• Gm_711 W.I.P.
    41 replies, posted
[i] [b]This was the second map I ever worked on, Its on steam clould. Its pretty popular atm. So I figured ill pick up on it again since Ive gotten alot more experienced since I first started working on it. [/i] [/b] [release]Current Screen-shots[/release][release] Gas Tank: [img]http://farm5.static.flickr.com/4098/4818146362_9dd2922779_b.jpg[/img] Out-side:(Note this image is from V4 an doesnt show the skybox the current version has...) [img]http://farm5.static.flickr.com/4094/4818146402_95e74ec27f_b.jpg[/img] Front:(Again V4 image) [img]http://farm5.static.flickr.com/4115/4818146278_e728f12b83_b.jpg[/img] [/release] [release] [b]Final Notes [list] [*] I only have pictures from V4 atm. [*] Will update images soon [*] I created this map as practice for my mapping skills.(It hasnt been worked on in over 4-5 months) [*] V6 will have abit more detail, With a fixed skybox, and lighting/details. [*] I have V6 done but it needs compiled and atm I dont have internet on the PC that has the vmf, So I cant compile the map... [*] Discopears Made most (if not all) Custom models in this map[/b][/list] [i][list]Please only constructive criticism.[/list][/i] [/release]
[url=http://www.facepunch.com/showthread.php?974056-Rp_7-11]Why did you make a new thread when you already have one here?[/url]
[QUOTE=Firegod522;25363713][url=http://www.facepunch.com/showthread.php?974056-Rp_7-11]Why did you make a new thread when you already have one here?[/url][/QUOTE] Because That ones named incorrectly, an well I wanted to get a fresh start on the map.
Looking good, you should make the windows a bit less blocky though. I think that would help it a lot.
[QUOTE=Reactors;25364504]Looking good, you should make the windows a bit less blocky though. I think that would help it a lot.[/QUOTE] I was thinking to make like a frame then with a Ledge kinda abit wider than the windows. kinda Like ]>----<[ To make them look better. Ha shit I rated my self by accident >:-/ wtf. I missed alot of changes since ive been away.
[QUOTE=sk83rjosh;25364594]I was thinking to make like a frame then with a Ledge kinda abit wider than the windows. kinda Like ]>----<[ To make them look better.[/QUOTE] Yeah, you could do that. Just try to make them look a little thinner on the edges too. Here's how I thought about it. Also, you should maybe move the door more into the middle, that's how they're usually set up. [IMG_THUMB]http://www.siliconvalleydebug.com/story/110107/images/711.jpg[/IMG_THUMB]
[QUOTE=Reactors;25364732]Yeah, you could do that. Just try to make them look a little thinner on the edges too. Here's how I thought about it. Also, you should maybe move the door more into the middle, that's how they're usually set up. [IMG_THUMB]http://www.siliconvalleydebug.com/story/110107/images/711.jpg[/IMG_THUMB][/QUOTE] Thats the plan, once I finish up the skybox. Im going to clean up the brush work. Then move the door around. [i] Maybe double doors? [/i]
[QUOTE=sk83rjosh;25364834]Thats the plan, once I finish up the skybox. Im going to clean up the brush work. Then move the door around. [i] Maybe double doors? [/i][/QUOTE] Yeah, I think double doors would look pretty good.
[QUOTE=Reactors;25364890]Yeah, I think double doors would look pretty good.[/QUOTE] Ill get to work on it then, Ill have to make func_motor or somthing for them to open correctly. Since hl2 doesnt have any default double Glass doors. An im not about to model more doors.
[QUOTE=sk83rjosh;25364938]Ill get to work on it then, Ill have to make func_motor or somthing for them to open correctly. Since hl2 doesnt have any default double Glass doors. An im not about to model more doors.[/QUOTE] Or you could make two door's and have them trigger so when you open one it opens the other.
[QUOTE=Reactors;25364988]Or you could make two door's and have them trigger so when you open one it opens the other.[/QUOTE] I was thinking about that, but it would look good if I made the doors from scratch. (Ex. A few brushes.) But that would take alot of work. [editline]05:23PM[/editline] Well, im off to play some fall out. IF you have any ideas and or criticism please comment below.
[img]http://i911.photobucket.com/albums/ac316/discopairs/gm_7-11_V5testimg-1.png?t=1286926350[/img] NOTE: I made the 7-11 models (signs), slurpee machine, ect :P
Haha He got reated dumb, Firegod your so mean :P
I don't like people being able to see what you rated, it means you can't anonomously vote every post dumb any more :v:
[QUOTE=thedarkknight7;25367995]I don't like people being able to see what you rated, it means you can't anonomously vote every post dumb any more :v:[/QUOTE] I know it sucks, I miss the good ole' days of voting down posts an people flaming over it.
You didn't take any advice. It doesn't even look like a god damn 7-11. The layout is completely off. Google pics of what a 7-11 looks like, delete your VMF, and start over.
[QUOTE=gerbile5;25368451]You didn't take any advice. It doesn't even look like a god damn 7-11. The layout is completely off. Google pics of what a 7-11 looks like, delete your VMF, and start over.[/QUOTE] I havent worked on the Vmf in over 4 months, Fuck off dont insult me. Im planning on redoing the front doors, and correcting the skybox. Then fixing the cube-maps.
How is this mapping king? (no offense)
...Not this again.
[QUOTE=applemaster;25369005]How is this mapping king? (no offense)[/QUOTE] lol, none taken. I didnt know you could now rate yourself an I clicked it by accident an people followed. [editline]12th October 2010[/editline] [QUOTE=Zally13;25369110]...Not this again.[/QUOTE] Why reply? If you dont like it ignore it... simple
I'm sorry but this map is terrible. It is very boring and looks like an early CS:S user map, but with even less detail. Use lights besides the 'light' entity, and use textures besides the default Half-Life 2 textures.
You should put in automatic doors. This is how: 1. Make a door with glass in the middle and metal sides. Regular slidy door. 2. Control+T with the door selected, make it a func_door. 3. Copy it and paste it. Put them in the position you want your door to be in. 4. Name the left door "Left door" and the right door "right door" 5. For the left, go to the settings and change the way the door slides. Look in the top down view. Left, right, forward and back are derived from the way the top down view is. Make it so the left door slides to its left and the right door slides to its right. 6. Make a trigger_multiple in front of the doors. On the Outputs tab, make it so "on trigger" "leftdoor" "open" and then make another output that is "on trigger" "rightdoor" "open". 7. Copy paste this onto the other side. 8. Now, whenever you walk into the trigger block, the doors should open. Vid here: [media] [url]http://www.youtube.com/watch?v=jzNH2nOK6Tk[/url] [/media]
[QUOTE=The Porn Folder;25371021]I'm sorry but this map is terrible. It is very boring and looks like an early CS:S user map, but with even less detail. Use lights besides the 'light' entity, and use textures besides the default Half-Life 2 textures.[/QUOTE] Truthfully This hasn't been worked on in 4 months, so it was an early map. As for detail, Ive made many custom textures and models, I never compiled them into the map. (V6) Because I haven't had the time. An most of the lighting is light_spot, not light. Except for indoors I never got around to fixing them. [editline]13th October 2010[/editline] [QUOTE=salmonmarine;25373021]You should put in automatic doors. This is how: 1. Make a door with glass in the middle and metal sides. Regular slidy door. 2. Control+T with the door selected, make it a func_door. 3. Copy it and paste it. Put them in the position you want your door to be in. 4. Name the left door "Left door" and the right door "right door" 5. For the left, go to the settings and change the way the door slides. Look in the top down view. Left, right, forward and back are derived from the way the top down view is. Make it so the left door slides to its left and the right door slides to its right. 6. Make a trigger_multiple in front of the doors. On the Outputs tab, make it so "on trigger" "leftdoor" "open" and then make another output that is "on trigger" "rightdoor" "open". 7. Copy paste this onto the other side. 8. Now, whenever you walk into the trigger block, the doors should open. Vid here: [media] [url]http://www.youtube.com/watch?v=jzNH2nOK6Tk[/url] [/media][/QUOTE] I like the idea of automatic doors, but they need a locking mechanism. [editline] WTF WHEN [/editline] Never mind I can just disable the trigger(toggle it off or whatever). So no worrys thanks man :D
-SNIP- Not worth getting off task over, comment below on problems with the WIP.
People in the mapping section knowing what kind of work that goes into a map? That's impossible. Seriously, if people rate you dumb, that means there's something wrong with the map. Maybe you should try looking at that rather than just thinking that they're trolling. Also, rating yourself Mapping King isn't going to help you any.
[QUOTE=Zally13;25455946]People in the mapping section knowing what kind of work that goes into a map? That's impossible. Seriously, if people rate you dumb, that means there's something wrong with the map. Maybe you should try looking at that rather than just thinking that they're trolling. Also, rating yourself Mapping King isn't going to help you any.[/QUOTE] Read back, I said I did that by accident WHICH I did. I was like oh thats a new then clicked it. I had no idea that you could rate yourself. An most of the people who have rated it dumb dont even map. So I dont think they know what work goes into mapping.
The 7-11 sign looks alright. I understand you are a beginner, but you don't seem to accept some of the criticism. My advice for the map itself: Add light_spots to the street lamps, it should improve the road look.
[QUOTE=sk83rjosh;25369988]lol, none taken. I didnt know you could now rate yourself an I clicked it by accident an people followed.[/QUOTE] You must be [I]really[/I] stupid if you actually expect people to believe that.
[QUOTE=Timenova;25465550]The 7-11 sign looks alright. I understand you are a beginner, but you don't seem to accept some of the criticism. My advice for the map itself: Add light_spots to the street lamps, it should improve the road look.[/QUOTE] They are light_spots. All the lights are but the ones in the 711 itself. An I haven't gotten any criticism other than people calling it dumb, I don't understand how you can be so quick to judge, Download the map an take the time to look for errors before you call it dumb. You know what I mean? Everything else like the doors/windows an stuff im working on, but its hard to do in between school an work. [editline]17th October 2010[/editline] [QUOTE=~ZOMG;25465813]You must be [I]really[/I] stupid if you actually expect people to believe that.[/QUOTE] Look, I hadnt been on facepunch for 3 months, How am I supposed to know they updated the rating system so stfu fag. You must really be [i]stupid[/i] if you commented just to say that. Anyway just post ideas a stuff about the map, I dont have time to argue over mediocre things like ratings, an who rated what an etc.
[QUOTE=sk83rjosh;25465449]An most of the people who have rated it dumb dont even map.[/QUOTE] I checked, every single one of them maps. I'm sure pretty much everybody who has given you criticism maps. [QUOTE=sk83rjosh;25465898] An I haven't gotten any criticism other than people calling it dumb, I don't understand how you can be so quick to judge, Download the map an take the time to look for errors before you call it dumb. You know what I mean? [/QUOTE] We can judge a map by its screenshots. It's blocky and undetailed. Put more time and effort in to it. With mapping, time does actually produce a better map.
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