• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • Avatar of vexx21322
  • [QUOTE=highvoltage;35211378]Will it work if I place it out in the void though?[/QUOTE] You'd place it over the areas that you can see.
  • Avatar of HighVoltage
  • [QUOTE=vexx21322;35211390]You'd place it over the areas that you can see.[/QUOTE] I'm trying it now
  • [QUOTE=highvoltage;35210101] Thats because this hole is for custom elevators and the other one is only for a ladder.[/QUOTE] Making a hole in the map specifically made to make an elevator is kind of dumb and makes the map look trashy :/ Also don't put so much lights in the small rooms make them like the original room in Gm_construct by the spawn it only had 2 lights and it gave the place a sense of incompleteness and abandonment as well did the unpainted plastered walls, like its under construction hence the name Gm_construct. The rooms with rows of lights are annoying try spreading them out and using less lights I also want to share my crappy version of Gm_construct i made a long time ago maybe it will give you some ideas [media]http://www.youtube.com/watch?v=Pmj5E6omHlc[/media] (In my opinion your map is above and beyond my map but i still want to share it :P)
  • Avatar of vexx21322
  • [QUOTE=highvoltage;35211422]I'm trying it now[/QUOTE] Huh, I can't replicate how it's done. But I remember someone using occluders (maybe area portal?) to solve this.
  • Avatar of GameDev
  • [QUOTE=highvoltage;35210827] I guess I'll add that, what should it be like inside?[/QUOTE] use the brick texture i guess
  • Avatar of HighVoltage
  • [QUOTE=GameDev;35211654]use the brick texture i guess[/QUOTE] How big should it be? About the size of the skyscraper's first floor? [editline]19th March 2012[/editline] Here is my update for today: [url=http://www.mediafire.com/?csjoce37nyeplmp][img]http://dl.dropbox.com/u/34886768/Pictures/gm_construct_13_Download.png[/img][/url]
  • Avatar of GameDev
  • [QUOTE=highvoltage;35211791]How big should it be? About the size of the skyscraper's first floor?[/QUOTE] A decent size, maybe a little smaller than 1024x2048, and A little garage with the plaster walls by the spawn would be nice too.
  • Avatar of fergus9101
  • the mirror is not working too well im not sure how much its ment to look like what its reflecting but its not exactly picture perfect and this bug also happens theres only one spy there :/ [vid]http://dl.dropbox.com/u/67870747/gm_construct_13%202012-3-19%2019-10-06.webm[/vid] [B]THIS IS DUE TO HOLLOW PROPS MOD!!!![/B] ok :)
  • Avatar of Katazuro
  • [QUOTE=fergus9101;35212847]the mirror is not working too well im not sure how much its ment to look like what its reflecting but its not exactly picture perfect and this bug also happens theres only one spy there :/ [url]http://dl.dropbox.com/u/67870747/gm_construct_13%202012-3-19%2019-10-06.webm[/url] how do you make these videos play on the forum :/[/QUOTE] use [vid]["/"vid] tags. without the quotes.
  • Avatar of Hellen
  • [QUOTE=fergus9101;35212847]the mirror is not working too well im not sure how much its ment to look like what its reflecting but its not exactly picture perfect and this bug also happens theres only one spy there :/ [url]http://dl.dropbox.com/u/67870747/gm_construct_13%202012-3-19%2019-10-06.webm[/url] how do you make these videos play on the forum :/[/QUOTE] I think that happens anywhere with a reflection, just throw something in the water and you can see a hovering duplicate. Has this bug been addressed?
  • Avatar of BradB
  • The mirror's illusion would work far better if it didn't have the top trim. Functionally, the side trims aren't helping either. Also, if it was moved outward into the room you would have a reflection that seamlessly showed the side wall without a big grey doorframe in the picture. [t]http://cloud.steampowered.com/ugc/504641629008676490/3FCC7A3A778D881CC9B7E7F3DDA5EACB01A965DF/[/t] This is kind of irritating. [t]http://cloud.steampowered.com/ugc/504641629008707563/571739C0A6B879ABEDF44C3DF9DD0AF94C19B1E2/[/t] Last but not least, the walkway over the water is just a tiny bit too low. By raising the bottom of it the full thickness of 1 phx plate the player will have just enough space to be able to sit under it but have their head/gun out of the water. [t]http://cloud.steampowered.com/ugc/504641629008565846/2A4C804E19F1ED7D08F58F9C782CE1F259CFEACE/[/t]
  • Edit: Based on the ratings so far, it doesn't seem like a very popular idea, oh well. Removing the post so you don't have to scroll too much to get past it, I do still thing something needs to be changed with that overhang over the water though. To those curious as to what the suggestion was, here's a direct link to the image diagram i made [url]http://i.imgur.com/qOIyy.jpg[/url]
  • Avatar of D33Jay
  • I second the idea of the tunnel in the brick wall underwater, maybe opening up to another area.
  • Avatar of mil0001
  • Does the white room have map entities covering the walls or entities garry has made in lua?
  • Avatar of Darkassassin0
  • is it just me or is having the same old lighting scheme (over head lights) in all the rooms kinda boring it is suppose to be [b]construct[/b]ion we should do something different. maybe a different light source (not just model but pos too) possibly something to add to the feel that its still under construction? [t]http://cloud.steampowered.com/ugc/488879030312648045/ECBA50C799E8E14E063FC257DDABA15C6C548741/[/t] flood lights in some places is one possibility but then again not all lights have to be on, could there be some burnt out/broken? the point is its kinda boring having the same lights to light everything the same way everywhere. [QUOTE=Garry;666] AGHHHHH [IMG]http://puu.sh/kUmv[/IMG] These are used WAY too much. I'd get rid of them ALL except the 3 originals.[/QUOTE] [editline]march 19 2012[/editline] More to the [B]construct[/B]ion feel: in the apartments, the first floor should be almost completely done but the further up you get it should be less and less done until you have a bare skeleton of walls that still need to be plastered/dry-walled, (in this im also suggesting you make diff rooms in some f the floors instead of open space in all of them and being exactly the same on every floor) [b]one small bug:[/b] while walking up the ladder in the apartments hold space... WTF!?!?! but so far Great job Highvoltage and Colton Rappe i love the map and really hope it get's implemented in gmod 13; you have my thanks , respect, and awe.
  • There are a few more lighting bugs: [img_thumb]http://cloud.steampowered.com/ugc/486627251703511669/61184C6C8D5DE2327F303B888C882CB20E24C2AC/[/img_thumb][img_thumb]http://cloud.steampowered.com/ugc/486627251703513758/28247BE208E1B6542492B1E8C2B42CECD9BB03A6/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703508640/DDE1175D27BBEB4198C48CFDE7DC25B273BC3FE1/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703506298/4DF972C34984FF1C4C5F0CAF286CAEDA75DE273D/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703500629/F6EB6A2D4FCD5E41A3701AC20BEF8FCAB1FD7C75/[/img_thumb][img_thumb]http://cloud.steampowered.com/ugc/486627251703503676/743C9C23F6386AB65CCF6B19BF1F2E6E7CE65D27/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703497354/3C9B870AF09C6756874252A5054B52CCEA5BC932/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703493741/82F6929DBF2FF7D1DDD04CD2750F8C6154D81E4B/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703490313/2B65CA5290C11B52DA8863ED4EC53149EBA18D74/[/img_thumb]
  • Avatar of Colton Rappe
  • [QUOTE=Tamschi;35214193]There are a few more lighting bugs: [img_thumb]http://cloud.steampowered.com/ugc/486627251703511669/61184C6C8D5DE2327F303B888C882CB20E24C2AC/[/img_thumb][img_thumb]http://cloud.steampowered.com/ugc/486627251703513758/28247BE208E1B6542492B1E8C2B42CECD9BB03A6/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703508640/DDE1175D27BBEB4198C48CFDE7DC25B273BC3FE1/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703506298/4DF972C34984FF1C4C5F0CAF286CAEDA75DE273D/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703500629/F6EB6A2D4FCD5E41A3701AC20BEF8FCAB1FD7C75/[/img_thumb][img_thumb]http://cloud.steampowered.com/ugc/486627251703503676/743C9C23F6386AB65CCF6B19BF1F2E6E7CE65D27/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703497354/3C9B870AF09C6756874252A5054B52CCEA5BC932/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703493741/82F6929DBF2FF7D1DDD04CD2750F8C6154D81E4B/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/486627251703490313/2B65CA5290C11B52DA8863ED4EC53149EBA18D74/[/img_thumb][/QUOTE] In the examples that you showed regarding the shiny walls, those are not bugs, just the result of a high-resolution 128x128 cubemap applied to those walls. When seen from a distance, the diffusion is kind of removed, leaving an oddly sharp image reflection.
  • [QUOTE=Colton Rappe;35214211]In the examples that you showed regarding the shiny walls, those are not bugs, just the result of a high-resolution 128x128 cubemap applied to those walls. When seen from a distance, the diffusion is kind of removed, leaving an oddly sharp image reflection.[/QUOTE] I just took those screenshots from farther away because the close ones don't really show where in the map that part of the sideway is.
  • Avatar of vexx21322
  • [QUOTE=Darkassassin0;35214094]is it just me or is having the same old lighting scheme (over head lights) in all the rooms kinda boring it is suppose to be [b]construct[/b]ion we should do something different. maybe a different light source (not just model but pos too) possibly something to add to the feel that its still under construction? [t]http://cloud.steampowered.com/ugc/488879030312648045/ECBA50C799E8E14E063FC257DDABA15C6C548741/[/t] flood lights in some places is one possibility but then again not all lights have to be on, could there be some burnt out/broken? the point is its kinda boring having the same lights to light everything the same way everywhere. [editline]march 19 2012[/editline] More to the [B]construct[/B]ion feel: in the apartments, the first floor should be almost completely done but the further up you get it should be less and less done until you have a bare skeleton of walls that still need to be plastered/dry-walled, (in this im also suggesting you make diff rooms in some f the floors instead of open space in all of them and being exactly the same on every floor) [b]one small bug:[/b] while walking up the ladder in the apartments hold space... WTF!?!?! but so far Great job Highvoltage and Colton Rappe i love the map and really hope it get's implemented in gmod 13; you have my thanks , respect, and awe.[/QUOTE] I think that the name construct doesn't mean that the buildings are under construction. I believe that it's supposed to imply the construction of things with props and other things in Garry's Mod. The only thing that would suggest that this map is under construction is the plastered walls, and I only think those are there for aesthetics. Do correct me if I'm wrong, and if I am, perhaps we should make this map seem more like it is actually under construction.
  • Avatar of Darkassassin0
  • [B]Visual Update log!:[/B] [IMG]http://cloud.steampowered.com/ugc/488879030313725742/8037B9E49B220F3646AB80D0F3DDACFEDD0A9634/[/IMG] [editline]20th March 2012[/editline] [QUOTE=vexx21322;35214542]I think that the name construct doesn't mean that the buildings are under construction. I believe that it's supposed to imply the construction of things with props and other things in Garry's Mod. The only thing that would suggest that this map is under construction is the plastered walls, and I only think those are there for aesthetics. Do correct me if I'm wrong, and if I am, perhaps we should make this map seem more like it is actually under construction.[/QUOTE] [B]construct[/B]ion was just a concept the main idea is the same old lighting is getting boring. [editline]20th March 2012[/editline] Could you make the image of the sun a little higher in the sky its way to low: [t]http://cloud.steampowered.com/ugc/488879030314037923/EEC6C325CF3AC227834BD0BC3A9793013512D9B4/[/t] with the sun left where it is the shadows should reach me :(
  • Avatar of fergus9101
  • [QUOTE] Could you make the image of the sun a little higher in the sky its way to low: [t]http://cloud.steampowered.com/ugc/488879030314037923/EEC6C325CF3AC227834BD0BC3A9793013512D9B4/[/t] with the sun left where it is the shadows should reach me :([/QUOTE] mabie not as extreme because i believe the garrys mod feel would be broken also i wanted to point out there are fuzzy blurs going on it the reflections and water is this the map,engine or something else the reflection is blury and fuzzy [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130004.jpg[/IMG] and the water is a little bit fuzzy and the bricks are fu:words:ed up [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130002.jpg[/IMG]
  • [quote=guy before me] and the water is a little bit fuzzy and the bricks are fu:words:ed up [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130002.jpg[/IMG][/QUOTE] Whenever I go swimming in a pool I see weird shadows like that...
  • Avatar of Majr
  • [QUOTE=Darkassassin0;35214094]is it just me or is having the same old lighting scheme (over head lights) in all the rooms kinda boring it is suppose to be [b]construct[/b]ion we should do something different. maybe a different light source (not just model but pos too) possibly something to add to the feel that its still under construction? [t]http://cloud.steampowered.com/ugc/488879030312648045/ECBA50C799E8E14E063FC257DDABA15C6C548741/[/t] flood lights in some places is one possibility but then again not all lights have to be on, could there be some burnt out/broken? the point is its kinda boring having the same lights to light everything the same way everywhere. [editline]march 19 2012[/editline] More to the [B]construct[/B]ion feel: in the apartments, the first floor should be almost completely done but the further up you get it should be less and less done until you have a bare skeleton of walls that still need to be plastered/dry-walled, (in this im also suggesting you make diff rooms in some f the floors instead of open space in all of them and being exactly the same on every floor) [b]one small bug:[/b] while walking up the ladder in the apartments hold space... WTF!?!?! but so far Great job Highvoltage and Colton Rappe i love the map and really hope it get's implemented in gmod 13; you have my thanks , respect, and awe.[/QUOTE] But this map is also meant for building. You don't want to have prop clutter in the rooms.
  • Avatar of fergus9101
  • this looks out of place :/ if its even ment to be there [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130005.jpg[/IMG]
  • Avatar of Darkassassin0
  • [QUOTE=ultradude25;35215057]But this map is also meant for building. You don't want to have prop clutter in the rooms.[/QUOTE] [QUOTE=Darkassassin0;666][b]construct[/b]ion was just a concept the main idea is the same old lighting is getting boring.[/QUOTE]
  • Avatar of HighVoltage
  • [QUOTE=fergus9101;35215432]this looks out of place :/ if its even ment to be there [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130005.jpg[/IMG][/QUOTE] What should I put there? Because just sticking concrete there looks out of place too :/
  • Avatar of nVidia
  • [QUOTE=highvoltage;35215545]What should I put there? Because just sticking concrete there looks out of place too :/[/QUOTE] Would it be too crazy to zip in a custom one? Like the one that's in there now but desaturated, i think it would look pretty.
  • Avatar of HighVoltage
  • [QUOTE=nVidia;35215642]Would it be too crazy to zip in a custom one? Like the one that's in there now but desaturated, i think it would look pretty.[/QUOTE] Every time I included textures earlier they screwed up for people causing crashes and low FPS in the areas they were in. So I wasn't to stay away from them until I can figure out what I did wrong. [editline]20th March 2012[/editline] [QUOTE=BradB;35213340]The mirror's illusion would work far better if it didn't have the top trim. Functionally, the side trims aren't helping either. Also, if it was moved outward into the room you would have a reflection that seamlessly showed the side wall without a big grey doorframe in the picture. [t]http://cloud.steampowered.com/ugc/504641629008676490/3FCC7A3A778D881CC9B7E7F3DDA5EACB01A965DF/[/t] [/QUOTE] If it goes to the ceiling you get this black like that people will report as a bug. And the arch makes lit look like its a door frame to another room. [QUOTE=BradB;35213340] This is kind of irritating. [t]http://cloud.steampowered.com/ugc/504641629008707563/571739C0A6B879ABEDF44C3DF9DD0AF94C19B1E2/[/t] [/QUOTE] Its a step, not a ramp. Try running into the stairs leading to the top of the spawn building. [QUOTE=BradB;35213340] Last but not least, the walkway over the water is just a tiny bit too low. By raising the bottom of it the full thickness of 1 phx plate the player will have just enough space to be able to sit under it but have their head/gun out of the water. [t]http://cloud.steampowered.com/ugc/504641629008565846/2A4C804E19F1ED7D08F58F9C782CE1F259CFEACE/[/t][/QUOTE] I'll do this.
  • Avatar of nVidia
  • [QUOTE=highvoltage;35215654]Every time I included textures earlier they screwed up for people causing crashes and low FPS in the areas they were in. So I wasn't to stay away from them until I can figure out what I did wrong.[/QUOTE] Hmm, that makes no sense. I've included all sort of things in my maps with pakrat without any problems. :pwn:
  • Avatar of erik802
  • [QUOTE=Katazuro;35210844]This map rocks![/QUOTE] No, this map mostly grass.