• [WIP]GM_SummerHome [EyeCandy] V0.9
    21 replies, posted
[b]Some one tell me how to spoiler box the images please. Thanks![/b] Alright, so today I decided that I wanted to make a timelapse of me making a map out of curiosity. Never recorded myself making a map before and just wanted to do it for myself. However, about half way through the project I really started to like what I had made so I'm going to render it all out and release the map along with a timelapse of me making and testing it. This will be my first public release, I normally don't release my maps. It's currently running the -final compile. All in all not counting compile time it took 4 hours and 57 minutes to make the whole thing. About 5 and a half if you count the 20+ compiles for testing and the final compile. [b]What does it Feature?[/b] -A house. -Trees. That's about it.This is my first release and I didn't even plan on releasing it at that so go easy on me :). I didn't furnish the house seeing as it's for Garry's mod and figured the players could do it themselves if they so desired, if not, it's a nice open building area. There's a decent area to build in the basement and in the front yard if you don't mind the trees. [b]What do I need?[/b] -Half Life 2: Episode 2 -A brain Install into Maps. All custom textures are zipped into the map. Still not convinced? Have some Eye Candy. [spoiler] [b]!!Images are outdated!![/b] [url]http://filesmelt.com/dl/gm_summerhome0000.jpg[/url] [url]http://filesmelt.com/dl/gm_summerhome0001.jpg[/url] [url]http://filesmelt.com/dl/gm_summerhome0002.jpg[/url] [url]http://filesmelt.com/dl/gm_summerhome0003.jpg[/url] [url]http://filesmelt.com/dl/gm_summerhome0004.jpg[/url] [url]http://filesmelt.com/dl/gm_summerhome0005.jpg[/url] [url]http://filesmelt.com/dl/gm_summerhome0007.jpg[/url] [url]http://filesmelt.com/dl/gm_summerhome0008.jpg[/url] [b]!!Images are outdated!![/b] [/spoiler] EDIT: Removed Image tags as it made the thread horrible. Anyone know how to spoiler box images? Please tell me :) Known Bugs: -None so far -If you find a bug that's not listed above please tell me and I'll try and fix it with the next release. --Plans-- --Working on now-- ---[b]Ajust lighting color and angle [DONE V1.1][/b] ---[b]AI Node [DONE V1.1][/b] ---[b]Round the rear corners of the house. Too blocky! [DONE V1.2, not sure if it is better or not though..][/b] ---[b]Make the downstairs entrance looks better.[DONE V1.2][/b] ---[b]Lots of texture alignment and nodraw in unfortunate places - fixes[/b] ---Adding streets and 'vacant lots' to be filled with houses. (A few left empty for build areas.) ---Maplist Icon ---Bugfixes ---3d Skybox --Possibly in the future-- ---Add indoor and outdoor lights for the house (Big maybe) ---Add another house and a street connecting them. --------Got an idea? Share it! It may get added to the list :)---------- Linkage!!! [b]V1.2 (CURRENT) [url] http://www.garrysmod.org/downloads/?a=view&id=120969[/url][/b] V1.1 [url] http://www.garrysmod.org/downloads/?a=view&id=120953[/url] V0.9 [url]http://www.garrysmod.org/downloads/?a=view&id=120909[/url] Video!!! [url]http://www.youtube.com/watch?v=vxtXHHT6iX8[/url] Part 2 won't render due to the end half of the camrec file being corrupted. I'll record the next house and post that. Here's part one for those who still want to see.
If this took you half an hour to compile, you really need to work on your optimization.
[QUOTE=Da Fat Cat v3;29600062]If this took you half an hour to compile, you really need to work on your optimization.[/QUOTE] No, it takes about 2 or 3 minutes for the -final. 30 minutes is counting all 30 or so compiles I did testing and tweaking lighting as well as the -final compile, but please, feel free to troll some more.
[QUOTE=GlockN9ne;29600305]No, it takes about 2 or 3 minutes at the most. 30 minutes is counting all 30 or so compiles I did testing and tweaking lighting, but please, feel free to troll some more.[/QUOTE] Hardly trolling, to be fare you didn't really specify that the compile time was a sum of all your compiles. Also image and media tag those pictures, it's annoying to click and load all of them individually.
It's alright but it just lacks anything original or exciting
From what I can see, this doesn't look that amazing, nor is it eye candy. eyecandy is images where it is just amazing and it is something you can't stop looking at. Your pictures that I have seen is more like looking at it than yep i guess that's okay, has a lot of work to go but he is starting good.
damm, when i saw summerhome Eyecandy I imagined something like this [url]http://www.zaharo.net/images/hacienda-zacharo-intro.jpg[/url] I dont really see any eyecandy on your screens..
I'm not seeing much eye candy. Don't get too cocky about your mapping skills.
[QUOTE=Reactors;29601446]I'm not seeing much eye candy. Don't get too cocky about your mapping skills.[/QUOTE] Agreed, I do think that you need [pic] tags though...
[QUOTE=Reactors;29601446]I'm not seeing much eye candy. Don't get too cocky about your mapping skills.[/QUOTE] I didn't say it was amazing, I actually tried to note that it isn't amazing. I just put it under Eyecandy as it's not a build map it's just there to be there. There's an Eyecandy catagory in the toybox and i figured that suited. I'm not superz0mgwtfbbq good at mapping nor do I claim that I am. I didn't know that Eyecandy was a defined category for only amazing maps. I can see the misunderstanding. [QUOTE=Joey1;29600683]damm, when i saw summerhome Eyecandy I imagined something like this [url]http://www.zaharo.net/images/hacienda-zacharo-intro.jpg[/url] I dont really see any eyecandy on your screens..[/QUOTE] That's a bit beyond my skill level, but... hmm [QUOTE=TangoGorila;29600399]Hardly trolling, to be fare you didn't really specify that the compile time was a sum of all your compiles. Also image and media tag those pictures, it's annoying to click and load all of them individually.[/QUOTE] True. I over reacted. [QUOTE=NotExactly;29600549]It's alright but it just lacks anything original or exciting[/QUOTE] Yeah nothing really sets this map apart from any other maps at the moment. Was really made just for practice. Quoted everything way out of order lol Also, is it me or does the "Go Advanced" button when you edit a post do absolutely nothing? Trying to adv edit the op and it does nothing. Top post updated: Map link available. [url]http://www.garrysmod.org/downloads/?a=view&id=120909[/url]
Calling your map Eyecandy is like saying Chaingunfighter is a good mapper
Looks amazing, very good if someone wants to make a home, with all those RP and Mass Effect props. My suggestions: Add a little more stuff, like more areas 3d skybox, with a futuristic cityscape in the far add a more natural environment! The "walls" at the edge of the map ruins the eye-candy.. :( and most importantly....let your imagination fly! If you can't make all that stuff alone, i'm sure there are more than a few facepunch-dwellers who would gladly help you out. These are my suggestions. Hope you found them....not bad... ;D
Try making the environmental lighting more orange-ish.
[QUOTE=mutle;29605946]Looks amazing, very good if someone wants to make a home, with all those RP and Mass Effect props. My suggestions: Add a little more stuff, like more areas 3d skybox, with a futuristic cityscape in the far add a more natural environment! The "walls" at the edge of the map ruins the eye-candy.. :( and most importantly....let your imagination fly! If you can't make all that stuff alone, i'm sure there are more than a few facepunch-dwellers who would gladly help you out. These are my suggestions. Hope you found them....not bad... ;D[/QUOTE] Given that this is one of about 2 constructive posts so far I have my doubts about that. Anyway, I'm thinking of adding some more houses and adding onto it slowly over time. All different architecture styles with the same level of detail as I have on this house to expand upon it. The 3d skybox Idea is good. I was thinking of either a mountain thing or a suburb, but I like your idea much better. Yeah the walls were just a placeholder to give the map an end point rather than an invisible wall stopping you from falling into an abyss. [QUOTE=Mr. Chop;29605990]Try making the environmental lighting more orange-ish.[/QUOTE] I was thinking the same thing myself. [QUOTE=GameDev;29604738]Calling your map Eyecandy is like saying Chaingunfighter is a good mapper[/QUOTE] I like architecture therefor this map is eye candy to me. If you believe otherwise you can move right along good sir. :) [b]Top post updated. v1.1 is out.[/b]
Anyone else have anything to comment on? Any ideas for improvements? Also, if you see a house or particular architectural style you want to see in the map when I get around to adding another house give me a heads up. Still not sure what I'm going to do for the second house. Also, bump for v1.2 Change log v1.1 -> v1.2 Rounded the edges of the house. Not so much of a giant square with windows anymore. NOW ITS AN OVAL!. Improved the downstairs entrance, looks more natural rather than a door plopped on a wall. Fixed numerous texture alignment problems and unfortunately positioned nodraw textures. Tweaked the lighting a little bit more. Link in a few minutes, fixing an issue with reflections in the basement. [b]EDIT: Fixed. [/b] Link: [url]http://www.garrysmod.org/downloads/?a=view&id=120969[/url]
It's pretty bland and boring right now, you really need to put some better textures in, decorate, etc. It's really not thread worthy.
[QUOTE=Super_Nova;29626776]It's pretty bland and boring right now, you really need to put some better textures in, decorate, etc. It's really not thread worthy.[/QUOTE] I left the decorating to the Garrysmod players. As for the textures I quite like them. If you have any better textures to suggest (Other than the grass it's ugly I know.) please link them. As for the thread the map is a WIP and I'll be adding to it over time so I see no reason not to make a thread.
Dude you are making all these versions, why do you say its just a test? Besides the versions aren't really much of a difference (people won't download unleast its actually a good updated version of a map.) Make the map bigger, either stop uploading this small map, or make it something, npc survival, rp map, construct, or in the least add some more effort. But its a map that has potential, I'll say that. Keep trying buddy :)
[QUOTE=thealmightylol;29627538]Dude you are making all these versions, why do you say its just a test? Besides the versions aren't really much of a difference (people won't download unleast its actually a good updated version of a map.) Make the map bigger, either stop uploading this small map, or make it something, npc survival, rp map, construct, or in the least add some more effort. But its a map that has potential, I'll say that. Keep trying buddy :)[/QUOTE] The only reason I actually uploaded those updates is for the fact that the first one had major changes to the lighting and made that NPC survival you were talking about possible by adding a full node-graph including cover hints. The second update fixed quite a few texture alignment issues and visible nodraw spots as well as rounded the corners on the house and added the stairs to the back entrance. This isn't a map with any specific purpose nor am I uploading it just to get a high download count. This is a project that I want to do for myself that I've chosen to share with anyone that might be interested in seeing it progress from what it is now to what it will become in the future. If you read the entire OP which I doubt you did from your post you would see that I do plan to expand upon it bit by bit. I have received messages from a few people saying that they like seeing it progress the way it is. If you aren't one of those people just wait for a major update and download it then. Thanks btw :D Also, part one of the time lapse is on youtube. linked in OP. Can't render Part 2 for some reason though. The last half of the .camrec file that the recording is in is corrupted somehow and it crashes every time I try and render the last half of it. Will try and fix.
It's alright, it's on it's way but it does need a fair bit of work. My main gripes are: [i]Frame-less windows, the glass is just going into concrete - exterior windows normally have frames. Skybox uses that horrid one that hammer uses by default, use a much nicer one, like the nice, but overused cs_militia one. Grass which you've already acknowledged looks appalling. I looks more like moss then grass - no detail props on it either to give it volume. The glass looks too dirty which is a contrast to the clean aesthetic and textures used on the home . The wall around the map is not very nice, I think a nice 3D seamless sky box would be better as it makes you feel like there is something outside the map - so you don't feel like you're in a box. On the doors, the inside of their frames (The part the doors makes contact with) has a brick texture - not really something I've ever seen on the inside of a door frame.[/i] Just a few points, but don't worry, everyone's been a beginner at some point - and it's better then most first releases! :o)
[QUOTE=killermon;29638907]It's alright, it's on it's way but it does need a fair bit of work. My main gripes are: [i]Frame-less windows, the glass is just going into concrete - exterior windows normally have frames. Skybox uses that horrid one that hammer uses by default, use a much nicer one, like the nice, but overused cs_militia one. Grass which you've already acknowledged looks appalling. I looks more like moss then grass - no detail props on it either to give it volume. The glass looks too dirty which is a contrast to the clean aesthetic and textures used on the home . The wall around the map is not very nice, I think a nice 3D seamless sky box would be better as it makes you feel like there is something outside the map - so you don't feel like you're in a box. On the doors, the inside of their frames (The part the doors makes contact with) has a brick texture - not really something I've ever seen on the inside of a door frame.[/i] Just a few points, but don't worry, everyone's been a beginner at some point - and it's better then most first releases! :o)[/QUOTE] Thank you for this amazing example of constructive criticism. This post is actually helpful to a new mapper such as myself. You actually took the time to make a useful post that touched on the points you felt needed to be improved on. As little of a gesture as it sounds like, this is actually extremely helpful to me as a mapper because it gives me a better idea of what people pay attention to -- rather what flaws they notice that I may not have thought about. So thank you. Now down to it: The windows I actually tried to add window frames. The windows all have a black lining at the top and the bottom of the windows but not the sides. I wasn't sure if I should add it to the sides or not. Also if you look closely you will notice there's a lip at the bottom on the inside of the windows (Might not be noticeable in game now that I think about it. The lip is only 2 units.) Yeah I had given thought to changing the skybox but honestly never got to it. Thanks for bringing that up. Will make it a point to change it now that someone has brought it up. I've already changed the grass in 1.3. This will be my first real try at making an outdoor environment that the player can actually access rather than a small place a player can see through a tiny basement window. I thought the same thing about the glass myself but originally the map was made to be a winter themed map and I thought the glass had kind of a frosted look to it so I left it as is. Didn't cross my mind to change that when I decided to stick with the spring/summer theme. Yeah the walls were just a placeholder to give the map an end point rather than an invisible wall stopping you from falling into an abyss. Never done a 3d skybox before and didn't feel like learning it at the time. Yeah the door frames are ugly. Haven't done many door frames either, wasn't sure what to put there. Any suggestions?
[QUOTE=GlockN9ne;29644711]Thank you for this amazing example of constructive criticism. This post is actually helpful to a new mapper such as myself. You actually took the time to make a useful post that touched on the points you felt needed to be improved on. As little of a gesture as it sounds like, this is actually extremely helpful to me as a mapper because it gives me a better idea of what people pay attention to -- rather what flaws they notice that I may not have thought about. So thank you. Now down to it: The windows I actually tried to add window frames. The windows all have a black lining at the top and the bottom of the windows but not the sides. I wasn't sure if I should add it to the sides or not. Also if you look closely you will notice there's a lip at the bottom on the inside of the windows (Might not be noticeable in game now that I think about it. The lip is only 2 units.) Yeah I had given thought to changing the skybox but honestly never got to it. Thanks for bringing that up. Will make it a point to change it now that someone has brought it up. I've already changed the grass in 1.3. This will be my first real try at making an outdoor environment that the player can actually access rather than a small place a player can see through a tiny basement window. I thought the same thing about the glass myself but originally the map was made to be a winter themed map and I thought the glass had kind of a frosted look to it so I left it as is. Didn't cross my mind to change that when I decided to stick with the spring/summer theme. Yeah the walls were just a placeholder to give the map an end point rather than an invisible wall stopping you from falling into an abyss. Never done a 3d skybox before and didn't feel like learning it at the time. Yeah the door frames are ugly. Haven't done many door frames either, wasn't sure what to put there. Any suggestions?[/QUOTE] When it comes to door frames, I would suggest maybe a wooden texture myself, but that's up to you - play about till you get something that looks right. At the moment, the outside is wood, with the inside being brick, I would make the whole thing wood myself. I think windows look a little better with frames on the sides as well, I saw the windowsill underneath, but it's not really a frame as such as frames normally tightly wrap themselves around a window.
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