564715583/4B3BFD4B733AD58F5956D20371DA236AD7064F27/[/t] NYC is a big place, hopefully there's enough room for the 4 of us.[/QUOTE] Wooo! NYC buddies! :D Awesome job so far, how did you do the window curve edges? Where did you get those textures? (also the brick ones too!) Sorry... Im asking too much! Looks fantastic though. (I will be crediting all who helped if mine gets anywhere btw ;) )
[QUOTE=dum6azz;45449488]Anyone likes Portal 1 bts? [img]http://puu.sh/ajWej.jpg[/img][/QUOTE] I remember this :3
[QUOTE=pac0master;45448173]I know it's old but is there a way to do this as an experiment? :v: [IMG]http://i.imgur.com/VoyBCcf.jpg[/IMG][/QUOTE] Doesn't the top of the box start to poke through the blue portal until it hits the door? Also, intersecting portals don't represent this well.
[QUOTE=grabbin pills?;45450943]I remember this :3[/QUOTE] Oh yea, I still missing Awakening.
Just something that i did for practice :downs: [IMG]http://cloud-4.steampowered.com/ugc/47603578178586879/B7D77CAE44898FB18755D25860E6A830989F4A75/[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/47603578178589807/CB7F4CA28A30671EBEDD3B13066238457E9164C9/[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/47603578178592495/69346D4529ECCA7A7E56A52A532FF21788DDA2DD/[/IMG] I'm trying to learn how do to large external ambiances (most forests like on ep 2), anyone has any useful links for tutorials about that? i'm having a bad time trying to find something :v: any help is appreciated
Try looking up displacement stuff [url]http://worldofleveldesign.com/categories/left4dead_mapping/l4d-environment-creating-terrain-part1.php[/url] Other than the actual terrain, it's mostly just placing props.
I'm finalizing these apartments to move onto the next piece of work please tell me what i should improve on [B]THANK YOU![/B] [IMG]http://i.imgur.com/DlxLFWm.jpg[/IMG] [IMG]http://i.imgur.com/PNxpy7h.jpg[/IMG] [IMG]http://i.imgur.com/0sHT0Ls.jpg[/IMG] [IMG]http://i.imgur.com/BoBnACA.jpg[/IMG] [IMG]http://i.imgur.com/NkUv68l.jpg[/IMG]
[IMG]http://i.imgur.com/LWtauIK.jpg[/IMG] Felt like messing with Neotokyo content, dunno if I'll make anything out of it just yet roughly based off the Earth area of System Shock 2.
Working on an Insurgency map after taking a long break from hammer. This is about 3 days worth of on and off work so far and as you can see I'm a fool that doesn't block out maps before detailing them. [img]http://cloud-4.steampowered.com/ugc/582406033928150697/19E25422A81716D6C8CC018A1AC6196D5EE705DD/[/img] [img]http://cloud-4.steampowered.com/ugc/582406033928152559/536EFA72E4DBC6A5E6F3B6B2342B0823BE583966/[/img] [img]http://cloud-4.steampowered.com/ugc/582406033928154067/E25D7052E3814866F17498A90DEEA80836EF54D6/[/img] [img]http://cloud-4.steampowered.com/ugc/582406033928155787/6D416538C594C53EF8DC724DD35CCD5A306A6D31/[/img] Please CC any blatant problems, thanks!
[QUOTE=sejievan;45451941]Just something that i did for practice :downs: -pics- I'm trying to learn how do to large external ambiances (most forests like on ep 2), anyone has any useful links for tutorials about that? i'm having a bad time trying to find something :v: any help is appreciated[/QUOTE] You mean [URL="http://developer.valvesoftware.com/wiki/3d_skybox"]3D skyboxes[/URL]? [video=youtube;hSJdlTlWOIA]http://www.youtube.com/watch?v=hSJdlTlWOIA[/video] This also should come in handy, still applies for all source engine games.
[b]fun little challenge:[/b] see what you can map with just 15 minutes of time (excluding compile times, loadtimes etc) my attempt: [t]http://puu.sh/akLZf/dfa9c73f06.png[/t] [editline]curmudgeons[/editline] took it further: [t]http://puu.sh/akZtx/195708b835.png[/t]
[QUOTE=CheezMan;45453782]You mean [URL="http://developer.valvesoftware.com/wiki/3d_skybox"]3D skyboxes[/URL]? [video=youtube;hSJdlTlWOIA]http://www.youtube.com/watch?v=hSJdlTlWOIA[/video] This also should come in handy, still applies for all source engine games.[/QUOTE] Thanks =D, this will indeed help, but i was wanting to do more like the forest area in the final fight in ep 2 [QUOTE=Stiffy360;45452221]Try looking up displacement stuff [url]http://worldofleveldesign.com/categories/left4dead_mapping/l4d-environment-creating-terrain-part1.php[/url] Other than the actual terrain, it's mostly just placing props.[/QUOTE] Thanks for the link dude =D
So i have been working on a Darkrp map for about a month now but i have made 5 buildings, I know it's not much but most of that time was determining a layout. here is the layout [IMG]http://i.imgur.com/imxPZyZ.png[/IMG] the south is the beach and water, the center is the CBD around the outside is housing and industry Now i am not sure if it will stay like that, i might change it or i might not. Please give me some feed back. I like to make models of the map before building them here are two of the buildings [IMG]http://i.imgur.com/FkxgwNf.png[/IMG] That is the mall, i need to build the inside but left that till last [IMG]http://i.imgur.com/ScNOfSJ.png[/IMG] And this is the bank. On the very right you can see other buildings they are shops and a car park the bank is a bit tall and might make it smaller but i do like it like that as it adds more modern look. [editline]22nd July 2014[/editline] Scratch the buildings on the very right in the last picture i removed them, i'm going to rework them then post some pictures
Been working on the shutdown2 remake, decided to restart with a different theme. Also made some layout changes to help fit for the TF2 playstyle: [t]http://i.imgur.com/AemZMFJ.jpg[/t] [t]http://i.imgur.com/3MjT3hc.jpg[/t] I don't feel I need to point out that theres a lot not done, but I'd just like to point out that there's a lot not done. The BLU base looks kinda shit right now too, any tips?
Needs revising but: [thumb]http://cloud-2.steampowered.com/ugc/582406033950837080/F36619D3D5CA9C3994AFDEEC925196CFB3711FD8/[/thumb] So far so good!
[QUOTE=Chizbang;45461141]Needs revising but: [thumb]http://cloud-2.steampowered.com/ugc/582406033950837080/F36619D3D5CA9C3994AFDEEC925196CFB3711FD8/[/thumb] So far so good![/QUOTE] Really nice, where did you get the picture i would like to create a few apartments [editline]22nd July 2014[/editline] Oh NVM XD i just scrolled up
[QUOTE=SirLemon;45461028]Been working on the shutdown2 remake, decided to restart with a different theme. Also made some layout changes to help fit for the TF2 playstyle: [t]http://i.imgur.com/AemZMFJ.jpg[/t] [t]http://i.imgur.com/3MjT3hc.jpg[/t] I don't feel I need to point out that theres a lot not done, but I'd just like to point out that there's a lot not done. The BLU base looks kinda shit right now too, any tips?[/QUOTE] I think adding a new route or two could help gameplay wise. Since TF2 plays drastically different from TFC.
[QUOTE=Dr.Cola;45461244]I think adding a new route or two could help gameplay wise. Since TF2 plays drastically different from TFC.[/QUOTE] Like I said, I am making layout changes. Two of them which can be seen here is that one, theres 3 covered instead of one on the battlements to add funcionality, and two, im replacing the high catwalks with the underground path. How it works is that in the original, if you went underground, you could ride a little tram to the other end. This obviously wouldn't translate to TF2 as it doesn't have HL1 features. So now when you go to the basement, you go through a tunnel that leads to the long building in the middle, as seen here: [t]http://i1295.photobucket.com/albums/b640/vincent_mitchell1/2014-07-21_00004_zpsb2d9c171.jpg[/t] Don't mind the rocky wall in the doorway, the displacements aren't all properly built yet.
Still needs more rivision. Need to correct materials, add the underground entrance, correct spacing in areas, add a wall to the left side of the building and put little toppings to the fencing on the top of the roof and not to mention the stairwell that will get you up to the apartments themselfs. [thumb]http://cloud-4.steampowered.com/ugc/582406033951717182/BFB659DE84A7AA265828D19FC94B5E8EC5C06C1E/[/thumb]
[QUOTE=Chizbang;45461529]Still needs more rivision. Need to correct materials, add the underground entrance, correct spacing in areas, add a wall to the left side of the building and put little toppings to the fencing on the top of the roof and not to mention the stairwell that will get you up to the apartments themselfs. [thumb]http://cloud-4.steampowered.com/ugc/582406033951717182/BFB659DE84A7AA265828D19FC94B5E8EC5C06C1E/[/thumb][/QUOTE] you may wanna tinker with the scaling on the balcony railing textures, from some angles it looks like it it's missing an edge rail
Ghetto playground! Featuring working swingset, carousel and NBA-approved basketball court. Based it off of this place, coincidentally right across the street from the first picture: [t]http://www.nycgovparks.org/photo_gallery/full_size/19003.jpg[/t] [t]http://cloud-2.steampowered.com/ugc/79128775597128873/ED885AB1B0C91765D68F2E2FFE435CAF4847B2EF/[/t] [t]http://cloud-4.steampowered.com/ugc/79128775597129814/C559D02A548EBC07A5B302036D254E4E1807667B/[/t] Also added another building and crappy tenement housing with 12 rooms (thanks to oskutin for his style guide). [t]http://cloud-4.steampowered.com/ugc/79128775597077580/BF8EB4C40D22D7F06CD7CB46C99AF1494344BB4B/[/t] [t]http://cloud-4.steampowered.com/ugc/79128775597076695/934A227CA56A579C46E2687175E97F352D6D066B/[/t]
Turn off shadows for the chain-link fence if you are keeping the lightmap scale at that size.
[QUOTE=Takoto;45440209]Started a penthouse in my rp map, it's on the top floor of an apartment building. [thumb]http://i.imgur.com/9LeuJpI.jpg[/thumb][/QUOTE] Oh my god that skybox :dance:
[QUOTE=pac0master;45448667]Yes, when we cut the neurotoxin generator we put portals on a moving surface. [/QUOTE] I heard that in that scene the portals are actually static and the whole of the rest of the level is moving
[QUOTE=samuel2213;45462027]Turn off shadows for the chain-link fence if you are keeping the lightmap scale at that size.[/QUOTE]I think he should make the shadows sharper I've never seen shadows that blurry when the sun is that bright and strong, so it looks rather strange
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