• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • Avatar of Zoshi235
  • [QUOTE=Bandik;35384002]a great idea would be having a elevator or a ladder up to one of the "coons" like this [IMG]http://img641.imageshack.us/img641/3135/lader.jpg[/IMG] or a eleveator like this one [IMG]http://img525.imageshack.us/img525/656/elevatorb.jpg[/IMG][/QUOTE] There was an elevator shaft AND a ladder in a previous version of the map. They were voted down by Garry himself. Although a set of small holes the width of the inside of one of the "Coons" as you so quaintly call them so players can at least decide for themselves might be nice. You could put it in the next version, see what Garry thinks of the compromise.
  • Avatar of Aurora93
  • [QUOTE=Arkantos;35381880]You know, I often find it sad they even have to do that. I'm sure somewhere it was mentioned that the building was not done, but is a work in progress. Some people fail to understand and have to have big letters telling them it's not done.[/quote] oh here's an easy fix MAKE A VTF AND ADD AN OVERLAY/DECAL [QUOTE=Arkantos;35381880]No.[/QUOTE] there's misaligned displacements, brushes sloppily put together, weird lighting, a confusing underground system, not to mention how horribly unoptimized this map is (it's been stated before, but you really need to actually put mat_leafvis 3 on - it's that terrible) the map is very confusing and is also full of useless shit, like the ventilation tunnels. what the fuck are the point of those? or the mirror room? i get the idea of expanding construct but to me the mapper's execution is downright terrible [editline]1st April 2012[/editline] most of the other mappers i've talked to about this generally agree that this map sucks, anyway
  • this map is atrocious the amount of problems this map has are astronomical - from misaligned brushes to no optimization its safe to say this map is going to be a trainwreck if it's ever implemented into vanilla. your brushwork is atrocious, your lighting is bad, and the entire layout of the map is terrible. i'm assuming your new to this - if you want a better gm_construct for gmod 13 leave it to the hands of people who are better than you. i've seen some really good renditions of construct before and by all means this doesn't come close to some of the worst that i've seen. this " community-lead " project is being worked on by around oh one person. if you really wanted a great rendition of gm_construct let everyone from the mapping section chip in here and there. you took a simple map and in an egotistic flurry took the worst community suggestions and threw them together completely half-assed. oh and btw because garry said it could get implemented into the real game doesn't mean you're any less of a terrible mapper. [highlight](User was banned for this post ("Not constructive" - Gran PC))[/highlight]
  • The map looks good but when you put a bunch of peoples ideas together it just looks like a huge s*** storm. I say hand this map off to Garry and let Garry find some trust worthy mapping friends and they go over it them selves to see what Garry wants and doesn't want on the map. Then they can go over all the ideas that we posted in this thread and decided if they should implement it into the map or not.
  • Avatar of nVidia
  • What? This map is looking great and you should probably give more respect for the fact that these guys have put so much time and effort into this. Keep up the good work!
  • [IMG]http://i.imgur.com/c4sNb.jpg?1[/IMG] i see some weird lighting in the submarine dock thingy. wow that is low res.....
  • Avatar of HighVoltage
  • Sorry for my absence but I'm back. Thank you all for the constructive criticism, your guys are really helping me improve the map with all your helpful suggestions and tips. What terrible community ideas have I thrown together exactly? The mirror room? Garry's idea. The platform over the lake? A community idea. The tunnels? Garry's idea. The remade skybox buildings? My idea. Making the buildings enterable? Some one in the community suggested that. Expanding the grass? My idea. Lowering the edges of the second grass level to meet the first? Garry's idea. The vents? Garry's idea. Changing the size of the lake? Garry's idea. The submarine room? Garry and the community's idea. Expanding the darkroom? Garry's idea. Expanding the 3D skybox? Most of the community wanted it. The newest underground room? My idea. Changing the lighting? Colton, mine and the community's idea. The doors to the colour room? Another person in the community's idea. Almost every idea that was suggested by the community was also agreed on by most of the community. I'm sorry that I can't please everyone.
  • Avatar of Arkantos
  • [QUOTE=Aurora93;35385814]oh here's an easy fix MAKE A VTF AND ADD AN OVERLAY/DECAL [/QUOTE] Whoa, never thought of that ever. [QUOTE=Aurora93;35385814]there's misaligned displacements, brushes sloppily put together, weird lighting, a confusing underground system, not to mention how horribly unoptimized this map is (it's been stated before, but you really need to actually put mat_leafvis 3 on - it's that terrible) the map is very confusing and is also full of useless shit, like the ventilation tunnels. what the fuck are the point of those? or the mirror room? i get the idea of expanding construct but to me the mapper's execution is downright terrible [/QUOTE] I'm sorry you feel that way. [QUOTE=Aurora93;35385814]most of the other mappers i've talked to about this generally agree that this map sucks, anyway[/QUOTE] Who are the other mappers?
  • Avatar of Zoshi235
  • Let's see, 4 obvious trolls with identical viewpoints within an hour, on April fool's day. I think you've all been had. Although I do agree that the map needs a little more optimization. That totally flat area at the top of the hill could be brushes instead of displacements, unless it needs to be a displacement to have the double texture, in which case they could be reduced to four-point displacements with no loss of texture quality.
  • Avatar of HighVoltage
  • [QUOTE=Zoshi235;35388430]Let's see, 4 negative comments with identical viewpoints within an hour, on April fool's day. I think you've all been had. By the way, WHAT VENTILATION SYSTEM? I've looked at and inside every wall in the map. Are they somehow invisible from the Void?[/QUOTE] Its a secret :wink:
  • [QUOTE=quietme;35388595]I found the ventialtion system :v: Excellent Map, Keep Up the good work.[/QUOTE] WHERE?!
  • Avatar of GameDev
  • Did you allign the vent textures yet? Last time I saw them they looked like you just slapped them on and didn't try to even get them fit together
  • Avatar of HighVoltage
  • [QUOTE=GameDev;35389175]Did you allign the vent textures yet? Last time I saw them they looked like you just slapped them on and didn't try to even get them fit together[/QUOTE] Where are they not aligned? all I can see is at the one exit by the darkroom
  • Avatar of Aurora93
  • [QUOTE=Zoshi235;35388430]Let's see, 4 obvious trolls with identical viewpoints within an hour, on April fool's day. I think you've all been had. Although I do agree that the map needs a little more optimization. That totally flat area at the top of the hill could be brushes instead of displacements, unless it needs to be a displacement to have the double texture, in which case they could be reduced to four-point displacements with no loss of texture quality.[/QUOTE] gee someone doesn't share my viewpoint he must be trolling!!! i'm not going to list the other mappers i've talked to b/c i don't want to bring them anyone else in on this who doesn't want to be in on this, but oskutin and legend have stated their qualms with this map in this thread before, who both have had [i]quite[/i] a lot of experience with source, however they've been somewhat ignored. instead of you 12-year-olds rating dumb because you don't like what i say, why don't you actually tell me what's wrong with my statements and tell me why you think my statements are wrong - please, try to convince me that my opinion is wrong. i would much rather enjoy this map than be disappointed in it anytime
  • Avatar of GameDev
  • In all honesty, I think the map could be better. The lighting needs a bit of work, and the optimization is pretty rancid at this point.
  • Avatar of HighVoltage
  • [QUOTE=Aurora93;35389381]gee someone doesn't share my viewpoint he must be trolling!!! i'm not going to list the other mappers i've talked to b/c i don't want to bring them anyone else in on this who doesn't want to be in on this, but oskutin and legend have stated their qualms with this map in this thread before, who both have had [i]quite[/i] a lot of experience with source, however they've been somewhat ignored. instead of you 12-year-olds rating dumb because you don't like what i say, why don't you actually tell me what's wrong with my statements and tell me why you think my statements are wrong - please, try to convince me that my opinion is wrong. i would much rather enjoy this map than be disappointed in it anytime[/QUOTE] Please tell me what is done badly so I can improve. I can admit I'm not the best mapper but just saying I suck gets the map nowhere. Or would you and all the other mappers just prefer that I scrap the map and close the thread? Because that's the feeling I'm getting off you right now. [QUOTE=GameDev;35389484]In all honesty, I think the map could be better. The lighting needs a bit of work, and the optimization is pretty rancid at this point.[/QUOTE] What don't you like about the lighting? The colour? Angle? Brightness? HDR? Do you have any tips that can help improve the optimization?
  • In all honestly, the underground tunnel is probably the worst added thing. Just the whole style of it is completely unappealing. It really needs an overhaul.
  • Avatar of HighVoltage
  • [QUOTE=BlackAwps;35389599]In all honestly, the underground tunnel is probably the worst added thing. Just the whole style of it is completely unappealing. It really needs an overhaul.[/QUOTE] What don't you like about them? What can I do to make them more appealing?
  • Avatar of Aurora93
  • i think the first thing, above any design changes, is to focus on correcting those visleaves. are you using func_details in the right spot? are you using func_viscluster for highly open areas? [editline]1st April 2012[/editline] [QUOTE=highvoltage;35389619]What don't you like about them? What can I do to make them more appealing?[/QUOTE] probably make the lighting less bland and generic, add a few more details, and make it more intuitive to navigate b/c it can get confusing fast
  • Avatar of Zoshi235
  • [QUOTE=Aurora93;35389654]probably make the lighting less bland and generic, add a few more details, and make it more intuitive to navigate b/c it can get confusing fast[/QUOTE] The lighting is much improved and less bland and generic and there are far more details compared to Construct 12, and if you're confused by the navigation you need to spend more than 20 seconds flying around it in Noclip. Your ridiculous statements are only furthering the proof that you are an obvious troll or an even more obvious April Fool's Day prank :D Anyway, By randomly blowing up walls with closely packed 100,000 damage TNT, I managed to glitch the vents into being visible from the void. Might I suggest breakable walls instead of non-colliding entrances? Also, since navigating them is impossible without noclip, they're kind of pointless in their current state. I like the idea though.
  • Avatar of GameDev
  • [QUOTE=highvoltage;35389567]Please tell me what is done badly so I can improve. I can admit I'm not the best mapper but just saying I suck gets the map nowhere. Or would you and all the other mappers just prefer that I scrap the map and close the thread? Because that's the feeling I'm getting off you right now. What don't you like about the lighting? The colour? Angle? Brightness? HDR? Do you have any tips that can help improve the optimization?[/QUOTE] I've stated that it's much too bright and light_spot and point_spotlight needs to be used multiple times, and you need to utilize hint and skip much more along with visclusters. [editline]1st April 2012[/editline] [QUOTE=Zoshi235;35389706]We're going to ignore you now, Mr I'malwaysrightypants.[/QUOTE] He does have a point, you know.
  • Avatar of vexx21322
  • [QUOTE=Aurora93;35389654]i think the first thing, above any design changes, is to focus on correcting those visleaves. are you using func_details in the right spot? are you using func_viscluster for highly open areas? [editline]1st April 2012[/editline] probably make the lighting less bland and generic, add a few more details, and make it more intuitive to navigate b/c it can get confusing fast[/QUOTE] Viscluster doesn't affect leaves.
  • Avatar of Darkassassin0
  • [QUOTE=Zoshi235;35389706]The lighting is much improved and less bland and generic and there are far more details compared to Construct 12, and if you're confused by the navigation you need to spend more than 20 seconds flying around it in Noclip. Your ridiculous statements are only furthering the proof that you are an obvious troll or an even more obvious April Fool's Day prank :D Anyway, By randomly blowing up walls with closely packed 100,000 damage TNT, I managed to glitch the vents into being visible from the void. Might I suggest breakable walls instead of non-colliding entrances? Also, since navigating them is impossible without noclip, they're kind of pointless in their current state. I like the idea though.[/QUOTE] how do you need noclip to go thru them? ive already made a small base in them an it works fine (i just made ladders out of rack gears) but i do agree with the breakable entrances.
  • [QUOTE=highvoltage;35389619]What don't you like about them? What can I do to make them more appealing?[/QUOTE] [t]http://puu.sh/nsBN[/t] Why is this like this? It looks god awful. [t]http://puu.sh/nsCA[/t] Why is this hall so damn tall? Why are those light there? Why two of them? Why not use the model used in the mirror room? The fact that the models are clipping more than 50% into the brush makes it look even worse. [t]http://puu.sh/nsDd[/t] More bricks.. How original. Possibly remove those beams or make better ones that would fit with a tunnel theme. Maybe change up the lighting style to be more consistant, but just turn down the brightness and give it a creepy color. Those lights are so bright that it's leaving a giant glowing circle on the ceiling making it look even worse.
  • Avatar of Aurora93
  • [QUOTE=Zoshi235;35389706]The lighting is much improved and less bland and generic and there are far more details compared to Construct 12, and if you're confused by the navigation you need to spend more than 20 seconds flying around it in Noclip. Your ridiculous statements are only furthering the proof that you are an obvious troll or an even more obvious April Fool's Day prank :D Anyway, By randomly blowing up walls with closely packed 100,000 damage TNT, I managed to glitch the vents into being visible from the void. Might I suggest breakable walls instead of non-colliding entrances? Also, since navigating them is impossible without noclip, they're kind of pointless in their current state. I like the idea though.[/QUOTE] the lights are still bland and generic. i'm not trolling. i've been mapping for years and the fact that i'm trying to help this effort shows you're just being dumb [editline]1st April 2012[/editline] [QUOTE=vexx21322;35389755]Viscluster doesn't affect leaves.[/QUOTE] func_viscluster makes sure all leaves in an area are attached/seeing each other and will speed up compile times
  • Avatar of vexx21322
  • [QUOTE=Aurora93;35389837]the lights are still bland and generic. i'm not trolling. i've been mapping for years and the fact that i'm trying to help this effort shows you're just being dumb [editline]1st April 2012[/editline] func_viscluster makes sure all leaves in an area are attached/seeing each other and will speed up compile times[/QUOTE] I know that, but it has nothing to do with optimisations.
  • Avatar of Aurora93
  • it's still beneficial and should be useful when you're trying to optimize so you can see changes to the visleaves faster