I'm working on a new map named rp_villanobel. It's a mixture of city, suburban, and beach life. I'm not even close to done, but here are some screenshots of the map.
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UPDATE: 1/17 - Mixed spot lighting with regular lights.
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I have a lot of plans. The city will be fairly sized, what is seen is only around 1/4 of the city, although I can't really tell. Beyond the city will be an airport. The reason I'm including this is because I know a few people who would like to build in an RP map, and since my server is aerial-based at the moment, I'm adding it. It would be a good base stronghold thing anyways, since there will be a terminal and all.
Keep in mind this is my first actual map project, so if there are any issues, please give good feedback instead of something like "fcuking sux go die"
I give credits to a few people for their textures/props. Some textures were made by me. If a mapper doesn't want their props being used in my map, I will take them out and replace them. I'm not looking to piss anyone off. Although I did get all the custom props from garrysmod.org, which would make them public.
Yeah, comments? Suggestions?
Oh, and also, I'm going to make sliding doors for the beach house's dock entrance and the hotel room balconies.
I think it looks nice, I especialy like the park and the custom textures are good. One thing though, the street texture, the lines are way to big and the beach could use some more work, but otherwise, it's very nice.
Yeah, I think my roads are way too thin. One side does not fit a jalopy, I suppose I'm not too far ahead to be able to fix that.
Does the beach feel empty? Or are the displacements bad? Sorry to nag so much, lol.
Thanks for the reply, though. ;)
Dude no matter how far ahead you are, if you don't fix the roads, no-one will play your map when its released.
That's why I said I wasn't too far ahead... lol
Dude my apologies, i miss read it. Keep up the good work.
[b]P.S.[/b] That road textures yuck, the road markings are far too thick.
[QUOTE=NitroDC;19646334]Yeah, I think my roads are way too thin. One side does not fit a jalopy, I suppose I'm not too far ahead to be able to fix that.
Does the beach feel empty? Or are the displacements bad? Sorry to nag so much, lol.
Thanks for the reply, though. ;)[/QUOTE]
The displacements are really sharp.
[QUOTE='[haWx];19647123']Dude my apologies, i miss read it. Keep up the good work.
[b]P.S.[/b] That road textures yuck, the road markings are far too thick.[/QUOTE]
Really? I thought the road texture was good. Should it be lighter?
[QUOTE=TangoGorila;19647212]The displacements are really sharp.[/QUOTE]
Yeah, I'm planning to fix that once I get done with the city. I'll smooth it out or just re-do it.
Add a small train transport, like [b][i]'Townsend'[/b][/i], but with turns (like Evocity but larger because those small ones where just really really weeeird).
Make it go to 3 stations and then reverse back across the map :buddy:
If you plan on making it bigger, of course.
Also, add a car park. :smile:
[editline]08:27PM[/editline]
[QUOTE=NitroDC;19647347]
Yeah, I'm planning to fix that once I get done with the city. I'll smooth it out or just re-do it.[/QUOTE]
What I do is do Power of 4 displacements, and after, I turn them into Power of 3 or 2, and close the gaps greated. :smug:
They look pretty natural, too.
[QUOTE=NitroDC;19647347]Really? I thought the road texture was good. Should it be lighter?[/QUOTE]
No the road markings are far too thick, Narrow them down a bit.
No offense but this looks like roller coaster tycoon 3 not source
which isnt a good thing
Make door frames.
The lighting outside is fairly good, though the inside lighting is quite horrid. You might wanna use a light_spot instead of the regular light entity, because right now, there are big light blobs in the ceiling. And it's not very pretty.
Dayummm. Nice. And as above user said, use light_spot.
I tried to use light_spot in the kitchen, but it never showed up. :\ Are there any specific parameters that there need to be?
[QUOTE=NitroDC;19650790]I tried to use light_spot in the kitchen, but it never showed up. :\ Are there any specific parameters that there need to be?[/QUOTE]
No, move the entity around. Sometimes, they get caught in the model or something and don't work like they should.
I really like this! You have a superb understanding of how to make source look good. A good taste in textures and skills in lighting.
I certainly look forward to this!
Alright, so I tried doing light_spots only. The result wasn't as good as I expected. I think I'll add lights with approx 75-100 brightness so they light up the sides/corners of the building more, but dont make a super bright spot. I've finished the parkade/garage. It's four stories tall and the top story has a window structure all around. I don't want to add it to the 2nd and 3rd because I've already got 21% of max vertices. :( Pics will be up once I finish the lighting and decide on a texture for the parking entrance shack or whatever the hell it is. :D
Alright, so this is what I've got with mixing light_spot and light entities. The parking garage uses only light_spot because I wanted to keep a dark feeling in it. Also, I don't know what texture to apply to the parking entrance register thing. I have no idea what they're called so I can't really find any reference images. XD
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Yes, I am missing a light "blob" in the eighth one. XD
Also, I'd like some help with cubemaps. I used to have one placed, but because of the blue skybox, the floor inside the beach house looked purple, mixing brown with blue, and anything that was reflective was the same. But the thing is, the reflection on the water is red, like a default HL2 skybox. Is there a way to use the env_cubemap without having it work on any brushes except the water?
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