• The Facepunch "Map Pimpage/WIP" Thread V14
    9,243 replies, posted
  • Avatar of Xanadu
  • [QUOTE=wauterboi;34660356]Looks like that'll be a fun map period. [editline]11th February 2012[/editline] [b]DAMN YOU JPEG_QUALITY.[/b] WHY DO YOU SET YOURSELF TO 90?! *edits config.cfg to stop this tomfoolery* [/QUOTE] 90% quality looks identical to 100%, and is about a third of the file size.
  • Avatar of Pyth
  • [QUOTE=wauterboi;34660356] [IMG]http://wauterboi.com/img/246.jpg[/IMG][/QUOTE] Add light_spot to the billboards as well, atm it looks silly. And please don't use 100% quality jpg, that sounds as bandwidth-friendly as using bmps.
  • Avatar of Sirdownloadsalot
  • [QUOTE=Pyth;34660682] And please don't use 100% quality jpg, that sounds as bandwidth-friendly as using bmps.[/QUOTE] Uh... Havn't we always used 100% Jpeg quality in this thread so people can see how the map actually looks like? If you're having problems with JPEGS, you might want to upgrade from dial up.
  • Avatar of wauterboi
  • [img]http://wauterboi.com/img/255.jpg?1329028857[/img] [b]BAM, UPDATED THAT IMAGE WITH THE BILLBOARD LIGHTING.[/b]
  • Avatar of Pyth
  • [QUOTE=sirdownloadsalot;34660788]Uh... Havn't we always used 100% Jpeg quality in this thread so people can see how the map actually looks like? If you're having problems with JPEGS, you might want to upgrade from dial up.[/QUOTE] 100% is unnecessary, and the map won't change itself with different qualities. You can see how the map actually looks with 90% quality too. Just being efficient is all. Also, not dial-up, just a busy network.
  • Avatar of wauterboi
  • [QUOTE=Pyth;34660856]100% is unnecessary, and the map won't change itself with different qualities. You can see how the map actually looks with 90% quality too. Just being efficient is all. Also, not dial-up, just a busy network.[/QUOTE] I'll just switch it to 100 when I do final screenshots.
  • Avatar of Pyth
  • [QUOTE=wauterboi;34660896]I'll just switch it to 100 when I do final screenshots.[/QUOTE] But why?
  • Avatar of Xanadu
  • You make a better looking screenshot by making a better looking map.
  • Avatar of Juniez
  • [QUOTE=slayer20;34660482]I don't care if you finish that or not I want to download that. I must see it.[/QUOTE] it's for his mod [url]http://www.facepunch.com/threads/1159328[/url]
  • Avatar of wauterboi
  • [QUOTE=Pyth;34660910]But why?[/QUOTE] Why not? I understand the whole, "We still get the general idea," thing for when I'm doing a work in progress, but I'd like to take the highest quality pictures for when I'm actually done with it and I release it. :|
  • Avatar of Pyth
  • Hey, i'll drop it to avoid more off-topic-ness, it's just a matter of efficiency over preference I guess.
  • Avatar of Skerion
  • This is a different house, so don't confuse it with the previous one I made. [IMG]http://i.imgur.com/yaOZy.jpg[/IMG] [IMG]http://i.imgur.com/5j6Eu.jpg[/IMG] I'm not very satisfied with the back. How can I improve the patio and balcony besides adding props?
  • Avatar of cwook
  • [QUOTE=Skerion;34668688]This is a different house, so don't confuse it with the previous one I made. -snip- I'm not very satisfied with the back. How can I improve the patio and balcony besides adding props?[/QUOTE] Some kind of hanging lanterns/lights would look good on the underside of the edge of the balcony.
  • Avatar of Mr. Chop
  • [QUOTE=Skerion;34668688]This is a different house, so don't confuse it with the previous one I made.[/IMG] I'm not very satisfied with the back. How can I improve the patio and balcony besides adding props?[/QUOTE] Typically speaking, homes do not rest on the ground like that, they usually have foundation which raises it maybe 16-32 units off ground level.
  • Avatar of ~ZOMG
  • [QUOTE=Mr. Chop;34669636]Typically speaking, homes do not rest on the ground like that, they usually have foundation which raises it maybe 16-32 units off ground level.[/QUOTE] Here in my part of the UK, I've never seen a house like that. The foundations are always in the ground, not visible.
  • Avatar of Korro Bravin
  • [QUOTE=~ZOMG;34670316]Here in my part of the UK, I've never seen a house like that. The foundations are always in the ground, not visible.[/QUOTE] Interesting, over here in the US, I am fairly certain it is code in some states that your foundation extend above the ground...
  • Avatar of Glitchvid
  • [QUOTE=Korro Bravin;34670432]Interesting, over here in the US, I am fairly certain it is code in some states that your foundation extend above the ground...[/QUOTE] The only reason some places build the foundation above-ground is because they have really high bedrock (stuff that's expensive to drill / remove) Also many houses with basements have a higher-foundation level (because they have 2)
  • [QUOTE=Corey_Faure;34653462]Remember that cartoony map I posted a while back? I added a little something extra. It took a lot of my time to learn proper animation. [video=youtube;by_Fx93jXgw]http://www.youtube.com/watch?v=by_Fx93jXgw[/video][/QUOTE] Honestly, I'm really getting a Banjo-Kazooie vibe from this. And I like it :dance:
  • Avatar of CanadianBill
  • [media]http://www.youtube.com/watch?v=ddDVdjc385Q[/media] Here's a map I started a year or two ago and then SDK broke when I reinstalled Steam onto a separate drive, I got around to fixing it today. This was the first time I rendered it, it is on fullbright, I know. I will add lights, detail, underground portions, more rooms, bug tweaks, etc. It's still not nearly done. I just want to hear some thoughts on it. It's my first real map. I've done an orangemap for DoD:S but that doesn't count.
  • Avatar of CanadianBill
  • [QUOTE=Shirky;34672102]I love all your broken doors.[/QUOTE] "I will add lights, detail, underground portions, more rooms, [b]bug tweaks[/b], etc. [b]It's still not nearly done.[/b]"
  • Avatar of J!m
  • [QUOTE=CanadianBill;34671707] [video] [/QUOTE] it looks ok, you got some nice building details. to bad the video is in fullbright though [editline]a[/editline] [video=youtube;EsOjE8o_Ehw]http://www.youtube.com/watch?v=EsOjE8o_Ehw[/video]
  • Avatar of GI Pwn
  • @ CanadianBill tbh it's nothing new, or special. it's a fullbright map that has elements that have been used since since the dawn of gmod. of course you're just going to counter this with 'fuck you it's wip'.
  • Avatar of confinedUser
  • [QUOTE=CanadianBill;34671707] Here's a map I started a year or two ago and then SDK broke when I reinstalled Steam onto a separate drive, I got around to fixing it today. This was the first time I rendered it, it is on fullbright, I know. I will add lights, detail, underground portions, more rooms, bug tweaks, etc. It's still not nearly done. I just want to hear some thoughts on it. It's my first real map. I've done an orangemap for DoD:S but that doesn't count.[/QUOTE] you should use a custom brick texture the current one look bleh
  • Avatar of Insight
  • [QUOTE=J!m;34672179]it looks ok, you got some nice building details. to bad the video is in fullbright though [editline]a[/editline] [video=youtube;EsOjE8o_Ehw]http://www.youtube.com/watch?v=EsOjE8o_Ehw[/video][/QUOTE] I made something like this a few years back in a jump rope map for zombie master. Although it looks like you used particles, I used like func_smokevolume with sprites and crap EXTREMELY laggy at times but still cool.
  • Avatar of Glitchvid
  • Oh cool, got I/O flowGRAPHS working in hammer. [img]http://static.glitchvid.com/images_andthatshiz/fp_posts/mappingmegathread/feelmyhammerflows.png[/img]
  • Avatar of Legend286
  • [QUOTE=glitchvid;34675089]Oh cool, got I/O flowGRAPHS working in hammer. [img]http://static.glitchvid.com/images_andthatshiz/fp_posts/mappingmegathread/feelmyhammerflows.png[/img][/QUOTE] Cunt. :)
  • Avatar of slayer20
  • [QUOTE=J!m;34672179]it looks ok, you got some nice building details. to bad the video is in fullbright though [editline]a[/editline] [video=youtube;EsOjE8o_Ehw]http://www.youtube.com/watch?v=EsOjE8o_Ehw[/video][/QUOTE] The smoke seems to fade too abruptly. It should start fading out sooner.
  • Avatar of Armageddon104
  • [QUOTE=slayer20;34675760]The smoke seems to fade too abruptly. It should start fading out sooner.[/QUOTE] I think it looks pretty cool like that, I also think it's pretty cool.