• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • [QUOTE=Netsc;35302120]Please tell me the texture isn't final. I like the idea but the door texture is awful.[/QUOTE] I don't think it's awful, but it's a bit odd that those types of doors would slide out of concrete like that.
  • [QUOTE=PenguinGuy;35303240]Just make the door texture the same as the whiteroom material![/QUOTE] That would look awful with the brickwall.
  • [QUOTE=Netsc;35302120]Please tell me the texture isn't final. I like the idea but the door texture is awful.[/QUOTE] 6 people seem to be disagreeing with this post so far, I think I may as well offer an alternative that I had in mind. The current texture you're using I find rather unfitting. The width looks stretched, it has windows on it (even though they're blocked so you can't see through them, the very idea of using a door like this I find silly) and of course there's also, like someone mentioned already, the fact that a door like this behaves like this is a little unusual, though I don't have a [i]huge[/i] problem with that personally, though it'd be ideal to have it making as much sense as possible, even though some will argue realism shouldn't be factored into the map design. Here's a quick concept design I came up with, not overly advanced but more fitting than the current doors. [img]http://i.imgur.com/LmHVk.png[/img] The grey/brown part is a metal texture of course (I'm sure there's plenty of fitting HL2 textures for something like this), and the red and white stripes the same texture currently used for the inside of the doors (that should remain the same too btw) Just an idea of course, I think it'd be better than the current door for sure, though others may disagree.
  • [url]http://i.imgur.com/09pva.jpg[/url] Are you going to put 3d skybox terrain outside the boundaries? Floating trees looks weird.
  • Maybe add some ground to the 3-D skybox. It's always bugged me that going past 6 feet in the air allowed you to see the invisible ground beneath the buildings, and that problem is even more prominent now that there are solid, stand-on-able brushes up there.
  • I didn't get to check out everything on the map, but when I played it, the first thing I noticed was the lighting. You really nailed it. I love the early evening feel of it. It makes me feel really warm inside. But I noticed some things I didn't like, and if these have been mentioned already, I apologize. [IMG]http://i.imgur.com/1DU7b.jpg[/IMG] Are you planning on adding stairs instead of ladders? The ladders make it look...(non-existant word ahead) ...unbuildinglike. Plus, this: [IMG]http://i.imgur.com/uNZnD.jpg[/IMG] Either it's my computer, or I can't see myself in the mirror. Other than that, I love the HELL out of this map and I can't wait to explore it more.
  • The mirrir is secretly another room :V of corse far beyond sources capabilities
  • [QUOTE=Blitz967;35305534] Either it's my computer, or I can't see myself in the mirror. Other than that, I love the HELL out of this map and I can't wait to explore it more.[/QUOTE] Read the thread first before saying stuff like this.
  • After looking at some of the progress that was made on the submarine room, As far as my idea for the design of the submarine room goes. I know I didn't show it well in my design but: [img]http://img856.imageshack.us/img856/3741/construct13secondrevisi.jpg[/img] I did picture the tunnel sloping down at a couple of points with that small platform being on a flat section of the tunnel in the middle, and water pouring in from the lake, through the tunnel, and into the pool of the main room. ( I thought of it being like that because I knew there would be problems with the map being above it, but I guess I didn't quite know how difficult that would actually be to implement) I also wanted the actual room to have a high ceiling. (The ceiling from the room in the progress shots high-voltage posted is WAY too low) If it's too difficult to implement a tunnel that slopes down with the water, you might have to start from scratch as far as the concept goes or just not do an area like that at all. (Also, assuming it did work out, someone did post a good idea a couple of pages back about the room having a rock ceiling which would definitely look better than flat concrete.)
  • [QUOTE=areolop;35306787]Read the thread first before saying stuff like this.[/QUOTE] "You can, but there are issues that arise by running the map in Gmod12, such as the mirror in the mirror room being glitched. So we discourage it." I'm running GMod 13.
  • [QUOTE=Blitz967;35307221]"You can, but there are issues that arise by running the map in Gmod12, such as the mirror in the mirror room being glitched. So we discourage it." I'm running GMod 13.[/QUOTE] Again, read the thread. The mirror does not show the player because of some reason. Garry already said that he can change that is is doing so.. actually - He just did. [QUOTE=garry;35300291]Regarding the mirror ents, and how it's rendered. Internally it uses exactly the same system as the water. I'm going to look into improving the rendering so it draws the player, and isn't low resolution. I'd rather we not use a separate entity for it - because if I improve it in a generic way it'll work on any map - and the maps remain compatible with other games too.[/QUOTE]
  • [QUOTE=areolop;35307344]Again, read the thread. The mirror does not show the player because of some reason. Garry already said that he can change that is is doing so.. actually - He just did.[/QUOTE] Argh. Sorry about that. I wasn't ready to go through all these pages to look for that. That's why I said "and if these have been mentioned already, I apologize."
  • I love the grassy slopes, but I am feeling very iffy about the whole "Expand construct, more tunnels" mindset. It reminds me too much of Construct_Flatgrass, a map I strongly detest. I am also opposed to the large skyscrapers. While they're based on the buildings in the skybox, they don't feel like Construct to me. Like a few people were saying on the second and third pages, they feel too much like a Roleplay map or a city construct, rather than the slightly silly military bunker vibe of construct 12 and below. I say keep it simple. Also, [QUOTE=mil0001;35306327]The mirrir is secretly another room :V of corse far beyond sources capabilities[/QUOTE] As was said in earlier pages, The mirror uses the reflective code of the water. There is no extra room behind the mirror. The reason you can't see yourself in it is because it can only reflect what is currently being rendered.
  • [QUOTE=Zoshi235;35307416]I love the grassy slopes, but I am feeling very iffy about the whole "Expand construct, more tunnels" mindset. It reminds me too much of Construct_Flatgrass, a map I strongly detest. I am also opposed to the large skyscrapers. While they're based on the buildings in the skybox, they don't feel like Construct to me. Like a few people were saying on the second and third pages, they feel too much like a Roleplay map or a city construct, rather than the slightly silly military bunker vibe of construct 12 and below. I say keep it simple.[/QUOTE] I disagree. I never got the military bunker vibe. I believe that Construct is the face of Gmod in a way. As the game advances, the map advances with it. Gmod is getting a radical facelift here, and the map reflects it. Construct finally feels shiny and new.
  • [QUOTE=Firegod522;35298100]*optimization tips*[/QUOTE] I will take a look at it in the next weekend, because I have a lot to do at the moment. [QUOTE=highvoltage;35298004]As you can see there are a few bugs with the water even though its the same height (same brush to be exact)[/QUOTE] Maybe decide the water in 3 parts: The lake part, the tunnel part and the indoor part. [QUOTE=Colton Rappe;35301229]*Color room-ish doors*[/QUOTE] How does it look when the doors are open while the wall is transparent? :v: Also how does the door look with a transparent covering? :v:
  • [QUOTE=yuki;35305269][url]http://i.imgur.com/09pva.jpg[/url] Are you going to put 3d skybox terrain outside the boundaries? Floating trees looks weird.[/QUOTE] Possibly. We have tried in the past, we can try again soon. [QUOTE=phabeZ;35304215]6 people seem to be disagreeing with this post so far, I think I may as well offer an alternative that I had in mind. The current texture you're using I find rather unfitting. The width looks stretched, it has windows on it (even though they're blocked so you can't see through them, the very idea of using a door like this I find silly) and of course there's also, like someone mentioned already, the fact that a door like this behaves like this is a little unusual, though I don't have a [i]huge[/i] problem with that personally, though it'd be ideal to have it making as much sense as possible, even though some will argue realism shouldn't be factored into the map design. Here's a quick concept design I came up with, not overly advanced but more fitting than the current doors. [img]http://i.imgur.com/LmHVk.png[/img] The grey/brown part is a metal texture of course (I'm sure there's plenty of fitting HL2 textures for something like this), and the red and white stripes the same texture currently used for the inside of the doors (that should remain the same too btw) Just an idea of course, I think it'd be better than the current door for sure, though others may disagree.[/QUOTE] I will agree on anything, because I told everyone that the changes that I made were not set in stone. [i]that includes textures[/i]. The textures right now are placeholders. If you come up with anything better, I will throw it on the doors in a jiffy. [QUOTE=Grocel;35308309] How does it look when the doors are open while the wall is transparent? :v: [/QUOTE] Like what you would expect it to look like: [t]http://dl.dropbox.com/u/61416410/gm_construct_130022.jpg[/t] [QUOTE=Grocel;35308309] Also how does the door look with a transparent covering? :v:[/QUOTE] If you make the func_brush colorable door-part fully transparent, it will fallback to the func_door texture on the other side, which is also textured the whiteroom texture, so no matter what, as long as you have a door there, and even if you remove the func_brush panels, you will still see white in that area no matter what. This again, is a placeholder in case you want something else. The edges are also nodraw on the sides, but that can be easily changed to whatever you want it to be. (As seen in picture above.) [QUOTE=Zoshi235;35307416]I love the grassy slopes, but I am feeling very iffy about the whole "Expand construct, more tunnels" mindset. It reminds me too much of Construct_Flatgrass, a map I strongly detest. I am also opposed to the large skyscrapers. While they're based on the buildings in the skybox, they don't feel like Construct to me. Like a few people were saying on the second and third pages, they feel too much like a Roleplay map or a city construct, rather than the slightly silly military bunker vibe of construct 12 and below. I say keep it simple. [/QUOTE] I am truely sorry that you feel this way, we cannot please everyone, but try to find some peace in knowing that you can use the gmod10 construct map at your own choice by downloading an archived copy of it. This is [i]Garry's[/i] Mod, he has the power to say what he wants in his mod, regardless of what people disagree with, and we will eventually either come to revise it again, or we will end up being happy with it.
  • How does this look for the tunnel/submarine system? [t]http://dl.dropbox.com/u/34886768/Pictures/Mapping/gm_construct_130065.jpg[/t] If its liked I'll start adding it tonight
  • [QUOTE=highvoltage;35309460]How does this look for the tunnel/submarine system? [t]http://dl.dropbox.com/u/34886768/Pictures/Mapping/gm_construct_130065.jpg[/t] If its liked I'll start adding it tonight[/QUOTE] Try to at least get 15 combined Agrees/Winners before going ahead with it. [B]Edit:[/B] If you disagree with the idea of making sure we have enough people on-board with this specific layout of the tunnels, you have not read the thread in its entirety, understanding that we do most of our changes on a vote-system.
  • Ooh! Just found a bug. When shining your flashlight on the little poster in the darkroom in Gmod 12 construct, it looks normal and well-lit. In your version, it becomes completely white and causes incredible lag. less than 1 FPS. I guess this is an engine issue, but since it doesn't happen in the original... [QUOTE]I am truely sorry that you feel this way, we cannot please everyone, but try to find some peace in knowing that you can use the gmod10 construct map at your own choice by downloading an archived copy of it. This is Garry's Mod, he has the power to say what he wants in his mod, regardless of what people disagree with, and we will eventually either come to revise it again, or we will end up being happy with it.[/QUOTE] I didn't mean I disliked the map, sorry. It's an excellent map, and I'm sure there are plenty of those who love the skybox-inspired skyscrapers. Again, it's just that a couple small parts of the map give me a slight "IT NEEDS MORE ROOMS!" vibe.
  • [QUOTE=highvoltage;35309460]How does this look for the tunnel/submarine system? [t]http://dl.dropbox.com/u/34886768/Pictures/Mapping/gm_construct_130065.jpg[/t] If its liked I'll start adding it tonight[/QUOTE] i really like the under water tunnel idea: does the water go under the build platforms too? and there should be a tunnel from the room beside the lake (1/2 way between the under water lake area and the dark room) to the mirror room.
  • [QUOTE=Zoshi235;35309737]Ooh! Just found a bug. When shining your flashlight on the little poster in the darkroom in Gmod 12 construct, it looks normal and well-lit. In your version, it becomes completely white and causes incredible lag. less than 1 FPS. I guess this is an engine issue, but since it doesn't happen in the original...[/QUOTE] [vid]http://dl.dropbox.com/u/61416410/gm_construct_13%202012-3-26%2018-14-04.webm[/vid] Can anyone else confirm this issue he is having? because I cannot.
  • [QUOTE=Colton Rappe;35309662]Try to at least get 15 combined Agrees/Winners before going ahead with it.[/QUOTE] Meh, I'll start it now anyways :v: [QUOTE=Darkassassin0;35309801]does the water go under the build platforms too?[/QUOTE] It does now. [QUOTE=Darkassassin0;35309801]and there should be a tunnel from the room beside the lake (1/2 way between the under water lake area and the dark room) to the mirror room.[/QUOTE] I'll do that too.
  • [QUOTE=highvoltage;35309886]Meh, I'll start it now anyways :v: [/QUOTE] :zoid: I will work on details when you go to bed tonight.
  • [QUOTE=Colton Rappe;35309662]Try to at least get 15 combined Agrees/Winners before going ahead with it.[/QUOTE] Could do with some changes. I'm indifferent to the tunnels at the bottom of the pic, but the one at the top seems odd- you need to run needlessly too far in the opposite direction to get down there. I think it would be far neater to run the tunnel into the side of the "original building" through under the stairs where the secret room used to be. [t]http://i.imgur.com/lsFLg.jpg[/t] The central underground build area might as well give some more usable space and it seems a mighty waste to not connect it to the surface with a larger tunnel somehow. Anything made down there would need to be duped and pasted to get out. Other than "have the tunnel exit inside the garage" I currently have no suggestion for that tunnel's implementation, but I imagine it would be far easier to work out once the build area's actually in there and we ourselves can noclip around it and have a good look. [del]shit, wrong file uploaded.[/del] fixed
  • I noticed this in the room that leads to the white and dark rooms. [img]http://cloud.steampowered.com/ugc/540671188159316692/8947069A7D70BED9B09929EFFE4FA512E13E7E78/[/img]
  • Sorry guys, but you're going to have to stop. This map has you beat. [url]http://www.garrysmod.org/downloads/?a=view&id=129172[/url]
  • [QUOTE=SGTNAPALM;35310625]Sorry guys, but you're going to have to stop. This map has you beat. [url]http://www.garrysmod.org/downloads/?a=view&id=129172[/url][/QUOTE] That map looks stupid.
  • [QUOTE=areolop;35310638]That map looks stupid.[/QUOTE] Well...it's his first map.
  • [QUOTE=SGTNAPALM;35310625]Sorry guys, but you're going to have to stop. This map has you beat. [url]http://www.garrysmod.org/downloads/?a=view&id=129172[/url][/QUOTE] Gah, I keep getting this error when i load garrysmod.org [code]Invalid URL The requested URL "/downloads/", is invalid. Reference #9.14c44543.1332811474.58cd1785[/code]
  • [QUOTE=highvoltage;35310701]Gah, I keep getting this error when i load garrysmod.org [code]Invalid URL The requested URL "/downloads/", is invalid. Reference #9.14c44543.1332811474.58cd1785[/code][/QUOTE] You're not missing anything.