• Fallout: New Vegas inspired map
    57 replies, posted
Hi all i am currently working on a FO:NV themed map and just wanna show from time to time my progress. I am doing this exclusive for "The Spire Roleplay" community. Enjoy! [t]http://abload.de/img/2013-08-21_000022naxh.jpg[/t] [t]http://abload.de/img/2013-08-21_00001lqzlg.jpg[/t] [t]http://abload.de/img/2013-08-20_00006rwrvs.jpg[/t] [t]http://abload.de/img/2013-08-20_00005dopdg.jpg[/t] [t]http://abload.de/img/2013-08-21_00006t0aa0.jpg[/t] [t]http://abload.de/img/2013-08-21_00004pmxwe.jpg[/t] [t]http://abload.de/img/2013-08-22_00001ipxm7.jpg[/t] [t]http://abload.de/img/2013-08-22_00008gyb7p.jpg[/t] [t]http://abload.de/img/2013-08-22_00005pqx0x.jpg[/t] [t]http://abload.de/img/2013-08-26_000072bspo.jpg[/t] [t]http://abload.de/img/2013-08-26_0000881smy.jpg[/t] [t]http://abload.de/img/2013-08-26_000097asdf.jpg[/t] [t]http://abload.de/img/2013-08-27_00002nysd6.jpg[/t] [t]http://abload.de/img/2013-08-27_00003egslk.jpg[/t] [t]http://abload.de/img/2013-08-27_0000588ssx.jpg[/t] [t]http://abload.de/img/2013-08-27_00004hmsqi.jpg[/t] [t]http://abload.de/img/2013-08-27_00006o3s64.jpg[/t] [t]http://abload.de/img/2013-08-27_00007losx5.jpg[/t] [t]http://abload.de/img/2013-08-28_000014wsq5.jpg[/t] [t]http://abload.de/img/2013-08-28_000034vsk9.jpg[/t] [t]http://abload.de/img/2013-08-28_00008jnukd.jpg[/t] [t]http://abload.de/img/2013-08-28_00007d3u4g.jpg[/t] [t]http://abload.de/img/2013-08-28_00006fcu77.jpg[/t] [t]http://abload.de/img/2013-08-28_00005z6usz.jpg[/t] [t]http://abload.de/img/2013-08-19_00009wguc1.jpg[/t] [t]http://abload.de/img/2013-08-19_00008mzugc.jpg[/t] [t]http://abload.de/img/2013-08-20_0000242ubf.jpg[/t] All models ported myself. Map is still in work and not available.
Holy...crap,This looks incredible,How long did this take you to make? Mapping King x9999999
The environmental lighting is too yellow and doesn't fit the skybox. Otherwise, good job!
The texture repetition is a bit much. try upscaling them a bit, and using some larger res textures.
i wont comment any lightning because i'm colorblind so i'm unreliable at that point, but i think it needs some kind of fog and as mentioned before a diferent skybox, maybe something more wasteland themed. edit: btw awesome looking map.
the lighting is pretty bad
well i guess some people missed to see the "WIP" tag. The map is still in work just sayin.
[QUOTE=opti2000;42019841]well i guess some people missed to see the "WIP" tag. The map is still in work just sayin.[/QUOTE] Said this on someone elses thread recently, if you post a WIP here, you should want criticism, because that is what you will get here. To me the map doesn't look right. There is very little atmosphere, and it looks more as if everything is where it is, because that is where it is in New Vegas. It isn't really NV themed, more an NV clone, which means that you are going to struggle to make it yours. Consider making it a themed map rather than a clone, that way you can have a bit of creative freedom. Also consider not using so many props taken from gamebyro. The source engine will not light them as gamebyro does, so the props will look off.
Since its for a roleplay I think it was his aim to replicate the areas. Models don't look too bad, might get issue with lighting if one is in contrast, like half covered in shadow, otherwise it should be sufficient. Some of the areas looks really quite nice. Lighting is too saturated and yellow. Are you using prop dynamic for the trees and plants? looks like it with the shadows. Do you have lod stuff sorted for those models? otherwise they'll be causing a ruckus. A few things to avoid, in my opinion. You currently have islands of detail in among a sea of blank flat map. I dislike this, the places you detailed look good, the places you havn't don't. The props need to blend into the map more, if you have an area without any props ppl can see the props you do place easier. eg big flat area then a big pile of rock models in the middle. The rocks won't feel natural because they contract with the empty desert, the desert won't look natural because its got nothing there at all! OVer all the map is hard to immerse into. I like the random event idea, do they reset to happen over and over? Look into finidng some why of adding movement to the map. IT might be a headbob in your gamemode, or texture proxies making the trees sway, or moving clouds or birds circling above. The particles and ranodm event do this in places already so well done . Consider closing it up slightly, so paths and "hubs" rather than big open space. Big open space is realistic but they are boring and you can travel across them quickly, making them seem small. It will take you a less than a minute to drive across flatgrass, it will take you several minutes to drive on a winding path round flatgrass. This also helps u optimise and focus your detail on paths players must take. It doesn't have to be linear it can be a bunch of random dots joined by a a random number of paths. Each area could be distinct with some paths being underground. Its a mayor overhaul so prehaps don't do it for this map but the next you make at least consider it. I hope this has helped.
The lighting doesn't look good and the grass sprites look weird coming from those ground textures. Also make the textures less repetitive.
Displacement textures need some work, texture tiling is very noticeable in the screenshots. [t]http://abload.de/img/2013-08-22_00005pqx0x.jpg[/t] The house in the back there, it's texture is tiling much too visibly as well.
You do plan on giving it a actual skybox ? Right ? I always kind of hate it when people use a terrain and ground sky texture but other then that i excpected this to look terrible but this looks pretty good keep up the good work
Wow, it almost looks like NV! Nice work.
Just working on the interior of the mojave outpost. [t]http://abload.de/img/2013-08-31_00009vzsk2.jpg[/t] [t]http://abload.de/img/2013-08-31_00008xisp4.jpg[/t] [t]http://abload.de/img/2013-08-31_00007upsal.jpg[/t] Any tips and tweaks for improvement? Or is the lighting okay like this? :)
If the windows are boarded up, there shouldn't really be light coming through
[QUOTE=SimplePlanz69;42028288]If the windows are boarded up, there shouldn't really be light coming through[/QUOTE] Those are the light shaft models from NV, I'd say just go with a better glass texture that doesn't look like metal.
the maps looking good, obviously its got flaws as stated by the people in the thread but its going well and may actually be a very close looking map to the actual fallout.
I am a huge fan of Fallout. I am pumped for this map. Can't wait. Will Freeside and New Vegas be like, enter-able? And how about the Mojave outpost? Do the doors there open? Otherwise, great looking map. Looks a like Fallout.
[QUOTE=chasewideman;42031371]I am a huge fan of Fallout. I am pumped for this map. Can't wait. Will Freeside and New Vegas be like, enter-able? And how about the Mojave outpost? Do the doors there open? Otherwise, great looking map. Looks a like Fallout.[/QUOTE] Entering buildings will be like in the original game. You get teleported in the interior. :) I made some showcase videos. This is how you enter buildings (btw this is gonna be nipton) [video=youtube;hJEXAwU4L5A]http://www.youtube.com/watch?v=hJEXAwU4L5A[/video] And here is a showcase about a possible random event. [video=youtube;1uirwlrSvUs]http://www.youtube.com/watch?v=1uirwlrSvUs[/video]
What does this look like in CS:GO?
Damn son, it's like you're making the next gm_apocalypse. Awesome job!
[QUOTE=Firegod522;42040190]What does this look like in CS:GO?[/QUOTE] do you really think he is going to port it to CSGO when it was for a gmod server also he is using dynamic props, it's a bitch to get the shadows to look decentish
[QUOTE=opti2000;42040086]Entering buildings will be like in the original game. You get teleported in the interior. :) I made some showcase videos. This is how you enter buildings (btw this is gonna be nipton) [video=youtube;hJEXAwU4L5A]http://www.youtube.com/watch?v=hJEXAwU4L5A[/video] [/QUOTE] This is a terrible idea. 99% of gamemodes use hard player collisions. People will get stuck in each other whenever they enter/exit buildings. This is very annoying and will make most of your map unplayable. If all your props are dynamic you might aswell scrap the map now. Not only will the performance be terrible but you will also have no chance of having decent lighting. Recompile all your models into staticprops.
are you buildings interiors all models as well?
I see you definitely got the vanilla sunlighting right from NV. However this is your chance to make it look better than NV, because NV's sunlighting during the day is atrocious - Theres alot of tricks you can do to make godly environment lighting in Source, including some nice fog to match it. Same goes for interior lighting: It's spot on in your map, but it's god awful in NV and (and thus in this) because of how monotonous grey it is (Mojave Outpost for example) Also question: judging by the screenshots and the thread title you've got all those locations all in the same map, correct? Then how are you planning on fitting the entire worldspace of NV in a single map when they're to scale? Take gm_flatgrass for example, I do believe it covers the entire grid of Hammer, and you don't have to walk far to get to the other side of the map, I think that would come off as pretty cramped in this map if you're keeping all the locations to scale. Unless of course you're making the roads inbetween them shorter, still it seems quite big to fit in the grid of Hammer in a single map
Yes everything is on the same map and the interior is made of models. I am not going to create exact the same environment like in the original game thats simply not possible because the hammer grid is way too small. I will implement the most important areas (mojave outpost, the strip, the fort and more) and a custom environment. Also some selfmade areas with a new vegas flair. And yes every building will be accessable. I am aware of the problem that players get stuck in each other but right now i have simply added a 3-4 second use delay to the doors. Maybe i can find a better solution for this problem. Edit: hey vastiny do you got any tips for the outdoor lighting? You are right sometimes the lighting in new vegas was a little bit "annoying".
[QUOTE=opti2000;42041011]Also some selfmade areas with a new vegas flair. And yes every building will be accessable. I am aware of the problem that players get stuck in each other but right now i have simply added a 3-4 second use delay to the doors. Maybe i can find a better solution for this problem.[/QUOTE] You better do or your map will suffer a lot. If you need help with model lighting I could always give you a hand. I know just about every trick in the book. For example I think you realize how ugly the lighting looks in the interiors. This is easily fixable.
If hes making the map for a specific gamemode he can use lua to circumnavigate the issues with player collisions. Sure it won't work for most of the people but he shouldn't have the compromise his map for his gamemode just so people can use it without implementing a similar fix. That aside I dislike the whole teleport door things, It's just a cheap way to avoid optimizing and makes gameplay dodgy. You would have to enforce people not shooting each other when they enter the door or houses would become impenetrable. This is more a gamemode thing and not a map thing.
[QUOTE=Grenade Man;42041065]You better do or your map will suffer a lot. If you need help with model lighting I could always give you a hand. I know just about every trick in the book. For example I think you realize how ugly the lighting looks in the interiors. This is easily fixable.[/QUOTE] If you saw the video how people access buildings and saw the crap lighting it is fixed allready and looks likethis now. [t]http://abload.de/img/2013-08-26_000072bspo.jpg[/t] [t]http://abload.de/img/2013-08-26_0000881smy.jpg[/t] [t]http://abload.de/img/2013-08-26_000097asdf.jpg[/t] But help with lighting settings would be really nice to improve it more! [editline]1st September 2013[/editline] [QUOTE=mdeceiver79;42041350]If hes making the map for a specific gamemode he can use lua to circumnavigate the issues with player collisions. Sure it won't work for most of the people but he shouldn't have the compromise his map for his gamemode just so people can use it without implementing a similar fix. That aside I dislike the whole teleport door things, It's just a cheap way to avoid optimizing and makes gameplay dodgy. You would have to enforce people not shooting each other when they enter the door or houses would become impenetrable. This is more a gamemode thing and not a map thing.[/QUOTE] Its not a cheap way to avoid optimizing. Well i am optimizing my map as much as possible but to keep the fallout flair i am doing it like that.
[QUOTE=opti2000;42041011]Yes everything is on the same map and the interior is made of models. I am not going to create exact the same environment like in the original game thats simply not possible because the hammer grid is way too small. I will implement the most important areas (mojave outpost, the strip, the fort and more) and a custom environment. Also some selfmade areas with a new vegas flair. And yes every building will be accessable. I am aware of the problem that players get stuck in each other but right now i have simply added a 3-4 second use delay to the doors. Maybe i can find a better solution for this problem. Edit: hey vastiny do you got any tips for the outdoor lighting? You are right sometimes the lighting in new vegas was a little bit "annoying".[/QUOTE] Try reading some articles on creating good lighting. Try sites like [url=http://www.interlopers.net/tutorials/]Intelopers.net[/url] (they have hundreds of Hammer tutorials and tips+tricks), or try [URL="https://developer.valvesoftware.com/wiki/Category:Level_Design"]Valve's very own Community Developer Wiki[/URL] I suggest searching for keywords like "environment lighting" or such on both sites
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