• The Facepunch "Map Pimpage/WIP" Thread V14
    9,243 replies, posted
  • Avatar of comet1337
  • [QUOTE=Miigga;36379948]maybe some dolls instead LOLZ [t]http://i.imgur.com/Q3qjt.jpg[/t][/QUOTE] its too dark make it fullbright
  • Avatar of Chrille
  • [QUOTE=radu_iceman;36381830]Remember those containers? I removed most of them. [img_thumb]http://cloud.steampowered.com/ugc/541804448678862896/F0B7236B5010C3F1F25732B5B4658EBC2CAECE34/[/img_thumb][/QUOTE] Containers? All I can see is DAT CLIFF might be 2d cardboard thickness, but it looks really good
  • [QUOTE=nubblecakes;36378465]It's a little too saturated in my opinion. It makes the map look warm even though it's a tundra. That sky is pretty amazing looking though.[/QUOTE] You are absolutely right and I noticed it too. I'll do something about that. [editline]18th June 2012[/editline] Although the fog does help balancing that in the distance.
  • Avatar of Firegod522
  • Those rocks to the right in the background [t]http://cloud-2.steampowered.com/ugc/541804448682075423/D9ADE0E56302B0A7BBE5910D632A314B60A53494/[/t] look amazing.
  • Avatar of GameDev
  • I threw together this raw footage of my map that I posted about a while ago, along with another one of our ZM maps. [video=youtube;FZWqZtWnd_o]http://www.youtube.com/watch?v=FZWqZtWnd_o[/video]
  • Avatar of st112570
  • Made this floor, came out pretty good. Needs some natural light in there though. [IMG_THUMB]http://i.imgur.com/uzMm7.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/Tljhr.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/PWMz3.jpg[/IMG_THUMB]
  • Avatar of TangoGorila
  • Working on a Cry of Fear custom campaign: [thumb]http://www.leet.cc/tpm_i10000.bmp[/thumb][thumb]http://www.leet.cc/tpm_i10001.bmp[/thumb][thumb]http://www.leet.cc/tpm_i10002.bmp[/thumb] I'll be removing the lights later, for now they're just here so you can actually see. Any ideas on what I should add would be appreciated.
  • Avatar of Marbledemon
  • [QUOTE=st112570;36384167]Made this floor, came out pretty good. Needs some natural light in there though. [IMG_THUMB]http://i.imgur.com/uzMm7.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/Tljhr.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/PWMz3.jpg[/IMG_THUMB][/QUOTE] The door in the second picture looks kinda odd, but otherwise it's very nice :) Try to make the walls a bit more "messy", they look too clean in contrast to the floor.
  • Avatar of ~ZOMG
  • [QUOTE=GameDev;36384071]I threw together this raw footage of my map that I posted about a while ago, along with another one of our ZM maps. [video=youtube;FZWqZtWnd_o]http://www.youtube.com/watch?v=FZWqZtWnd_o[/video][/QUOTE] The road overlays really need work. They're so blocky, because the overly is so long and because it's a top down mod, it's really obvious. You could easily get around it by just halving the length of the overlay and throwing in twice as many.
  • Avatar of Zay333
  • [QUOTE=radu_iceman;36381830][img_thumb]http://cloud.steampowered.com/ugc/541804448678862896/F0B7236B5010C3F1F25732B5B4658EBC2CAECE34/[/img_thumb][/QUOTE] Use a $blendmodulatetexture for that garbage blend material.
  • Avatar of TurtleeyFP
  • [QUOTE=radu_iceman;36381830] [B]Edit*[/B] Whaaat, did you really think they were gone forever? [img_thumb]http://cloud-2.steampowered.com/ugc/541804448682075423/D9ADE0E56302B0A7BBE5910D632A314B60A53494/[/img_thumb][/QUOTE] Beautiful. <3 Also, how the hell did you do that cliff? For a second I thought that was a real picture. The lighting is just... wow. [b]Edit*[/b] Since pageking, here's something I'm making for the Jaykin Bacon initiative. [img_thumb]http://cloud-2.steampowered.com/ugc/595847438756105667/83692BAFAA5A75E947057BF6BAFCD3B34EA221A0/[/img_thumb]
  • Avatar of Nomad
  • sorry for shitty image quality [img]https://dl.dropbox.com/u/16349584/gm_2020rebeloutpostpre0000.jpg[/img] nvm going to use water_wasteland002a
  • Avatar of TurtleeyFP
  • [QUOTE=nomad1;36389875]sorry for shitty image quality [img]https://dl.dropbox.com/u/16349584/gm_2020rebeloutpostpre0000.jpg[/img] nvm going to use water_wasteland002a[/QUOTE] The concrete and grass just look...awful. The whole thing is just weird.
  • Avatar of jangalomph
  • [IMG]http://i397.photobucket.com/albums/pp56/jangalomph/sb_mapfallen0011-1.jpg[/IMG] [IMG]http://i397.photobucket.com/albums/pp56/jangalomph/sb_mapfallen0008-1.jpg[/IMG] [IMG]http://i397.photobucket.com/albums/pp56/jangalomph/sb_mapfallen0009-1.jpg[/IMG] Overgrown atrium. bahumba.
  • Avatar of Slacker101
  • Currently making a ttt space map. The final name is going to be SPACEtrainSTATION. and yes it is a train station in space.
  • Avatar of jangalomph
  • [IMG]http://i397.photobucket.com/albums/pp56/jangalomph/Sabotage/sb_background010000-3.jpg[/IMG] Abandoned hospital menu screen.
  • Avatar of Jimmy422
  • [img]http://i.imgur.com/DreWA.jpg[/img] [img]http://i.imgur.com/UjfTg.jpg[/img] It's so empty and I don't know how to detail it...there's only so much graffiti I can put in there before it becomes repetitive. Any suggestions?
  • Avatar of jangalomph
  • Pipes, vents, Ceiling brushwork struts to break repetition, And maybe even a curved corner if possible.
  • Avatar of Pelvic Thrust
  • working on a house... [img]http://filesmelt.com/dl/img13.png[/img] [img]http://filesmelt.com/dl/img22.png[/img]
  • Avatar of Jimmy422
  • [QUOTE=jangalomph;36392005]Pipes, vents, Ceiling brushwork struts to break repetition, And maybe even a curved corner if possible.[/QUOTE] [img]http://i.imgur.com/mmrHr.jpg[/img] Too much?
  • Avatar of Shirky
  • [QUOTE=jangalomph;36391363][IMG]http://i397.photobucket.com/albums/pp56/jangalomph/Sabotage/sb_background010000-3.jpg[/IMG] Abandoned hospital menu screen.[/QUOTE] Damn, thats old!
  • Avatar of .FLAP.JACK.DAN.
  • [QUOTE=Jimmy422;36392405][img]http://i.imgur.com/mmrHr.jpg[/img] Too much?[/QUOTE] I like it. The room looks much bigger than it really is.
  • Avatar of jangalomph
  • Doesn't really have to be vertical, could have done from wall to wall like in my hallway screenshot, also should change the ceiling texture to have less white. Add stains, and maybe even a haze from particles.
  • Avatar of [yournamehere]
  • [IMG]http://img402.imageshack.us/img402/3995/schwerma0006.jpg[/IMG] [IMG]http://img337.imageshack.us/img337/9798/schwerma0005.jpg[/IMG] [IMG]http://img62.imageshack.us/img62/6899/schwerma0004.jpg[/IMG] [IMG]http://img831.imageshack.us/img831/6199/schwerma0002.jpg[/IMG] Lighting and skybox just picked out of the hl2 skylist. Using hl2, not CSS. No real lighting work done. However, with whatever's left would love some C&C. Sorry it's not CS:GO
  • Avatar of Pelvic Thrust
  • [QUOTE='[yournamehere];36392828'][IMG]http://img402.imageshack.us/img402/3995/schwerma0006.jpg[/IMG] [IMG]http://img337.imageshack.us/img337/9798/schwerma0005.jpg[/IMG] [IMG]http://img62.imageshack.us/img62/6899/schwerma0004.jpg[/IMG] [IMG]http://img831.imageshack.us/img831/6199/schwerma0002.jpg[/IMG] Lighting and skybox just picked out of the hl2 skylist. Using hl2, not CSS. No real lighting work done. However, with whatever's left would love some C&C. Sorry it's not CS:GO[/QUOTE] looks boxy, try adding some window details and vary the geometry, more L shaped buildings or |_| shaped variety , also foundations. [editline]18th June 2012[/editline] Also side walks don't go through the middle of streets like that [editline]18th June 2012[/editline] [QUOTE=jangalomph;36391276][IMG][IMG]http://i397.photobucket.com/albums/pp56/jangalomph/sb_mapfallen0009-1.jpg[/IMG] Overgrown atrium. bahumba.[/QUOTE] To me this doesn't look right [img]http://filesmelt.com/dl/atrium.png[/img] looks like a "bottom" texture is being used as a continuation of the one below it, looks bad imo [editline]18th June 2012[/editline] of course other than that I like it
  • Avatar of paulisdead18
  • Since I just posted a screen of it in the Question Megathread, I figured I'd post one here as well. I just was inspired to do this, and spent the past few days making all the textures as accurately as I could. There's still a lot to be done, as there's no other detail than the buildings, but for now, the layout is all I'm concerned about. [URL=http://cloud-2.steampowered.com/ugc/578959145605916290/BE5DFFD3BB7F74CB41BA0F444AED195E898A9120/][IMG]http://cloud-2.steampowered.com/ugc/578959145605916290/BE5DFFD3BB7F74CB41BA0F444AED195E898A9120/[/IMG][/URL] It's a small section, and there's a lot of the map that isn't seen, and there's still texture alignment that needs to be done, as seen in the far far right of the screenshot. Anyone here know what this is supposed to be? I'm actually surprised with the amount I did in only about 4 days...
  • Avatar of [yournamehere]
  • [QUOTE=Pelvic Thrust;36392872]looks boxy, try adding some window details and vary the geometry, more L shaped buildings or |_| shaped variety , also foundations. Also side walks don't go through the middle of streets like that [/QUOTE] [URL=http://imageshack.us/photo/my-images/207/deleted.png/][IMG]http://img207.imageshack.us/img207/6940/deleted.png[/IMG][/URL] Part of town I'm going for doesn't exactly call for artsy buildings, but I do have a neat and not-so-blocky shopping piece planned. Not to mention the necessary closed down YMCA. Streets are just placeholder cause I need better textures anyway. Are there any fire escape models that don't suck?
  • Avatar of st112570
  • [QUOTE=Pelvic Thrust;36392404]working on a house... [img_thumb]http://filesmelt.com/dl/img13.png[/img_thumb][/QUOTE] whenever I make support beams or studs I always try to make the x texture alignment different for each beam, that way it's a little less repetitive
  • Avatar of Pelvic Thrust
  • [QUOTE=st112570;36393271]whenever I make support beams or studs I always try to make the x texture alignment different for each beam, that way it's a little less repetitive[/QUOTE] I usually do that too, but that one doesn't repeat too bad so I'm letting it slide for now