• GM_UnderGrass
    14 replies, posted
hi facepunch :D i recently learned how to use hammer/sdk, and this is my first successful map! FEATURES: -huge flatgrass area -gigantic skybox -really deep lake -big underground area (with tunnel) -small building -addon format :D here it is: [url]http://www.garrysmod.org/downloads/?a=view&id=87944[/url] i am compiling V2 right now :D (which has alot more features and is less buggy) i'll post it once its 100% done
Add lighting.
Less blocky.
Add environmental lighting, borders around the map, and spice up the geometry a bit.
A few problems... 1. Very blocky, try using a variety of diffrent brushwork. 2. Add some lighting with a light_environment 3. Add some walls around the map to stop people from touching the skybox Once you've improve, it should be a pretty good map!
it would have been better if you didn't realise this, and don't name every update a new version when the map is still in its pre-alpha phase.
Doesn't look too bad if it's your first map, but you should create a light_environment entity and use values from this: [URL]http://developer.valvesoftware.com/wiki/Sky_list[/URL] , then add some light entities in your building and add some frames to your windows and a concrete floor. [editline][/editline] And another couple of things - the ramp looks badly aligned - the best tip I can give you is [i]stick to the grid![/i] Also, I'm probably going to get banned for saying this, but you're going to get banned.
[U][I]No pics, no clicks![/I][/U]
[QUOTE=IRN Zombie;19534897]Less blocky.[/QUOTE] God dammit [media]http://filesmelt.com/dl/ugh11.png [url]http://filesmelt.com/dl/ugh2.png[/url] [url]http://filesmelt.com/dl/ugh4.png[/url] [url]http://filesmelt.com/dl/ugh5.png[/url][/media] [editline]10:53PM[/editline] Seriously?
I honestly came in here expecting something good with the recent shovel of good mapping lately. I was severely displeased. :arghfist::frown:
[QUOTE=Lord Ned;19534811]Add lighting.[/QUOTE] k... ill try to find a tutorial on that because i don't know how to do that yet. if you have any good tuts let me know :) [editline]06:23PM[/editline] [QUOTE=billi999;19536364]Doesn't look too bad if it's your first map, but you should create a light_environment entity and use values from this: [URL]http://developer.valvesoftware.com/wiki/Sky_list[/URL] , then add some light entities in your building and add some frames to your windows and a concrete floor. [editline][/editline] And another couple of things - the ramp looks badly aligned - the best tip I can give you is [i]stick to the grid![/i] Also, I'm probably going to get banned for saying this, but you're going to get banned.[/QUOTE] yeah im making a V2 of this atm, i added alot of entities e.g., breakable glass, doors, elevators. ill try out the light_environment thing. ...and am i seriously gonna get banned? what did i do wrong??? :( [editline]06:26PM[/editline] ANYWAY.. to everybody who thinks this is a shitty map, i agree with you. it is shitty. im sorry. its only my first map. but thanks for the tips/suggestions. i am going to completely start from scratch and make this better, with more entities, less blocky, light, and better textures. i will work on it alot, for several days/weeks. i will post again once V2 has been released.
Oh please no more flatgrass with a random building in the middle. D: Make something original, even if you're new to mapping you can surely come up with something nice and creative? And always add lighting, for exterior lighting and skies please refer to [url]http://developer.valvesoftware.com/wiki/Sky_List[/url] (try always to use skies with _hdr). If you want to learn about source optimization please refer to [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro[/url] . Hope it helps some and welcome to the world of source mapping. :keke:
[QUOTE=CoLD_IcE;19539832]Oh please no more flatgrass with a random building in the middle. D: Make something original, even if you're new to mapping you can surely come up with something nice and creative? And always add lighting, for exterior lighting and skies please refer to [url]http://developer.valvesoftware.com/wiki/Sky_List[/url] (try always to use skies with _hdr). If you want to learn about source optimization please refer to [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro[/url] . Hope it helps some and welcome to the world of source mapping. :keke:[/QUOTE] thanks :) i will try to come up with something original for the next map, but meanwhile, i need to practice with lighting and entities on this map.
[QUOTE=godofsnacks;19539889]thanks :) i will try to come up with something original for the next map, but meanwhile, i need to practice with lighting and entities on this map.[/QUOTE] And that's exactly why I pointed you to that sky list. This also shows that it's fully possible to alter the lightings colour and of course brightness, but hey, not to much at the same time.
I'm trying to figure out if these are real people or someone just trolling, I mean for one no one puts that many :D or :) in a post without some sort of being troll, and two. spending even 20 seconds in the map pimpage thread would constitute a second thought of uploading....<stares at the map>...this thing..... -Lights -Less blocky -More thought -Be original -most gm maps start with lowercase gm not GM -align texture better -did I mention less blocky? -Use more diverse textures -Type in construct on gmod.com and look at other construct maps. -No need for add-on format, it's one bsp, just let it get tossed in the maps folder.
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