• The Facepunch "Map Pimpage/WIP" Thread V14
    9,243 replies, posted
  • [QUOTE=Wotalt;37329073]Why would the lights be on the bottom?[/QUOTE] why not its sci fi
  • Avatar of Mkadeshkode
  • How would one create a custom refracting glass texture? I want to make a smooth slightly 'wavy' looking glass texture to use as water. (come on, we all know that source water doesn't do justice on the beauty scale) Then underneath that glass texture I'll put a barely visible mirror to add that subtle reflection. Of course thanks to mdeceiver79 up there and that minor confidence boost, I'm adding in that specular map on both floor textures. [editline]20th August 2012[/editline] I'll tweak the lighting more to fit the source image better. IE: Higher contrast, brighter colours and more vibrant light
  • Avatar of NoY_The_Nut
  • [QUOTE=Mr Anonymous;37324975]Hello Nut. You have made a good first attempt and the over all level looks quite promising. You have a nice variety of entrances and exits which is very important in multiplayer games. So people can attack from multiple points. What I would suggest you need to work on now is your attention to detail. Take the second picture. The grey flat wall straight in front could have some small improvements that will make it much more interesting and look a whole lot better. Some ideas you could use for detail techniques are; Pipes, drains, gutters and sewer holes. Large brick supports and beams. Few physic props. Lights, even if they're off. Broken walls and more use of textures, like decals. Just work on your detail a little more and it'll look sexy. Also, your lighting looks very good for a start too. Maybe make it a bit grayer and darker perhaps? Overall though, you have the foundations for what looks like a nice start of a map. [editline]20th August 2012[/editline] Throw me a message and I will be happy to help you with how to detail your map.[/QUOTE] Many thanks for all the tips and compliments, it's really encouraging! Otherwise, I will first focus on finishing the rest of the map and then I will add details.
  • Avatar of Hyzo
  • [QUOTE=Mkadeshkode;37322612]Been working on that archway map more Tweaked the hell out of the lighting, did some minor texturing jobs and now I'm at a loss on what to do [img_thumb]http://cloud.steampowered.com/ugc/937000821312244328/0003B444824D47CC94B889707EF9E345E4AEEC0A/[/img_thumb] Any ideas for expansion?[/QUOTE] So I saw your take on that reference picture and I went "I can totally do that" Well after 6 hours I have a new found hate for source and new respect for you. First attempt: [img]http://cloud-2.steampowered.com/ugc/560950252437878078/9157BB0649863A890A61FD94406B14A6C155C2BC/[/img] After hours of trial and error: [img]http://cloud.steampowered.com/ugc/560950252441009365/92FBCCEAB54AFC9A847BD68A38F5B2A5EC816490/[/img]
  • Avatar of Brandon
  • [QUOTE=NoY_The_Nut;37324646]I'm working on my first serious map (for CS:GO) Here two screen of the bombsite A [IMG]http://i.imgur.com/zT4NH.jpg[/IMG] [/QUOTE] Those two columns with the yellowish/gold bricks between the tunnel don't fit with the other textures.
  • Avatar of slayer20
  • [t]http://cloud-2.steampowered.com/ugc/541809954055486352/BECD9477D2BB0FEE3C00F9AED2068F5AF00B19D2/[/t] [t]http://cloud-2.steampowered.com/ugc/541809954055492185/49B0412345F75D1EABF6F860EA44FC2582AA0CBF/[/t] [t]http://cloud-2.steampowered.com/ugc/541809954055489678/4B1A3D80878DD7B79079F368AEB02D21415623A9/[/t] Currently working on my Arms Race map for CS:GO called ar_alleyway. Still quite a bit to be done. [editline]20th August 2012[/editline] Need to add some vents in that first picture and I'm probably going to get rid of the truck and maybe add in a bunch of boxes so it looks more like a warehouse of some sort.
  • Avatar of pac0master
  • [QUOTE=mdeceiver79;37324379]Heres a pic I did on my laptop a while ago [IMG_THUMB]http://cloud.steampowered.com/ugc/451722438890186176/24A7DE2E49BD0BD7AEB5B8256897643E674088D3/[/IMG_THUMB] And heres a version with better looking rocks. [IMG_THUMB]http://cloud-2.steampowered.com/ugc/577834936879957635/19548775EDA157C16C2F0F0A238BF3AB07E926CA/[/IMG_THUMB][/QUOTE] I like the Second one, it has a nice looking desert. Sadly, Source Engine is not really good for open world map, it would be awesome though...
  • Avatar of Mkadeshkode
  • [QUOTE=Yzooo;37332194]So I saw your take on that reference picture and I went "I can totally do that" Well after 6 hours I have a new found hate for source and new respect for you. First attempt: [img]http://cloud-2.steampowered.com/ugc/560950252437878078/9157BB0649863A890A61FD94406B14A6C155C2BC/[/img] After hours of trial and error: [img]http://cloud.steampowered.com/ugc/560950252441009365/92FBCCEAB54AFC9A847BD68A38F5B2A5EC816490/[/img][/QUOTE] Modular design my friend. My map's made from 9 similar cells. One cell I made with 4 archways and one displacement. After that, it's copy-paste. The only trouble is making it look good. And lighting, lighting takes damn long if you don't know what you're doing right off the hop. Although it didn't take me six hours, it took me three at the absolute most. [img]http://img854.imageshack.us/img854/9671/holyq.png[/img] I felt so dirty after working on this, I had to use vertex manipulation on the archways to get them on grid, resize them to make them fit which would throw it off grid. Thanks to the displacements, it was leakier than broken faucet, so I encased the entire thing in a box and func-detailed everything else. But hey, it looks nice.
  • Avatar of pac0master
  • [QUOTE=NoY_The_Nut;37324646]I'm working on my first serious map (for CS:GO) Here two screen of the bombsite A How does it look ?[/QUOTE] I like it Here some advise i would work on if i was you: add more details / texture to the ramp access of the bombsite it look too "blank" maybe making a border like you can see on the other one between your arm on the second picture .. adding some props would look good as well The red brick wall look empty add a graffiti or anything else Keep on, I want to see the next one :3
  • Avatar of paulisdead18
  • [QUOTE=Mkadeshkode;37322612]Been working on that archway map more Tweaked the hell out of the lighting, did some minor texturing jobs and now I'm at a loss on what to do [img]http://cloud.steampowered.com/ugc/937000821312244328/0003B444824D47CC94B889707EF9E345E4AEEC0A/[/img] Any ideas for expansion?[/QUOTE] I have absolutely no idea how on earth you used the dev brick texture and got away with it. That is the only time I've seen it used and it didn't look bad. Amazing job. As for expansion, what exactly is the setting? Maybe add some tunnels or something?
  • Avatar of Hyzo
  • [QUOTE=Mkadeshkode;37332754]Modular design my friend. My map's made from 9 similar cells. One cell I made with 4 archways and one displacement. After that, it's copy-paste. The only trouble is making it look good. And lighting, lighting takes damn long if you don't know what you're doing right off the hop. Although it didn't take me six hours, it took me three at the absolute most. [img_thumb]http://img854.imageshack.us/img854/9671/holyq.png[/img_thumb] I felt so dirty after working on this, I had to use vertex manipulation on the archways to get them on grid, resize them to make them fit which would throw it off grid. Thanks to the displacements, it was leakier than broken faucet, so I encased the entire thing in a box and func-detailed everything else. But hey, it looks nice.[/QUOTE] Yeah dirty is the same word I would use to express how I felt working on my version, mainly because I didn't use displacements because I'm a giant idiot. This is the stuff nightmares are made of: [IMG]http://i.imgur.com/OsiWw.png[/IMG] I quickly textured it to get a real feel of how it would look and besides the horrible reflectiveness of vanilla textures it looks pretty good. [img]http://cloud.steampowered.com/ugc/560950252441683875/5C15C891C70C7A492BF698EA42C6E91FCC0485BB/[/img] I fucked up on the proportions of the map though, that would be my main regret.
  • Avatar of Xanadu
  • [QUOTE=slayer20;37332598] [t]http://cloud-2.steampowered.com/ugc/541809954055489678/4B1A3D80878DD7B79079F368AEB02D21415623A9/[/t] Currently working on my Arms Race map for CS:GO called ar_alleyway. Still quite a bit to be done. [editline]20th August 2012[/editline] Need to add some vents in that first picture and I'm probably going to get rid of the truck and maybe add in a bunch of boxes so it looks more like a warehouse of some sort.[/QUOTE] There would be no room for a trash truck to lift/move the dumpster.
  • Avatar of vexx21322
  • [QUOTE=Yzooo;37332914]Yeah dirty is the same word I would use to express how I felt working on my version, mainly because I didn't use displacements because I'm a giant idiot. This is the stuff nightmares are made of: [IMG]http://i.imgur.com/OsiWw.png[/IMG] I quickly textured it to get a real feel of how it would look and besides the horrible reflectiveness of vanilla textures it looks pretty good. [img]http://cloud.steampowered.com/ugc/560950252441683875/5C15C891C70C7A492BF698EA42C6E91FCC0485BB/[/img] I fucked up on the proportions of the map though, that would be my main regret.[/QUOTE] This is a good example of source not playing well with highly detailed maps unless you model everything. Which seems to be the way valve is doing CS:GO
  • Avatar of cdlink14
  • [t]http://cloud.steampowered.com/ugc/920112322720387680/AE0C8052C037835CE9B5C1D9E78BB0B7E613F692/[/t] Has anyone got any idea why using prop_static on certain objects causes them to simply render/compile, despite them having "static" checked (allowed) in the model info?
  • Avatar of Mkadeshkode
  • [QUOTE=paulisdead18;37332889]I have absolutely no idea how on earth you used the dev brick texture and got away with it. That is the only time I've seen it used and it didn't look bad. Amazing job. As for expansion, what exactly is the setting? Maybe add some tunnels or something?[/QUOTE] You mean the floor cobble? That's a dev texture? I've been using that for ages and this is the first I'm hearing that it's terribad. I honestly don't know what the setting is, I was just trying to replicate the source image and lighting. Couldn't do the watery bit due to lack of custom content (I still have no idea how to properly create a texture for Source). [editline]20th August 2012[/editline] [QUOTE=Yzooo;37332914]Yeah dirty is the same word I would use to express how I felt working on my version, mainly because I didn't use displacements because I'm a giant idiot. This is the stuff nightmares are made of: [IMG]http://i.imgur.com/OsiWw.png[/IMG] I quickly textured it to get a real feel of how it would look and besides the horrible reflectiveness of vanilla textures it looks pretty good. [img]http://cloud.steampowered.com/ugc/560950252441683875/5C15C891C70C7A492BF698EA42C6E91FCC0485BB/[/img] I fucked up on the proportions of the map though, that would be my main regret.[/QUOTE] Would you mind if I asked for the VMF? I could see some serious lighting potential here. I promise I won't touch the original brushwork :3
  • Avatar of cdlink14
  • [QUOTE=Mkadeshkode;37333556]You mean the floor cobble? That's a dev texture? I've been using that for ages and this is the first I'm hearing that it's terribad. [/QUOTE] It's bad because a lot of people (such as myself) have it (or had it) as the default hammer texture, and after so long it just becomes a complete eyesore, I can't even look at it as a proper texture. when I see it, I just sigh at how "unfriendly" it suddenly looks, I honestly can't see it fitting in with any other texture.
  • Avatar of Mkadeshkode
  • [QUOTE=cdlink14;37333590]It's bad because a lot of people (such as myself) have it (or had it) as the default hammer texture, and after so long it just becomes a complete eyesore, I can't even look at it as a proper texture. when I see it, I just sigh at how "unfriendly" it suddenly looks, I honestly can't see it fitting in with any other texture.[/QUOTE] Ah, I see what you mean. I reconfigured my Hammer settings, now it loads with those grey dev textures, particularly the medium-grey one, 60% I think it is. Jesus I type like William Shatner talks, commas everywhere, akward pauses, and a sudden flow of random words.
  • Avatar of Hyzo
  • [QUOTE=Mkadeshkode;37333556] Would you mind if I asked for the VMF? I could see some serious lighting potential here. I promise I won't touch the original brushwork :3[/QUOTE] [url]http://filesmelt.com/dl/arch_trainingunbrokenbackdefuckup.vmf[/url] [B]Viewer discretion is advised.[/B]
  • Avatar of Mkadeshkode
  • [QUOTE=Yzooo;37333722][url]http://filesmelt.com/dl/arch_trainingunbrokenbackdefuckup.vmf[/url] [B]Viewer discretion is advised.[/B][/QUOTE] All you were missing was some good old fashioned lighting. [img]http://cloud-2.steampowered.com/ugc/937000821324082162/186391B422E4D34F75ECA6E7D88F60F7400738A1/[/img] I think it looks just fine Although in hindsight, that radiosity light might be a wee bit too bright. Want that VMF back?
  • Avatar of Hyzo
  • [QUOTE=Mkadeshkode;37334397]All you were missing was some good old fashioned lighting. [img]http://cloud-2.steampowered.com/ugc/937000821324082162/186391B422E4D34F75ECA6E7D88F60F7400738A1/[/img] I think it looks just fine Although in hindsight, that radiosity light might be a wee bit too bright. Want that VMF back?[/QUOTE] Yeah upload it I'd like to see how you managed to get that effect.
  • Avatar of Mkadeshkode
  • [QUOTE=Yzooo;37334771]Yeah upload it I'd like to see how you managed to get that effect.[/QUOTE] [url]http://filesmelt.com/dl/arch_trainingunbrokenbackdefuckup1.vmf[/url] Lots of TLC. Tender lighting care.
  • Avatar of Stiffy360
  • made a quick thing for someone :V [IMG]http://cloud-2.steampowered.com/ugc/577838751045452473/F4B7CEFEC857AAC636053AFB4E555D318FAF48A9/[/IMG]
  • Avatar of Pyth
  • [t]http://cloud.steampowered.com/ugc/594727249649415660/5CAD9279F93B6FF970B4AB661B6DEACBAB66DDC6/[/t] Not entirely sure what to use this for yet, just posting to keep my motivation going.
  • [QUOTE=Stiffy360;37335841]made a quick thing for someone :V [IMG]http://cloud-2.steampowered.com/ugc/577838751045452473/F4B7CEFEC857AAC636053AFB4E555D318FAF48A9/[/IMG][/QUOTE] Tell me you are not leaving it dev textures?
  • Avatar of FlashFireSix
  • I love maps like the one above, so tiny and compact yet after a round riddled with bullet marks, blood, corpses and great stories of shooting the fuck out of each other
  • [QUOTE=NoY_The_Nut;37324646] -Stuff- [/QUOTE] Seems cool :) keep up the work. - And the dev´s are just placeholders right?
  • Avatar of IronPhoenix
  • [img]http://cloud.steampowered.com/ugc/594727249660884355/C33A85A2348DB66ADC6F38E6D7E83C5865443469/[/img] Today's work. Yeh i know i said i would never map in source again, but i needed something else to fill my head than that infernal tutorial code.
  • [QUOTE=IronPhoenix;37346780][img]http://cloud.steampowered.com/ugc/594727249660884355/C33A85A2348DB66ADC6F38E6D7E83C5865443469/[/img] Today's work. Yeh i know i said i would never map in source again, but i needed something else to fill my head than that infernal tutorial code.[/QUOTE] Flat dirt? Displacements would make this much prettier. Shadows look off too.
  • Avatar of pac0master
  • What you think ? [IMG]http://img215.imageshack.us/img215/499/testing123.png[/IMG] I didnt have the right texture and i just feel lazy to make it myself it only for training me to rebuilding stuff from a picture It took me less than 2 hours .. it was a quick test .. i may make the entire building later idk