• gm_complex W.I.P. thread.
    31 replies, posted
I guess I'm on a roll with these grid based maps that require very little pre-planning. Anyway, a while ago I released gm_cube: [url]http://www.facepunch.com/showthread.php?t=655126[/url] People seemed to like it, but it had a ton of problems. It was hard to navigate, you couldn't climb upwards, and the teleporters were glitchy as fuck. So I decided I'd take the basic idea of a bunch of interconnected rooms with traps in them, and make it more playable. So now we have a 10x10 grid of rooms, instead of a 4x4x4 cube. And a ton of new traps too, since I have extra space above and below to put entities and such. Oh yeah, and instead of boots, there's a few citizens trapped inside with you, and you can send them ahead of you to check for traps. It's a bit morbid, but that's how shit goes. (On that note, if anybody knows of a way to get the squad commands working in gmod, that'd be great because this idea falls apart without it). [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0000.jpg[/IMG] [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0001-1.jpg[/IMG] [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0006.jpg[/IMG] [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0007.jpg[/IMG] [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0008.jpg[/IMG] [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0002-1.jpg[/IMG] [media]http://www.youtube.com/watch?v=yj4LJPm4bhg[/media] (Video's a bit dark. I recorded it in an old version of the map) If anybody feels like getting a beta testing server up and running, just PM me. Also, if you have any better names than gm_complex, post them here because I can't think of anything that fits.
Nice map, the large cavern is really good. Also you should add a falling trap, kind of obvious but it would be a good use of a room. Also Flood one of the rooms.
I like this a lot; almost like the cube map. Also loving the "outer citadel-like" parts. Can't wait to play this!
[QUOTE=Vbits;21997695]Nice map, the large cavern is really good. Also you should add a falling trap, kind of obvious but it would be a good use of a room. Also Flood one of the rooms.[/QUOTE] Oh yeah I forgot to mention, throw some trap ideas at me because right now I have a couple of duplicates and I'd like to have them all unique in the final map.
[img_thumb]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0000.jpg[/img_thumb] The floor looks horrible to me.
This reminds me of something Terrenteller showed me once upon a time. He made 64 detailed rooms each with a teleporter on each of the 4 walls linking to another room and a weapon spawn in the middle of some. It was meant to be a deathmatch map and it was disorientating as fuck. He didn't release due to an issue with getting grenades to teleport properly.
[QUOTE=Firegod522;22001109][img_thumb]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0000.jpg[/img_thumb] The floor looks horrible to me.[/QUOTE] Really? I thought it looked fine. What could I do differently?
[QUOTE=Lord Ivan;22004646]Really? I thought it looked fine. What could I do differently?[/QUOTE] You'll need a tiled floor or maybe even a custom floor texture from fpsbanana, or make your own.
Try portal textures. [editline]06:05PM[/editline] I might try something like this, a smaller version in a larger map.
Yeah, the portal floor tiles could go alright, if not just go download a nice looking (But Matching) floor texture.
A portal like theme would kick arse IMO
The combine architecture, along with the textures is a [I]very[/I] hard thing to pull off. You're doing pretty well. The fire with no source is sort of lazy though.
[QUOTE=~ZOMG;22006860]The combine architecture, along with the textures is a [I]very[/I] hard thing to pull off. You're doing pretty well. The fire with no source is sort of lazy though.[/QUOTE] Agreed. I'll put floor vents or something down there.
Reminds me of CUBE :v:
[QUOTE=Black-Ice;22010494]Reminds me of CUBE :v:[/QUOTE] It's supposed to. It's based off the CUBE map he did.
[QUOTE=Firegod522;22001109][img_thumb]http://i150.photobucket.com/albums/s117/Pythagoras64/gm_combine0000.jpg[/img_thumb] The floor looks horrible to me.[/QUOTE] They are floors. The texture is fine and people usually don't pay attention to it. I think the texture is fine but dat is just me. [editline]09:09PM[/editline] btw i lov u lord ivanz
[QUOTE=gerbile4;22013841]They are floors. The texture is fine and people usually don't pay attention to it. I think the texture is fine but dat is just me. [editline]09:09PM[/editline] btw i lov u lord ivanz[/QUOTE] Rated heart.
[QUOTE=gerbile4;22013841]They are floors. The texture is fine and people usually don't pay attention to it. I think the texture is fine but dat is just me. [editline]09:09PM[/editline] btw i lov u lord ivanz[/QUOTE] Because wall textures go on the floor. Maybe if they weren't exposed to solid white light, it would be better.
[QUOTE=Firegod522;22013881]Because wall textures go on the floor. Maybe if they weren't exposed to solid white light, it would be better.[/QUOTE] wait your rite i h8 u ivan
[QUOTE=Firegod522;22013881]Because wall textures go on the floor. Maybe if they weren't exposed to solid white light, it would be better.[/QUOTE] I always thought of it as sort of any-surface sort of texture. I will play around with the lighting a bit however. [QUOTE=gerbile4;22013902]wait your rite i h8 u ivan[/QUOTE] What the fuck are you doing.
[QUOTE=gerbile4;22013902]wait your rite i h8 u ivan[/QUOTE] Please stop spelling like that. Its a forum, take time to type out your sentences. Still wish we had the smartness system back. :sigh:
[QUOTE=Firegod522;22013956]Please stop spelling like that. Its a forum, take time to type out your sentences. Still wish we had the smartness system back. :sigh:[/QUOTE] As do I. God damn I am screwing with ivan again can you not see :v: [editline]09:17PM[/editline] [QUOTE=Lord Ivan;22013944]I always thought of it as sort of any-surface sort of texture. I will play around with the lighting a bit however.[/QUOTE] Usually pure quite light is a thing very uncommonly found unless it is pure florescent.
Diggin it.
trap ideas eh? how about them classic lasers from walls. combine execution team behind a fence wall. same thing with grenades. trap door that dumps you in radioactive waste. a portal opens from the ceiling and teleports you somewhere in space! :v: the last one would be sweet!
Suction into the void?
[QUOTE=ZapDing;22021512]Suction into the void?[/QUOTE] Already have this one, but I like your style.
[QUOTE=Lord Ivan;22021804]Already have this one, but I like your style.[/QUOTE] Do not look directly into the operational end of the device. [sp]A trap with lasers that you CAN avoid.[/sp] [highlight](User was banned for this post ("Spoiler Tag Abuse" - Terrenteller))[/highlight]
[QUOTE=Lord Ivan;22004646]Really? I thought it looked fine. What could I do differently?[/QUOTE] I would suggest a custom texture that fits the color scheme of the map a bit more. And maybe something a bit more flat (sheet metal maybe?)
[QUOTE=Lord Ivan;22021804]Already have this one, but I like your style.[/QUOTE] you have?!? can we have a small video clip? just to see is it as sweet in-game as i figured it in my head. and more trap ides: since the floor is made of metal tiles, make them all fall at random, one per second. a htach open from the ceiling and drops a load of roller mines. flash burn. everyone turns into ashes. a trap door which drops you in the middle of a combinen railway. need i say more? :smug: burning manhacks. :v:
I like the Combine feel in this map.
Sorry, you need to Log In to post a reply to this thread.