• Tunnels_2
    36 replies, posted
:siren:[b]Requires Episode 2[/b]:siren: This is the latest version of my Tunnels map. [url=http://www.garrysmod.org/downloads/?a=view&id=115204][img]http://www.garrysmod.org/img/?t=dll&id=115204[/img][/url] ([url=http://www.facepunch.com/threads/849357-tunnels_beta2?highlight=]Old version can be found here[/url]) The map features an above ground and below ground play area which has been completely overhauled. [b]Features:[/b] Open build area One-Story building with 5 unique rooms Elevated shack / cabin with a window and locking door(also highly detailed) Massive hole with a trap style door which can be opened / closed with a button Underground lab / living area(you decide) [b]Additional Features:[/b] Fully optimized using hint skip and func_detail Cubemapped ______________________ [b]Above Ground Overview[/b] [media][URL=http://img545.imageshack.us/i/tunnels2final0022.jpg/][IMG]http://img545.imageshack.us/img545/4805/tunnels2final0022.jpg[/IMG][/URL][/media] [b]Underground Overview[/b] [media][URL=http://img232.imageshack.us/i/tunnels2final0024.jpg/][IMG]http://img232.imageshack.us/img232/6856/tunnels2final0024.jpg[/IMG][/URL][/media] _____________________ [URL=http://img831.imageshack.us/i/tunnels2final0014.jpg/][IMG]http://img831.imageshack.us/img831/7867/tunnels2final0014.jpg[/IMG][/URL] [URL=http://img140.imageshack.us/i/tunnels2final0011.jpg/][IMG]http://img140.imageshack.us/img140/1642/tunnels2final0011.jpg[/IMG][/URL] [URL=http://img337.imageshack.us/i/tunnels2final0005.jpg/][IMG]http://img337.imageshack.us/img337/2333/tunnels2final0005.jpg[/IMG][/URL] [URL=http://img833.imageshack.us/i/tunnels2final0021.jpg/][IMG]http://img833.imageshack.us/img833/525/tunnels2final0021.jpg[/IMG][/URL]
It is not that good. I see you can create okay looking buildings and interiors. But what you do not manage so well is to create the layout for the map. You should take a bit more to study build maps and such and then draw out a layout before opening Hammer. Your lights also look bad Also, having ragdolls "pose" in screenshots do not make the map look better.
I can see you have some good ideas (Such as the support columns and recessed lights) but need to create them better. Make your rooms less blocky by adding realistic models in there, such as pipes in the Toilets. Maybe consider removing the huge outside walls and replacing them with some good looking hills, with a 3D skybox. Oh, and use textures that aren't the same as GM_Construct and Flatgrass.
[QUOTE=hawkeye hawk;26825741]It is not that good. I see you can create okay looking buildings and interiors. But what you do not manage so well is to create the layout for the map. You should take a bit more to study build maps and such and then draw out a layout before opening Hammer. Your lights also look bad Also, having ragdolls "pose" in screenshots do not make the map look better.[/QUOTE] I made this map just for myself and my own personal preferences, but decided to release it because some people like it. A 3d skybox is going into it for version 3. By the way, I did draw a layout for it. Oh and the decorated screenshots, I only did two of those and it wasn't to make my map look better, it was just for fun, more so to show what can be done in it. [editline]20th December 2010[/editline] [QUOTE=nath2009uk;26825998]I can see you have some good ideas (Such as the support columns and recessed lights) but need to create them better. Make your rooms less blocky by adding realistic models in there, such as pipes in the Toilets. Maybe consider removing the huge outside walls and replacing them with some good looking hills, with a 3D skybox. Oh, and use textures that aren't the same as GM_Construct and Flatgrass.[/QUOTE] Please point out how I need to make the support columns better, because I have studied architechture and carpentry quite a bit in my free time. I honestly don't see any of my textures resembling gm_construct. Also please tell me what the problem is with my lights, I spent alot of time testing and tweaking them. [URL=http://img43.imageshack.us/i/tunnels2final0020.jpg/][IMG]http://img43.imageshack.us/img43/6493/tunnels2final0020.jpg[/IMG][/URL] [URL=http://img24.imageshack.us/i/tunnels2final0017.jpg/][IMG]http://img24.imageshack.us/img24/2090/tunnels2final0017.jpg[/IMG][/URL]
Hay, its not THAT bad. The outside areas look flat and boring but you did well on the interior IMO.
[QUOTE=Can't Get Right;26841248]I made this map just for myself and my own personal preferences, but decided to release it because some people like it. A 3d skybox is going into it for version 3. By the way, I did draw a layout for it. Oh and the decorated screenshots, I only did two of those and it wasn't to make my map look better, it was just for fun, more so to show what can be done in it.[/QUOTE] Well, even if you did draw it out, it does not look like you thought through the design of the map. For example the random wood house. What you are showing of in this area of the forum is the maps, not your ragdoll posing skills, for that go the screenshots part. Hence you should present your map in the best way possible, in which you did not do. You do not have to remind people of what to do in maps, i like to find it out myself. Also, when people are commenting on you map, you should consider those as criticism, and improve those part that get criticized.
Why did you rate yourself Useful OP?
[QUOTE=hawkeye hawk;26863387]Well, even if you did draw it out, it does not look like you thought through the design of the map. For example the random wood house. What you are showing of in this area of the forum is the maps, not your ragdoll posing skills, for that go the screenshots part. Hence you should present your map in the best way possible, in which you did not do. You do not have to remind people of what to do in maps, i like to find it out myself. Also, when people are commenting on you map, you should consider those as criticism, and improve those part that get criticized.[/QUOTE] How am I failing to present the map? I included an over view shot and several shots from different areas, and a detailed description. You just wont let go of those two silly screen shots i decided to include will you? You're weird, and don't make any sense when you post. You're also an asshole, so please stop posting. [editline]22nd December 2010[/editline] [QUOTE=GameDev;26863863]Why did you rate yourself Useful OP?[/QUOTE] I didn't [editline]22nd December 2010[/editline] I'm starting to regret making this thread. :v:
[QUOTE=Can't Get Right;26872912]How am I failing to present the map? I included an over view shot and several shots from different areas, and a detailed description.[/QUOTE] Okay, think of showing your map as selling a car. When you are taking the pictures for the add, you do not make your whole family pose for the picture. It is the car that are in focus, not you family. The idea goes for maps. You want to take the best shots of the MAP, not the map with a bunch of props or ragdolls. [QUOTE=Can't Get Right;26872912]You just wont let go of those two silly screen shots i decided to include will you? You're weird, and don't make any sense when you post. You're also an asshole, so please stop posting.[/QUOTE] I am not really weird, just saying whats true. If the truth makes you think on me as an asshole, I think you should open you eyes a bit more. What i really are trying to do is to help you. To many people post bad and uncreative maps here on facepunch and expect fame and glory. When they are told that their map sucks, they refuse to improve on it. Do not fall into that trap (although you already have). I think it is good that you regret making the thread, because the map is not really thread worthy. Next time just post in the pimpage forum. I almost never make threads for my maps.
[QUOTE=hawkeye hawk;26874387]Okay, think of showing your map as selling a car. When you are taking the pictures for the add, you do not make your whole family pose for the picture. It is the car that are in focus, not you family. The idea goes for maps. You want to take the best shots of the MAP, not the map with a bunch of props or ragdolls. [/QUOTE] I'm not going to think of making a source map like selling a car, for one I'm not making a living doing it. Second I posted every necessary screenshot of the map its self, those last two two were done purely for fun and have nothing to do with the map its self, and do not fuzz the presentation of it. I think if you actually downloaded the map and played it you would be less thick-skulled on this whole picture argument. [quote]If the truth makes you think on me as an asshole, I think you should open you eyes a bit more. [/quote] My eyes are wide open bud, and that's just it, you aren't stating any truth, just making ill-conceived arguments about things you don't understand. [quote][highlight]When they are told that their map sucks[/highlight], they refuse to improve on it.[/quote] ...And that is all I have been told "it sucks!!1" If only it were creative criticism and not random dumb things like "hurr 2 pictures have poses in them i cant even see the map" ---Which is completely untrue, they were just two bonus screens done for fun after i had all appropriate screens. [quote]What i really are trying to do is to help you.[/quote] All I have heard out of you is complaining about two screenshots that mean nothing. What I want to hear out of you is "we need screens of X" or "you should improve on X by doing X", to tell me you even know what the hell you're talking about. You have made an ass out of yourself by pursuing an argument completely ignorant.
The map is blocky, and not very appealing to the eye. The texture choice is poor, looks like a typical build map with nothing new or really interesting in it.
[QUOTE=Firegod522;26877767]The map is blocky, and not very appealing to the eye. The texture choice is poor, looks like a typical build map with nothing new or really interesting in it.[/QUOTE] Agreed. [editline]22nd December 2010[/editline] I'll be improving all of those aspects in the next version
[QUOTE=Can't Get Right;26876965]I'm not going to think of making a source map like selling a car, for one I'm not making a living doing it. Second I posted every necessary screenshot of the map its self, those last two two were done purely for fun and have nothing to do with the map its self, and do not fuzz the presentation of it.[/QUOTE] I know that you are not making money out you maps, but that was not the point either. I just think that having 4-5 ragdolls in you map makes a worse impression and makes it look less interesting. But i agree with you that this part of the discussion have been focused to much on. [QUOTE=Can't Get Right;26876965]I think if you actually downloaded the map and played it you would be less thick-skulled on this whole picture argument.[/QUOTE] No, not really. As you have stated, you have posted overviews pictures of the map, so I know how it looks. No need for downloading it. [QUOTE=Can't Get Right;26876965]My eyes are wide open bud, and that's just it, you aren't stating any truth, just making ill-conceived arguments about things you don't understand.[/QUOTE] I am saying whats the truth, and i am more than capable on understanding what we are talking about. In fact I have more experience (approx 4 years of mapping) than you on this subject. So it is really you that come with ill-conceived arguments about things you don't understand. [QUOTE=Can't Get Right;26876965]...And that is all I have been told "it sucks!!1" If only it were creative criticism and not random dumb things like "hurr 2 pictures have poses in them i cant even see the map" ---Which is completely untrue, they were just two bonus screens done for fun after i had all appropriate screens. All I have heard out of you is complaining about two screenshots that mean nothing.[/QUOTE] No, if you read my first post, you will see that i gave you constructive criticism and told you what you needed to improve on. And just as I said, you did not even consider this and started to talk about me being weird and dumb. [QUOTE=Can't Get Right;26876965]What I want to hear out of you is "we need screens of X" or "you should improve on X by doing X", to tell me you even know what the hell you're talking about.[/QUOTE] Want me to repeat what i said earlier? Okay. You can create decent looking buildings, but you fail at having a overall flow and design of you map. You also need to improve on you lights (outdoor especially). [QUOTE=Can't Get Right;26876965]You have made an ass out of yourself by pursuing an argument completely ignorant.[/QUOTE] Well, if you think I am an ass it is really just your fault. I tried to help you, hell I even gave you cc, but you (as many before you have) refused to take it seriously. And the funny thing is that when Firegod said your map sucked you did not seem to mind, and you even agreed. You sir, are weird.
Ok here was your first post. [QUOTE=hawkeye hawk;26825741]It is not that good. I see you can create okay looking buildings and interiors. But what you do not manage so well is to create the layout for the map. You should take a bit more to study build maps and such and then draw out a layout before opening Hammer. Your lights also look bad Also, having ragdolls "pose" in screenshots do not make the map look better.[/QUOTE] You didn't really give me any useful information, other than the layout isn't very good; which I'd have to agree on for a general build map meant to be enjoyed by most people. Aside from that you said my lights look bad, and did not specify how, or suggest any way to improve on them. Now, this really gets me because I have practiced on making good looking lights for a while now, and I think that the lights are almost perfect in my opinion. Scroll up, and please, give me an honest opinion on those, and suggest something that needs improvement. Lastly you felt it necessary to point out that you disliked the last two screens as being a bad addition to the OP, suggesting I added them to make a dumb boring map look more interesting, which I didn't. And why did I agree with firegod? [[quote]The map is blocky, and not very appealing to the eye. The texture choice is poor, looks like a typical build map with nothing new or really interesting in it.[/quote] He used proper constructive criticism, he said it's [b]blocky[/b], and has [b]ugly textures[/b], and that it looks like an ordinary boring build map with nothing all that unique or exciting about it. This was my aim, basically. Something simple, not too flashy, and that I could enjoy playing single player on. I only decided to release it because I thought that maybe some people out there might have wanted the same thing to just mess around on. One of the main reasons i released this, is because i know enough about mapping to make a solid map, and by that I mean, well optimized, proper brush and entity work etc. Just the main things that go into a legit, functional map. And others that might have released maps with the same intent might not know enough about mapping to make a solid map with these ideas, therefor making their maps very unappealing. So in my opinion, this is not a shitty map, not a poorly done map, it's just a map made to fulfill it's purpose, nothing more nothing less. I'm not expecting praises for making it, as I tend to view things in my own way. I could have made it look different, designed it different, and gotten mapping kings and praise, but that was not the aim. So download if you want to play on it, suggest any possible improvements, or just leave the thread in disgust at what you just saw and throw me a dumb rating like a true badass, what ever floats your boat. :love:
Okay then, judging from the pictures again, you need to choose textures that won't tile as much. The grass looks just like the one from Flatgrass and Construct and tiles horribly, so you should try and get a custom one of higher resolution. Compared to what I would do in mapping, I would never have thought of the little things such as the 'curb' from the grass to the road, which stands out and seperates the two as it uses a different texture, which is great. Everything is generally blocky though, but it is an easy fix. Curve off your edges on certain things, and more importantly use more models, things that fit realistically, pipes, vents, random clutter. It almost looks like a playground (The grassy area in the first shot). I would highly suggest you remove the outer walls, and expand it with displacements in some areas for hills to accustom for different things people would want to do while they build, be it test out vehicles and perfect them or mess around with AI. Also, you should at least try a different time of day. Add lamp posts along the curb in the first shot and turn the map into a grunge themed night time map, if you wanted to. I have no mapping experience with Source, so I don't know how hard such things would be to do.
Giving cc in that manner is quite common here on Facepunch, and you should have noticed that by the time you have been writing here. So, what you need to do next time is to think through whats said and try fix it. If you do not get the cc, just ask what they meant or for them to explain in a other way. You are right about one thing. I should have pointed out that i meant the outdoor lights. What you need to do with them is to change the color. Right now it looks like you have pure white lights. Blend in a bit more yellow or orange in that mix, and change the skybox. yes, i did feel (and still does) like it was dumb to add those last screen shot, but you already know why. No point of discussing that. edit: I will not leave the thread in discuss. But I want you to consider what i said and improve those parts in later maps.
So it was the out door lighting all along, well to get a few things strait here, this is the exact color used: 237 230 209 [URL=http://img218.imageshack.us/i/thecolor.png/][IMG]http://img218.imageshack.us/img218/4012/thecolor.png[/IMG][/URL] And I used this skybox [img]http://developer.valvesoftware.com/w/images/9/92/Sky_day02_04.jpg[/img] Overcast, usually on overcast days the light very washed out because of the thick cloud cover, I even tweaked it from the default slightly to make it less white / washed out, which turned out to be pretty good imo. When you're outside in game with the graphics up it looks pretty nice when your gun and the props you're playing with react to that light RGB code and the cubemaps, the screens i took don't capitalize on the outdoor lighting as much as id like them to [b]([/b] Mainly because I used ugly white concrete textures [b])[/b] [quote] edit: I will not leave the thread in discuss. But I want you to consider what i said and improve those parts in later maps.[/QUOTE] That wasn't directed at you, or anyone that posted, just the assholes who gave me dumbs and left without posting anything at all. [editline]22nd December 2010[/editline] Thanks for the last two posts btw. I just wished you two had opened with those details, otherwise i wouldn't have gotten offended, which I can get very easily.
alright. Just a suggestion: take a look here: [url]http://developer.valvesoftware.com/wiki/Sky_list[/url] Find a better skybox, because the one you are using now is really boring and overused.
[QUOTE=hawkeye hawk;26880382]alright. Just a suggestion: take a look here: [url]http://developer.valvesoftware.com/wiki/Sky_list[/url] Find a better skybox, because the one you are using now is really boring and overused.[/QUOTE] I had chose it specifically from that list to look boring and un-catchy :v: It looked like this back in version 1 [URL=http://img406.imageshack.us/i/tunnelsbeta20000.jpg/][IMG]http://img406.imageshack.us/img406/1595/tunnelsbeta20000.jpg[/IMG][/URL] But in version 2 I thought that it had too many long shadows and made most of it way too dark, so i decided to go with a neutral overcast skybox with a more neutral lighting to make it easier to build and play.
I think it looks a lot better with the version 1 lights than v2's.
[QUOTE=hawkeye hawk;26880566]I think it looks a lot better with the version 1 lights than v2's.[/QUOTE] I'd agree with that it does have alot more eye candy. But it's hard to play in with my big ass walls which cast long shadows that cover half the map. I would like to switch back to the old look, but I need some suggestions on how to make a good looking map boundary that isn't big ass ugly walls like I currently have, because in gmod, i can't really think of anything else to use. [editline]22nd December 2010[/editline] [QUOTE=nath2009uk;26879750]Okay then, judging from the pictures again, you need to choose textures that won't tile as much. The grass looks just like the one from Flatgrass and Construct and tiles horribly, so you should try and get a custom one of higher resolution. Compared to what I would do in mapping, I would never have thought of the little things such as the 'curb' from the grass to the road, which stands out and seperates the two as it uses a different texture, which is great. Everything is generally blocky though, but it is an easy fix. Curve off your edges on certain things, and more importantly use more models, things that fit realistically, pipes, vents, random clutter. It almost looks like a playground (The grassy area in the first shot). I would highly suggest you remove the outer walls, and expand it with displacements in some areas for hills to accustom for different things people would want to do while they build, be it test out vehicles and perfect them or mess around with AI. Also, you should at least try a different time of day. Add lamp posts along the curb in the first shot and turn the map into a grunge themed night time map, if you wanted to. I have no mapping experience with Source, so I don't know how hard such things would be to do.[/QUOTE] I'm also taking your post into great consideration
It depends on the location on you map. If it is set in a town, you can use buildings as a border. Or you could use displacements, like hills.
I never really thought of where this would be in relation to what would be outside of the map, since I just made it with one thing in mind "What do I personally want to mess around with?" It never really occurred to me But I suppose the location theme I'd want for it would be isolated, maybe like 20 miles outside of city 17 or something, so probably not boarder it with alot of buildings, maybe the displacement idea? But do you mean like really steep hills or cliffs? clairify more on that please
Remember the coastline in hl2? some of the areas had steep displacement walls. Try to make something similar.
He means how areas of White Forest and the Coast were bordered by cliffs: [img]http://images2.wikia.nocookie.net/__cb20100411121941/half-life/en/images/thumb/f/f5/Outlands_stream_white_forest.jpg/743px-Outlands_stream_white_forest.jpg[/img] The effect is quite nice. :smile:
yeah, thanks Time:)
Skipping all the long and tiring posts, is it bad that I actually kinda liked it? It would be nice if it had more places for driving, that concrete path looks like it could be a potential road...only 90 degree right-angle curves are never good for GMod cars.
Just a small update on the latest version. [URL=http://img577.imageshack.us/i/raodsofar.png/][IMG]http://img577.imageshack.us/img577/9815/raodsofar.png[/IMG][/URL] Redid the road, making it a major part of the above ground area, which will be about twice as large when I'm finished. Added a custom grass texture. In the process of overhauling the main building. That's all for now, I'll keep you guys posted on any new additions, and keep the suggestions and tips flowing in. :love:
still think the wooden building don't fit
[QUOTE=hawkeye hawk;26902908]still think the wooden building don't fit[/QUOTE] Yeah I'm going to move it and possibly take it off the elevated beams. [editline]23rd December 2010[/editline] Here's an addition concept I made [URL=http://img132.imageshack.us/i/concept1m.png/][IMG]http://img132.imageshack.us/img132/1645/concept1m.png[/IMG][/URL] Looking for input on this
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