[b]EDIT: New update to this map (mk1-91), the post regarding this can be found[/b] [url=http://www.facepunch.com/threads/947954-gm_drivingmap?p=28710034&viewfull=1#post28710034]by clicking this text :)[/url]
Whats that? wheres 1-8?.. i can actually say this time :D
...1-8 and its subversions remained as wip versions between this and the last release :)
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Hi, this is a map I've released 3 previous versions of, but not made a thread for yet, so just before I release the newest version (mk1-7) I thought I would make this thread.
This map, gm_drivingmap is the most complete map i have done (so far), as I have done quite a few others, but never finished them, and to be honest I will probably continue to add more to this one, as i generally enjoy working on it, albeit I'm still no pro, so this is far from perfect :)
The map was orignally intended to provide a place to build and drive a car, hence the name, but since then I tried to broaden the appeal by making it into more of a build map too, but still somewhere good for cars.
oh and regarding the fps count in the screenshots... the computer i origninally started this on isnt too great, but it still ran fine on it... but for my latest version i am using my new computer... hence nicer fps, and different resolution images ^^
[b]First off the nasty fullbright pictures from gm_drivingmap_mk1-2[/b]
top down
[IMG_thumb]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk10000.jpg[/IMG_thumb]
spawn room exit......a big building.......a hangar with doors
[IMG_thumb]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk10001.jpg[/IMG_thumb] [IMG_thumb]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk10002.jpg[/IMG_thumb] [IMG_thumb]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk10003.jpg[/IMG_thumb]
the off road area....racetrack............lower level
[IMG_thumb]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk10004.jpg[/IMG_thumb] [IMG_thumb]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk10005.jpg[/IMG_thumb] [iMG_thumb]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk10006.jpg[/IMG_thumb]
[b]Next, gm_drivingmap_mk1-5[/b] (dont ask me what happened to mk-3 to 4... or even 1 for that matter)
a few surface additions....lower bit.......off road build platform
[img_thumb]http://s3.garrysmod.org/img/dl/93875_1.jpg[/img_thumb] [img_thumb]http://s3.garrysmod.org/img/dl/93875_2.jpg[/img_thumb] [img_thumb]http://s3.garrysmod.org/img/dl/93875_3.jpg[/img_thumb]
[b]And following shortly after that gm_drivingmap_mk1-6[/b]
3d skybox..............surface..............new underground cavern
[img_thumb]http://s3.garrysmod.org/img/dl/94017_1.jpg[/img_thumb] [img_thumb]http://s3.garrysmod.org/img/dl/94017_3.jpg[/img_thumb] [img_thumb]http://s3.garrysmod.org/img/dl/94017_2.jpg[/img_thumb]
[b]Now... My latest, and possibly prettiest version (no fullbright anymore, yay!)[/b]
[b]gm_drivingmap_mk1-7[/b]
surface view
[IMG]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk1-70003.jpg[/IMG]
build rooms at pit area
[IMG]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk1-70006.jpg[/IMG]
lower area
[IMG]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk1-70004.jpg[/IMG]
a big underground door on another build room
[IMG]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk1-70005.jpg[/IMG]
underground cavern looking (maybe a bit too) dark
[IMG]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk1-70002.jpg[/IMG]
(this is actually my first attempt at lighting such an area, but also trying to have it somewhat dark too)
finnaly.. my custom billboard... in my own handwriting of course (and i took the photo of the clouds) :)
[IMG]http://i380.photobucket.com/albums/oo247/BgT1990/BgT/gm_drivingmap_mk1-70007.jpg[/IMG]
Main features of the map (mk1-7)
[list]
[*]main focus toward driving/building
[*]racetrack
[*]offroad area
[*]car test area
[*]multiple private build rooms
[*]3d skybox (fairly simple, but still there)
[*]big dark underground cavern
[*]underground water area
[*]areaportaled off spawn room
[*]areaportals on EVERY door (lots of doors too)
[*]teleporters from near spawn room
[*]not fullbright
[*]everything needed (hopefully) packed into bsp
[*]optimised (as much as I could)
[*]no noclip friendly
[/list]
This is the map I've put the most effort into so far, and any criticism or comments would be greatly apreciated :)
[b]Download:[/b]
[url=http://www.garrysmod.org/downloads/?a=view&id=100174][img]http://www.garrysmod.org/img/?t=dll&id=100174[/img][/url]
[b]Remember, new update post can be found:[/b] [url=http://www.facepunch.com/threads/947954-gm_drivingmap?p=28710034&viewfull=1#post28710034]by clicking this text :)[/url]
You probably shouldn't add so many pictures of the full bright one. You gave me the wrong idea at first.
Work on your displacements a bit, they seem too rough for any offroad vehicles.
I changed all the pictures of old versions to thumbnails, to shift attention to the big, new pics :)
Nice
Too dark. Too small. Make the displacements more like boulder terrain. That way they do not look dumb and out of place.
Not detailed enough for my tastes, it wouldn't be fun to drive in that.
[QUOTE=Crazy Quebec;22360908]Not detailed enough for my tastes, it wouldn't be fun to drive in that.[/QUOTE]
Fire up Crysis, get into a vehicle and enjoy detail.
Other than that, nice map, I like it.
Fairly nice map, the "cliff" walls above your hangar or spawn room, needs to be a displacement, cliffs tend not to perfectly vertical in both directions :v:
if you add some elevation changes to the circuit, this map will be absolutely perfect.
[editline]08:33AM[/editline]
that and some better lighting
[QUOTE=sphinxa279;22363374]Fairly nice map, the "cliff" walls above your hangar or spawn room, needs to be a displacement, cliffs tend not to perfectly vertical in both directions :v:[/QUOTE]
Oh shit, what a fail on my behalf, "Vertical in both directions" Ha, you know what I meant, flat... :derp:
i downloaded
[QUOTE=Pringles.;22368461]i downloaded[/QUOTE]
Gee that was constructive an important, glad you shared that with us, don't download it, it's a shitty edit.
[QUOTE=sphinxa279;22368542]Gee that was constructive an important, glad you shared that with us, don't download it, it's a shitty edit.[/QUOTE]
it is?
[QUOTE=Pringles.;22368761]it is?[/QUOTE]
Yup, it's not even his map, he just done a terrible edit of it.
[QUOTE=sphinxa279;22368823]Yup, it's not even his map, he just done a terrible edit of it.[/QUOTE]
name of the original map?
OH FUCK! I've been posting in the wrong thread, sorry for arguing man, I was posting wrongly at this post.
[QUOTE=ME][URL="http://www.xboxlc.com/profile/IamMarrow"][/URL] Gee that was constructive an important, glad you shared that with us, don't download it, it's a shitty edit.
[/QUOTE]
[QUOTE=sphinxa279;22374152]OH FUCK! I've been posting in the wrong thread, sorry for arguing man, I was posting wrongly at this post.[/QUOTE]
Gee, thanks a lot. Next time look at the thread before posting.
I generally click on "1 New Post" or whatever, sorry for all that hassle man.
So, downloaded, installed and chucked it on the Rawr Build server.
My main, BIG problem with the map is lighting.
Its too damn dark in most areas. Its low level light on the ground, I think you should try for more like Excess_Construct level of lighting on the ground levels.
For the tunnel areas could do with being brighter and the underground ... just running around in the dark. So more flood lights or even a switch to bring the lighting down or up (control room of sorts).
But yeah, lighting.
As for testing of cars. More rocks, LOTS more rocks. Throw some logs, trees, water sections in above ground and you are golden.
i definately need to work on my lighting then :o
...thats understandable, ive only ever really lit small areas, nothing on a large scale until this
and yeah, ive been thinking i should have done more displacements and such on the big flat cliffs :)
Yeah, use better sky lighting, it's way too white and then use better normal lights: lights need to have a light source or it looks stupid if you just have some bright spot on the ceiling. Next thing is colored lights and sprites. If you've fixed your map with this, it will have a new atmosphere, which is way better than now! :)
Pretty neat map, played around it for quite a while.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/mr-1.png[/IMG]
Welcome to Map Review. From now on, this account will review mapping releases on Facepunch exclusively, no matter the mapper's skill, the map's use, significance or the amount of time and skill put in to it. This is an experiment, and fortunately this is the first reviewed map under this account. If you have any suggestions, please do state them, otherwise focus on the map in the original post instead of bringing attention to this account.
[b]Comments[/b]
While not the nicest looking map, it is very functional for something very early on in your mapping profession. It has a lot of space, various environments to suit the needs of many vehicle testers. You have a 3D skybox, lighting, and it was difficult to find any major problems. You should try another version, because you know what you are doing.
[b]Criticism[/b]
First off, I noticed the lighting was bleak, estimating 255 255 255 (plain white). Plain white lighting is very unnatural, as the sun gives off a tan color. The ambient should be a dark blue or something close. The brightness is alright. Indoor lights were too close to the ceiling and lacked a light model, and again plain white. Even if a bulb is new, it gives a slightly yellow or orange color which becomes more apparent as the bulb ages.
Indoors areas were rather short, it's unfortunately similar to Half-Life 1. One story buildings are 128 units tall exactly, two are 256, three are 384, four are 512 and so on with a power of 2. Make sure to use the power of 2 as often as possible, because this is what textures are designed for. Some textures were stretched farther than .25, which most of the time is not a good idea. Displacements were used in the 3D skybox properly, however not in the underground caves. Texturing around archs were basic, which also had minor glitches in brushwork.
[b]Links[/b]
[url=http://www.interlopers.net/forum/viewtopic.php?f=11&t=20367]Applying textures to curved surfaces (your sidewalks and roads)[/url]
[url=http://developer.valvesoftware.com/wiki/Sky_list]Recommended lighting values for skies[/url]
[url=http://optimization.interlopers.net/]Optimization (incredibly important in the long run)[/url]
[url=http://www.interlopers.net/tutorials/General_Half-Life_2]Interlopers tutorials[/url]
[url=http://www.halfwit-2.com/?page=tutorials&category=1]Half-Wit 2 tutorials[/url]
[QUOTE=Map Review;22402160][IMG]http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/mr-1.png[/IMG]
Welcome to Map Review. From now on, this account will review mapping releases on Facepunch exclusively, no matter the mapper's skill, the map's use, significance or the amount of time and skill put in to it. This is an experiment, and fortunately this is the first reviewed map under this account. If you have any suggestions, please do state them, otherwise focus on the map in the original post instead of bringing attention to this account.
[b]Comments[/b]
While not the nicest looking map, it is very functional for something very early on in your mapping profession. It has a lot of space, various environments to suit the needs of many vehicle testers. You have a 3D skybox, lighting, and it was difficult to find any major problems. You should try another version, because you know what you are doing.
[b]Criticism[/b]
First off, I noticed the lighting was bleak, estimating 255 255 255 (plain white). Plain white lighting is very unnatural, as the sun gives off a tan color. The ambient should be a dark blue or something close. The brightness is alright. Indoor lights were too close to the ceiling and lacked a light model, and again plain white. Even if a bulb is new, it gives a slightly yellow or orange color which becomes more apparent as the bulb ages.
Indoors areas were rather short, it's unfortunately similar to Half-Life 1. One story buildings are 128 units tall exactly, two are 256, three are 384, four are 512 and so on with a power of 2. Make sure to use the power of 2 as often as possible, because this is what textures are designed for. Some textures were stretched farther than .25, which most of the time is not a good idea. Displacements were used in the 3D skybox properly, however not in the underground caves. Texturing around archs were basic, which also had minor glitches in brushwork.
[b]Links[/b]
[url=http://www.interlopers.net/forum/viewtopic.php?f=11&t=20367]Applying textures to curved surfaces (your sidewalks and roads)[/url]
[url=http://developer.valvesoftware.com/wiki/Sky_list]Recommended lighting values for skies[/url]
[url=http://optimization.interlopers.net/]Optimization (incredibly important in the long run)[/url]
[url=http://www.interlopers.net/tutorials/General_Half-Life_2]Interlopers tutorials[/url]
[url=http://www.halfwit-2.com/?page=tutorials&category=1]Half-Wit 2 tutorials[/url][/QUOTE]
Sorry for off topic here but maybe add a rating system like:
Functionality: 9/10
Lighting: 6/10
Visuals: 4/10
Optimisation: 3/10
Overall: 5.5/10
Just an example could probably add some more things like brushwork and texturing say. If you made a site with this it would allow people to see the rating of each map and you could have like user reviews as well that way you could have user rating and official rating.
Thank you, however it has been decided there will be no rating system because that would require a standard, a worst, and a best. Standards are difficult in video gaming and especially Source. Also, there will be no site.
Whats the point of this "Map Review"? It makes you seem unreal, like you are a group of people while you are one person. Why not just post with your own account instead of making yourself look 'professional'?
^
This.
^
Some more feedback.
We fired it up on the server and most of the Rawr build members seemed to like it. Only thing is, too many buttons and doors.
You got the multi-storey car park, then there's a smaller one next to it. Ditch the small one, can't see any use for it.
So for doors, you got a door, room, door, elevator bit to go deep underground. Why the two doors and the room?
Stick two big elevators in instead, but make them so they work opposite to each other, so if ones up the other is down. Saves on the problem of getting to the elevators and then finding there isn't one.
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