• gm_paradiseforest_v3
    31 replies, posted
This is probably my final version of my map. Considerably since the last 2 versions weren't good. Anyways, the map is a small map useful for comics and other stuff. It's got some nice atmosphere i think. And the map itself includes the following: HDR. 3d Skybox. Detailed Water. [url=http://www.garrysmod.org/downloads/?a=view&id=85822][img]http://www.garrysmod.org/img/?t=dll&id=85822[/img][/url] [IMG]http://i839.photobucket.com/albums/zz315/OnlineDavor/gm_paradiseforest_v30000.jpg[/IMG] [IMG]http://i839.photobucket.com/albums/zz315/OnlineDavor/gm_paradiseforest_v30002.jpg[/IMG] [IMG]http://i839.photobucket.com/albums/zz315/OnlineDavor/gm_paradiseforest_v30003.jpg[/IMG]
umm....horible.
I'm not sure you're using the word "considerably" right there. :/ And let's just say the map is far from paradise.
Snow trees? :v:
Great map ! I will play it, just tell me how to run CS 1.6 to play it
Hey! i worked hard on it. Also it looks better ingame. Tbh. Other than just saying It Sucks tell me how i can improve it
It's blocky (as far as I can tell you havn't used displacements), streams are almost never perfectly staright, there arn't snowy trees in "paradise", the textures are bland, to say the very least, and you havn't even used blend textures. It's good [b]for a first map,[/b] which is what this looks like.
Its very blocky, meaning it lacks detail. The main floors are the walls around the map, the texture isnt fitted right. The river just suddenly stops at the walls which makes it look unatural. Dont add in just any prop, i see a snowy tree.
First... More displacements. Nobody wants a forest with mostly flat ground and the occasional bump. Divide your ground to several 256x256 or 512x512 (For larger areas) and make the displacements, so they look natural. Second... The river. Looks more like a man-made channel, than like a river, that you can find in the forest. Again, displacements... and hard work. Third... Alternating textures. You use only one grass texture. Use textures having a blending option. In other words, use textures who have another texture on their alpha channel. After you place them, go to the displacements menu and use the "Paint Alpha" tool. Fourth... Walls and skybox. Even though you made cliffs using displacements (if they are displacements), the map still has a boxy feel to it. Make it more open, while placing some things that look natural, or not so much, but when the player sees them, he knows that they are marking the end of the walkable area. Use things like water, fences (preferably wooden or tripwire) and debris like rocks and trees. Also use brushes with the "invisible" texture. About the skybox. After removing the "walls", you need to make the feeling that the world is bigger. This requires a 3D skybox. Go find some tutorials on how to make it. (It's not hard, if you know what to do) Fifth... Practice! Practice! Practice! Practice! Practice! Well?
[QUOTE=Gmod Marto;18966033] Well?[/QUOTE] Ummm... Well what?
[QUOTE=Gmod Marto;18966033] Well?[/QUOTE] Well. It was helpful. And plus i know how to do 3D Sky boxes perfectly. And i am practicing mate. I have more ideas for the level itself. V4 is going to be better.
i want the water.
I like it. Yes it's simple. But I still like it. I think next time though you should take your screenshots from ground level. These screens don't give you an idea of what it's like to play in.
its looks nice but great for a first map ^^ so when you will here can you see my first map [media ]http://www.youtube.com/watch?v=guXdTYexoho [ /media] there is my map :D [url]http://www.facepunch.com/showthread.php?t=853563[/url]
[QUOTE=bdbthekiller;18969273]its looks nice but great for a first map ^^ so when you will here can you see my first map [media ]http://www.youtube.com/watch?v=guXdTYexoho [ /media] there is my map :D [url]http://www.facepunch.com/showthread.php?t=853563[/url][/QUOTE] Try [noparse][media]http://www.youtube.com/watch?v=guXdTYexoho[/media][/noparse] For the media tags. [media]http://www.youtube.com/watch?v=guXdTYexoho [/media]
thx im new
[QUOTE=~ZOMG;18965986]It's blocky (as far as I can tell you havn't used displacements), streams are almost never perfectly staright, there arn't snowy trees in "paradise", the textures are bland, to say the very least, and you havn't even used blend textures. It's good [b]for a first map,[/b] which is what this looks like.[/QUOTE] Everyone has a different idea of paradise.
the square outside walls are the biggest let down
man i realllllllllllllllllly needed this map for a friday the 13th comic u rock
That is almost as bad as the "mappers hell" map in the horor WIP thread. But next time use a lot, and I mean a LOT more displacements. [editline].[/editline] Maybe that was a bad suggestion... Vertice stretching and... :ohdear:
[QUOTE=~ZOMG;18965986]It's blocky (as far as I can tell you havn't used displacements), streams are almost never perfectly staright, there arn't snowy trees in "paradise", the textures are bland, to say the very least, and you havn't even used blend textures. It's good [b]for a first map,[/b] which is what this looks like.[/QUOTE] Its is his first map... Review: (Image Heavy) OK so this is a map made by the facepunch user "Exploders" This is his 1st map the he has given to the facepunch community. And is not bad.[b] For a first map.[/b] Ok so here is the overview of the map: [img]www.benjojo.co.uk/fp/pf/pf10.jpg[/img] A pretty basic and small map. Anyway I downloaded a copy of this and ran it into gmod an seeing the screen shots from his face punch thread it looked like he used his own water textures: Later finding out that he did not and he downloaded them here: [url]http://www.garrysmod.org/downloads/?a=view&id=83103[/url] That brings me to my first point and that asks that why is a steam blue? [img]http://www.benjojo.co.uk/fp/pf/pf2.jpg[/img] Exploder also uses a 3d skybox that in my view was not needed because all he really put inside the 3dskybox is the extremely stretched mountain textures. [img]http://www.benjojo.co.uk/fp/pf/pf8.jpg[/img] It looks like Exploders just used plain brushes but he did not. Infant all of the geometry is displacement! [img]http://www.benjojo.co.uk/fp/pf/pf11.jpg[/img] [img]http://www.benjojo.co.uk/fp/pf/pf12.jpg[/img] [img]http://www.benjojo.co.uk/fp/pf/pf3.jpg[/img] This also gives me a chance to point out the many mistakes in the map displacement work. [img]http://www.benjojo.co.uk/fp/pf/pf16.jpg[/img] [img]http://www.benjojo.co.uk/fp/pf/pf17.jpg[/img] At this point i was able to fall under a displacement can get stuck in it! [img]http://www.benjojo.co.uk/fp/pf/pf18.jpg[/img] Here was the hole I fell through. [img]http://www.benjojo.co.uk/fp/pf/pf19.jpg[/img] Exploder also could of used blend textures. As I said at the top the whole map is made out of displacements. But in the displacements there is a lack of texture blending: [img]http://www.benjojo.co.uk/fp/pf/pf5.jpg[/img] This leads me onto the Props in the map: 90% of the props are from EP1 Or EP2 so make sure you have that before trying that yourself! But I have to point out that there are snow type trees in the map: [img]http://www.benjojo.co.uk/fp/pf/pf4.jpg[/img] And there are some randomly placed detail props (note that the picture is showing the only occurrence of detail props.) : [img]http://www.benjojo.co.uk/fp/pf/pf20.jpg[/img] Overall this map is a good start of Exploder, At least the map is [b]not[/b] this: [img]http://www.benjojo.co.uk/fp/pf/pf21.jpg[/img] But it has used some custom textures and has bspziped them into the map. My overall scores: [b]Looks:[/b] The map look pretty good but need to fix some problems with the displacement's, The evening setting is a little out of place: 7/10 [b]Gameplay:[/b] The map is pretty playable but it is very small. 4/10 Overall: 5/10 - Good looking for a begginer but killed vai the bugs.
My review- 4/10. Looks are everything when pulled off. Displacements are shoddy, river is straight, everything looks placed rather than naturally fallen or grown. Blend textures and properly sewn displacements would help, as would curving the river. Textures tile way too much, and nothing has been done to disguise this. In my mind there is not such excuse as "first map". If you are aiming for realism, then make it realistic.
explorders you are new right? so its beta when you build for the beginn a css map zombie maps or gungame that maps are really easy to build but gmod map are hard thats for pro mapper i know im new in gmod but my css map are awsome ^^ so a little info just p.s sry i know my english is shiti im from german ^^
Not too bad for a first timer. Keep trying and i'm sure you will get it.
Never Release your first map :-S
[QUOTE=Exploders;18966960]Well. It was helpful. And plus i know how to do 3D Sky boxes perfectly. And i am practicing mate. I have more ideas for the level itself. [b]V4 is going to be better.[/b][/QUOTE] Christ, think what V1 and V2 were like :ohdear: [editline]07:03PM[/editline] I would give that 2 out of 10. I would consider something like gm_atomic as a level 9/10, and as using that as a bench mark, this doesn't even compare.
[QUOTE=~ZOMG;19035419]Christ, think what V1 and V2 were like :ohdear: [editline]07:03PM[/editline] I would give that 2 out of 10. I would consider something like gm_atomic as a level 9/10, and as using that as a bench mark, this doesn't even compare.[/QUOTE] I would consider atomic as about 4/10. All looks, no content.
[QUOTE=~ZOMG;19035419]I would consider something like gm_atomic as a level 9/10, and as using that as a bench mark, this doesn't even compare.[/QUOTE] All you kids think it's like, the best map ever. But guess what, it isn't.
[QUOTE=Larry_G;19036442]All you kids think it's like, the best map ever. But guess what, it isn't.[/QUOTE] I just played it again to remind myself. I spawned outside (why have a bunker that teleports you out of it), saw a cluster of interesting buildings and wandered over. Found that it was skybox, remembered all the cool stuff you can't touch and switched off the game. All looks, no intractability.
What would be a high ranking map for you?
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