Hello good Facepunch people! I have been really interested lately in making maps. After about week of figuring out Hammer I made a map. I say this is my first map but what I mean is this is my second map if you do not count a box I made when I first learned hammer
I would like opinions on this map I have worked on. I intended it to be an arena.
Pictures (hope this link works out) [url]http://img838.imageshack.us/gal.php?g=levels0000.jpg[/url]
map download (I used half-life 2 textures only)
[url]http://www.mediafire.com/?ahogl03cqe23s9c[/url]
And the final question is if I should add this to garrysmod.org
Thank you in advance!
First thing's first, make sure to have your settings as high as you can, even if it kills your FPS, we won't notice the lag since it's just a screenshot, secondly you should use better, more fitting textures. Like those tiles on the 2nd screenshot is just weird among other places, thirdly use a different light_environment setting. Use this for reference: [url]http://developer.valvesoftware.com/wiki/Sky_list[/url]
[QUOTE=Zally13;23935545]First thing's first, make sure to have your settings as high as you can, even if it kills your FPS, we won't notice the lag since it's just a screenshot, secondly you should use better, more fitting textures. Like those tiles on the 2nd screenshot is just weird among other places, thirdly use a different light_environment setting. Use this for reference: [url]http://developer.valvesoftware.com/wiki/Sky_list[/url][/QUOTE]
Okay, thank you! What kind of texture should be able to fit with it? I had some trouble deciding what to have the texture be. I was kind of imagining support beams on a deck when I made those, but I couldn't find any material fitting for it. I will use that sky list, thanks for the super quick reply.
Get rid of repeating textures
[QUOTE=Best4bond;23935846]Get rid of repeating textures[/QUOTE]
I don't get it, don't all textures repeat? Should I stretch them out more or something?
Or do you mean that I am being too repetitive in texture choice?
Now you have me interested.
He means too repetitive in texture choice. Having a building that is the same brick wall isn't appealing.
[QUOTE=farfenwaffle;23935890]I don't get it, don't all textures repeat? Should I stretch them out more or something?
Or do you mean that I am being too repetitive in texture choice?
Now you have me interested.[/QUOTE]
All textures repeat, if the face is too large. There are many ways of breaking up a face with a repetitive texture, I'm just going to list a few.
Props
Brushwork details with different textures on
Decals
Shadows
[QUOTE=Steak;23935925]He means too repetitive in texture choice. Having a building that is the same brick wall isn't appealing.[/QUOTE]
Very good point, I am going to mix it up a bit.
[QUOTE=metallics;23935926]All textures repeat, if the face is too large. There are many ways of breaking up a face with a repetitive texture, I'm just going to list a few.
Props
Brushwork details with different textures on
Decals
Shadows[/QUOTE]
I am very sorry about this but what do you mean by face? do you want me to throw in some decals to break the mold? Still a beginner.
Check out this thread then, hopefully this will answer all of your beginner questions: [url]http://www.facepunch.com/showthread.php?t=982253[/url]
[QUOTE=farfenwaffle;23936007]Very good point, I am going to mix it up a bit.
I am very sorry about this but what do you mean by face? do you want me to throw in some decals to break the mold? Still a beginner.[/QUOTE]
A face is a side of a brush.
Add a 3D skybox, NPC nodes and func_Screens and you will be alright.
Or just make it a CS:S map and release it.
[QUOTE=Steak;23936025]Check out this thread then, hopefully this will answer all of your beginner questions: [url]http://www.facepunch.com/showthread.php?t=982253[/url][/QUOTE]
hey hey! looks like I found my bible for the next month, thanks!
[QUOTE=Best4bond;23936584]Add a 3D skybox, NPC nodes and func_Screens and you will be alright.[/QUOTE]
Shit, I don't think I can quite manage those, as soon as I get around to everything else I need to do I will be Googling those. NPC nodes would rock!
[QUOTE=~ZOMG;23936660]Or just make it a CS:S map and release it.[/QUOTE]
Come to think of it, This map would work better for action games. Good idea
[QUOTE=~ZOMG;23936660]Or just make it a CS:S map and release it.[/QUOTE]
How about you give him some better tips instead of being an asshat.
[QUOTE=farfenwaffle;23936792]hey hey! looks like I found my bible for the next month, thanks!
Shit, I don't think I can quite manage those, as soon as I get around to everything else I need to do I will be Googling those. NPC nodes would rock!
Come to think of it, This map would work better for action games. Good idea[/QUOTE]
Nodes are very easy. Select the entity tool, then for basic ground nodes choose [i]info_node[/i]. Then place them wherever you want NPCs to be able to move around on the ground. You can use info_node_hints to set a possible option for the NPC to do when it reaches it, such as using the area as crouch cover.
Info_node_air can be used for flying NPCs such as City Scanners and Manhacks. A bit more tedious to place, but should work out.
Hope I helped.
[QUOTE=Steak;23936947]How about you give him some better tips instead of being an asshat.[/QUOTE]
Haha, he's not. CSS maps are the fucking stupidest pieces of shit. No matter what it looks like people will love it.
[QUOTE=Steak;23936947]How about you give him some better tips instead of being an asshat.[/QUOTE]
Calm down, it was just a joke.
[QUOTE=Timenova;23937197]Nodes are very easy. Select the entity tool, then for basic ground nodes choose [i]info_node[/i]. Then place them wherever you want NPCs to be able to move around on the ground. You can use info_node_hints to set a possible option for the NPC to do when it reaches it, such as using the area as crouch cover.
Info_node_air can be used for flying NPCs such as City Scanners and Manhacks. A bit more tedious to place, but should work out.
Hope I helped.[/QUOTE]
Hey, thanks! I always wondered exactly how nodes worked. I knew they somehow made NPCs move. Ima get right on it.
[QUOTE=~ZOMG;23937295]Calm down, it was just a joke.[/QUOTE]
Dammit, it was a joke? Flew right over my head. I wouldn't know because I never downloaded any maps for css
[QUOTE=farfenwaffle;23943942]Hey, thanks! I always wondered exactly how nodes worked. I knew they somehow made NPCs move. Ima get right on it.
[/QUOTE]
No problem. :)
If you are interested, its possible to set [i]info_node_air_hint[/i] to the Strider node hint type, so providing they are placed about the Striders height then they can move around...that is if you are planning to use Striders in your map.
Thank you all for your help! I have noded the map, given more decals, changed textures, generally improved navigation, put props in and updated skybox and lighting. I think for this map it would be useless to have a 3d skybox as the sky is not as important to me. (I do like exploring skyboxes and making giant Kleiner heads in the distance though, maybe later) I do not know what func_Screens are, I googled it and this thread came up for some reason.
pictures:
[url]http://img225.imageshack.us/gal.php?g=levels20008.jpg[/url]
file:
[url]http://www.mediafire.com/?orzvc21buhncmcr[/url]
Should I submit it to garrysmod.org yet?
Well, answer one question:
Does it serve a purpose to others?
Also, it looks very nice for a first map.
[QUOTE=Spartan One;23955298]Well, answer one question:
Does it serve a purpose to others?
Also, it looks very nice for a first map.[/QUOTE]
I believe it serves very well as an arena to duke it out in. I also find it very fun to have NPCs follow me around finding routes to get to me. As a one on one map against a friend it is fun running around on beams finding cover and exposing cover. I think the architecture is also interesting to look at and explore.
Thank you for the compliment! I have seen more impressive first maps in my days browsing this forum.(by days I mean a grand total of 4)
I think you used a few model textures or something, model textures use a different lighting scheme that makes it look strange. Textures will have a little icon in the material browser that show if they are for models, I can't remember it exactly but it should be obvious.
[QUOTE=LODY;23955716]I think you used a few model textures or something, model textures use a different lighting scheme that makes it look strange. Textures will have a little icon in the material browser that show if they are for models, I can't remember it exactly but it should be obvious.[/QUOTE]
What textures in the map are you talking about? I don't notice much that looks too wonkey.
oop, sorry everyone but my laptop conveniently got water spilled on it and my map progress may be lost. I hope for the best! :(
May be a bit late to say, but if you spill water in a comp, you should wait at least three days to turn it on again, because chances are it will still work. Water is not incredibly serious in electronics unless it screws with the power, while other drinks such as coffee would fuck it sideways.
For repeating textures I recommend SLIGHTLY streching them but not too much as to make them look like shit.
[QUOTE=BJK;23993099]May be a bit late to say, but if you spill water in a comp, you should wait at least three days to turn it on again, because chances are it will still work. Water is incredibly serious in electronics unless the device is not connected to a power source of any description, while other drinks potentially screw it up, even in the above circumstances, dependant on the conductivity of the residue left behind when it dries and the voltages involved in the device.[/QUOTE]
Fixed.
Might want to keep fluids away from the comp.
Love it man, it's very abstract. Though I think it would be sick if you took away the outer wall and made a 3D skybox for it. No idea what you'd put though.
I'll give you this- It was WAY better then the first map I made, which was a fullbright cube with holes leaking to the void far as the eye could see.
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