• rp_inftown - For DarkRP and possibly other gamemodes
    54 replies, posted
- snip, really shit map. won't ever release this piece of shit. -
It's good, spacious. But a little too spacious I think. It might be personal preference but I think there needs to be a lot more detail to the architecture. Supports comes to mind. Once you have those the lighting will do a lot of the work for you. The shapes of rooms and buildings need to be more interesting, not just box shapes. But you're doing a lot better than I did when I started mapping, well done.
[QUOTE=ripper24;40249638]It's good, spacious. But a little too spacious I think. It might be personal preference but I think there needs to be a lot more detail to the architecture. Supports comes to mind. Once you have those the lighting will do a lot of the work for you. The shapes of rooms and buildings need to be more interesting, not just box shapes. But you're doing a lot better than I did when I started mapping, well done.[/QUOTE] Thanks. I actually expected a much harsher reply. I'll try and shape some of the new industrial buildings I'm planning to add. Thanks for the tips!
Nice job, very clean brush-work. Keep working on those mapping skills, you'll be surprised how far you can go. Take a look at this if you say you want to improve your lighting ability: [url]https://developer.valvesoftware.com/wiki/Lighting[/url]
[QUOTE=KnightVista;40249664]Nice job, very clean brush-work. Keep working on those mapping skills, you'll be surprised how far you can go.[/QUOTE] Again, thanks! :dance: I will keep up the work. Anything you'd like to see in the map? I've got a crapload of open space that I'm not doing anything with yet. While I have plans for some of it (Houses, probably), I'd like some more ideas :) [IMG_THUMB]http://puu.sh/2yk5H/104132b10c[/IMG_THUMB] Ignoring that tiled tower block, it was there as a backup. I plan to have buildings cover it.
[QUOTE=Mors Quaedam;40249695]Again, thanks! :dance: I will keep up the work. Anything you'd like to see in the map? I've got a crapload of open space that I'm not doing anything with yet. While I have plans for some of it (Houses, probably), I'd like some more ideas :) [IMG_THUMB]http://puu.sh/2yk5H/104132b10c[/IMG_THUMB] Ignoring that tiled tower block, it was there as a backup. I plan to have buildings cover it.[/QUOTE] Those surrounding buildings - ouch. I started where you are and here's my advice. My main problem was that I tried to make things look uniform in my early maps - don't do it. Add different heights to the buildings, add supports, detail, different textures, pull some buildings away from the sidewalk, pull some apart from the others, And use the vertex tool to create more dynamic shapes. Just make sure that the map has a flow, but don't make it look too square and bland. Switch it up!
[QUOTE=Gnoma2345;40249855]Those surrounding buildings - ouch. I started where you are and here's my advice. My main problem was that I tried to make things look uniform in my early maps - don't do it. Add different heights to the buildings, add supports, detail, different textures, pull some away from the sidewalk, pull some apart from the others, use the vertex tool to create more dynamic shapes. Just make sure that the map has a flow, but don't make it look too square and bland. Switch it up![/QUOTE] Thanks. I intend to remove that 'rowhome' skybox once I've got more 'dynamic' buildings, if that makes sense, since the train track goes outside the skybox I don't want to see it through the skybox, so I put that there. Again, much appreciated!
-snip-
This is spectacular for your first real map. Since this is intended for non-serious roleplay, I actually wouldn't concentrate too much on the detail. People like to be able to make their own props whenever and wherever possible. People playing DarkRP won't mind that there's too much space in a room, or no decorations along the street. They'll be able to use any room for any purpose without static props in their way. [editline]12th April 2013[/editline] Also, the doorframes are a really nice touch.
[QUOTE=TurtleeyFP;40259213]This is spectacular for your first real map. Since this is intended for non-serious roleplay, I actually wouldn't concentrate too much on the detail. People like to be able to make their own props whenever and wherever possible. People playing DarkRP won't mind that there's too much space in a room, or no decorations along the street. They'll be able to use any room for any purpose without static props in their way. [/QUOTE] Yeah, that was the idea. I like to make my own stuff too. Although I'm not designing this JUST for myself, I'm thinking how another RPer would, if that makes sense. [QUOTE=TurtleeyFP;40259213] [editline]12th April 2013[/editline] Also, the doorframes are a really nice touch.[/QUOTE] Thanks :D I've seen doorframes fail on other maps (I.E. the door not actually fitting the frame, most notably on rp_downtown_v4c_v2, frame being too large/small, textures looking crappy, etc) so I am using the same type of doorframe/texture throughout my map. Fig1. Neither the door or the textures match - Back of the double door gunshop @ rp_downtown_v4c_v2 [IMG_THUMB]http://ss.infinitedomination.tk/mors/20130412220443387.png[/IMG_THUMB]
Nice for a first map! But there is some little thing that really need change: The street-walk need a total relook, It doesn't look real. Try something like this(Quick hammer shot): [Img]http://puu.sh/2z8ky[/img] Then, work on the roof, put some texture and wall/railing on them(Look at some real life photo or even some RP map) Try to breakup the texture, add some detail to the wall... The doorways could use some work, look how valve make them in Hl2 In fact, looking how a map is made is a good way to learn how to detail. Good luck!
[QUOTE=soullink;40264242]Nice for a first map! But there is some little thing that really need change: The street-walk need a total relook, It doesn't look real. Try something like this(Quick hammer shot): [Img]http://puu.sh/2z8ky[/img] Then, work on the roof, put some texture and wall/railing on them(Look at some real life photo or even some RP map) Try to breakup the texture, add some detail to the wall... The doorways could use some work, look how valve make them in Hl2 In fact, looking how a map is made is a good way to learn how to detail. Good luck![/QUOTE] Thanks for the advice!
Great job, looks leagues better than my first released map. Keep at it, you're doing good It's always nice seeing new people on these forums, and I'm here to help Here's some advice half the design is in the brushes and models, the other half is in lighting If you need lighting, I'm your guy! You can view my thread here for a quick overview if you're a visual learner [url]http://facepunch.com/showthread.php?t=1207568[/url] Or if you really like reading and want to check out a long every-basics document, you can use pinecleandog's document [quote=pinecleandog]Just in extension to this, last week i released a document about lighting stuff too. You can check it out here: [url]http://www.facepunch.com/showthread.php?t=1206197[/url][/quote] If you want a more visual breakdown, message me and I can give you some tips
[QUOTE=Mkadeshkode;40277399]Great job, looks leagues better than my first released map. Keep at it, you're doing good It's always nice seeing new people on these forums, and I'm here to help Here's some advice half the design is in the brushes and models, the other half is in lighting If you need lighting, I'm your guy! You can view my thread here for a quick overview if you're a visual learner [url]http://facepunch.com/showthread.php?t=1207568[/url] Or if you really like reading and want to check out a long every-basics document, you can use pinecleandog's document If you want a more visual breakdown, message me and I can give you some tips[/QUOTE] Thanks :D
A few hours put into your brushwork and light and it would do a huge diffrence already :) Good luck and keep on trying !!!
Awful brushwork, looks more like a sandbox map with these box-like builidings. I think you should train a little bit, make few aim maps for CS:S with a lot of detail and such, try setting a proper lighting, maybe some decals to fill these empty walls.
well on the bright side the apartment building is wheelchair-accessible
It's a good start into mapping but don't get overly ambitious too fast. Start smaller and focus on making every aspect serve a purpose to the player, logically think of scale/study up online about normal source dimensions. Learn and adapt as you go along and you can get somewhere...
[QUOTE=Netheous;40299631]Awful brushwork, looks more like a sandbox map with these box-like builidings. I think you should train a little bit, make few aim maps for CS:S with a lot of detail and such, try setting a proper lighting, maybe some decals to fill these empty walls.[/QUOTE] Not everyone is naturally amazing at mapping. Who cares if my map is full of square buildings, I'm not some amazing mapper that's had years of experience. :P I don't like nor want to play CS:S, and decals will come. I do have a few but I wanted to finish more stuff before adding more decals.
[QUOTE=Mors Quaedam;40305881]Who cares if my map is full of square buildings, I'm not some amazing mapper that's had years of experience. :P[/QUOTE] That's a horrible attitude to have. The people who play your map will care. If you want to become a better mapper, drop the attitude, keep making small maps and (this is quite important) don't turn down constructive criticism.
[QUOTE=Mozartkugeln;40312912]That's a horrible attitude to have. The people who play your map will care. If you want to become a better mapper, drop the attitude, keep making small maps and (this is quite important) don't turn down constructive criticism.[/QUOTE] Yes, I was being an asshole, yes I was (somewhat) turning down his criticism. I don't have the first idea on how to create those rediculous shapes people manage to achieve on other maps, and to be honest, downtown is full of squares. However, this is not the point. I've only just started mapping, therefore people cannot expect some super map. I will try my best though :3
[QUOTE=Mors Quaedam;40305881]Not everyone is naturally amazing at mapping. Who cares if my map is full of square buildings, I'm not some amazing mapper that's had years of experience. :P [/QUOTE] "who cares if my map is bad, i'm not good at mapping and i don't want to improve lol" [QUOTE]and to be honest, downtown is full of squares. [/QUOTE] so? just because another map has issues doesn't mean you will be excused [quote] I've only just started mapping, therefore people cannot expect some super map. I will try my best though :3 [/quote] [url=http://facepunch.com/showthread.php?t=1261675&p=40312330#post40312330]this[/url] is someones first map and it looks pretty good. if you're going to release someone, don't expect people to say "well it's okay he's new to mapping". yes, most will go easy on you, but expect criticism and be prepared to take it. you asked for feedback, you were given it, don't say "well i'm not very good so i'm not going to do that", instead you should say "okay thank you for the advice" and use it.
[QUOTE=Mors Quaedam;40316291]I don't have the first idea on how to create those rediculous shapes people manage to achieve on other maps[/QUOTE] Have you had the chance to work with solids other than blocks? If not, you should; they're in this menu: [IMG]https://developer.valvesoftware.com/w/images/7/7e/Hammer_newobjectstoolbar.png[/IMG] Mess around with the different shapes for a bit and see what you can come up with!
[I]"who cares if my map is bad, i'm not good at mapping and i don't want to improve lol"[/I] Believe it or not, I would actually like to improve. Please don't just assume. [I]"so? just because another map has issues doesn't mean you will be excused"[/I] Not saying I'm 'excused' from anything. I was merely pointing out that a map that might be considered 'popular' uses square buildings. [I]"[url=http://facepunch.com/showthread.php?t=1261675&p=40312330#post40312330]this[/url] is someones first map and it looks pretty good. if you're going to release someone, don't expect people to say "well it's okay he's new to mapping". yes, most will go easy on you, but expect criticism and be prepared to take it."[/I] And? What's that to do with me? [I]"you asked for feedback, you were given it, don't say "well i'm not very good so i'm not going to do that", instead you should say "okay thank you for the advice" and use it."[/I] Believe it or not, I am taking feedback. I just don't like people who think they know everything. [I]"Awful brushwork, looks more like a sandbox map with these box-like builidings. I think you should train a little bit, make few aim maps for CS:S with a lot of detail and such, try setting a proper lighting, maybe some decals to fill these empty walls."[/I] Things like this piss me off a bit, while he was giving me feedback, and I do appreciate it, he's making it sound like my map is a complete disaster. What I'm saying is, I accept criticism but it really needs to be constructive and not insulting. [I]"Those surrounding buildings - ouch. I started where you are and here's my advice."[/I] Something like that, is useful. [I]"That's a horrible attitude to have. The people who play your map will care. If you want to become a better mapper, drop the attitude, keep making small maps and (this is quite important) don't turn down constructive criticism."[/I] Something like that, is completely unhelpful. What you said, was also unhelpful. Not only have you started an argument, but you've not even bloody posted here before. Please, don't be hypocritical and [B]please[/B] find some evidence to back up your argument. Now, go away, unless you have something [B]constructive[/B] to tell me about my map. [/RANT] [editline]19th April 2013[/editline] [QUOTE=Mozartkugeln;40320197]Have you had the chance to work with solids other than blocks? If not, you should; they're in this menu: [IMG]https://developer.valvesoftware.com/w/images/7/7e/Hammer_newobjectstoolbar.png[/IMG] Mess around with the different shapes for a bit and see what you can come up with![/QUOTE] Thanks :D
Firstly, try making smaller builidings, it's always better to make small things then expand them instead of making huge-ass rooms and then spend most of the time detailing it. Also use as many models as you can, it really improves the map at really low costs (unless your map has already reached limits, which is rare on such sized maps). Secondly, don't turn down or get butthurt when someone throws you a constructive critism. It's just that nobody has time to butter-up their words so you don't feel offended. You should be grateful that people spare you few more seconds to tell you how you could improve your stuff. Finally, practice, practice, practice and again, practice. Don't release your first works unless other more experienced mappers tell you it's worth it, it's better to get your map polished, instead of getting it trashed right away.
[QUOTE=Netheous;40345574]Firstly, try making smaller builidings, it's always better to make small things then expand them instead of making huge-ass rooms and then spend most of the time detailing it. Also use as many models as you can, it really improves the map at really low costs (unless your map has already reached limits, which is rare on such sized maps). Secondly, don't turn down or get butthurt when someone throws you a constructive critism. It's just that nobody has time to butter-up their words so you don't feel offended. You should be grateful that people spare you few more seconds to tell you how you could improve your stuff. Finally, practice, practice, practice and again, practice. Don't release your first works unless other more experienced mappers tell you it's worth it, it's better to get your map polished, instead of getting it trashed right away.[/QUOTE] I'm going to leave the rooms empty, specifically because most people like to build their own shops in RP. I dislike people that lack the ability to even attempt to sound nice. I accept criticism if it's put over to me in a nicer tone. I am practicing :P
[QUOTE=Mors Quaedam;40343886] Believe it or not, I would actually like to improve. Please don't just assume.[/quote] if you want advice from people, don't just neglect it because you disagree with it. [quote]Not saying I'm 'excused' from anything. I was merely pointing out that a map that might be considered 'popular' uses square buildings.[/quote] games like skyrim are full of bugs and are popular, and that got a lot of attention in reviews and shit. popular =/= perfect, don't just obey their standards. [quote]And? What's that to do with me?[/quote] you seem to think people should go easy on you because it's your ~first map~ and you're ~inexperienced~ yet that guy made a good map without any experience, why settle below everyone? [quote]Believe it or not, I am taking feedback. I just don't like people who think they know everything.[/quote] and i don't like people who forget that those who take the time to give you advice aren't obliged to. they do it because they want to help and see people improve, you're not entitled to anything. [quote]Things like this piss me off a bit, while he was giving me feedback, and I do appreciate it, he's making it sound like my map is a complete disaster. What I'm saying is, I accept criticism but it really needs to be constructive and not insulting.[/quote] and? he doesn't have to sugarcoat anything to protect your ~feelings~, he's getting straight to the point. sure, he might seem a bit rude, but you shouldn't care. he's here to look at your map and give criticism, you're hear to share your map and receive criticism. i've seen plenty of people give advice without acting friendly, most mappers will just accept it as straight-to-the-point criticism. he's being constructive and he's not personally insulting you at all. [quote]Something like that, is useful. Something like that, is completely unhelpful. What you said, was also unhelpful. Not only have you started an argument, but you've not even bloody posted here before.[/quote] i'd agree with you about him not helping if you were to not be the main reason. you acted badly and he called you out on it and said to stop posting how you were, but you continued. i spend a fair bit of time in this section helping people out and i hate to see someone act as if they're entitled to help and are somehow above everyone else. i started no argument, you started it when you decided to have an attitude. [quote]Please, don't be hypocritical and [B]please[/B] find some evidence to back up your argument. Now, go away, unless you have something [B]constructive[/B] to tell me about my map.[/quote] i'm not being hypocritical in the slightest. want to see some evidence? look at some of mozardkugeln's previous posts in this section. you'll see that he gives people solid advice and actively helps. i rarely see anyone act up or have this bad an attitude. now, go away, unless you're prepared to stop acting like a baby when people ~insult~ your map also there's a reply button for a reason, it took me like 30 minutes to format all that i'm too high for this shit [editline]20th April 2013[/editline] [QUOTE=Mors Quaedam;40347304] I dislike people that lack the ability to even attempt to sound nice. I accept criticism if it's put over to me in a nicer tone. [/QUOTE] you don't realize that we don't [I]need[/I] to sound nice. sure, we can act superfriendly so as not to ~hurt their feelings~, but most of us are busy doing other things. when you spend a lot of time in this section, things become fluid. you go from thread to thread, seeing different questions and releases and you don't put any thought into how they might be as a person, you just tell them what they want to hear. that's it. it's clockwork. if you don't want to accept it because we're not being ~friendly~, then don't expect it.
Wow, this thread has turned into a crapfest [I]par excellence[/I]. Can we please get back on topic and discuss the actual map? :v: What I would suggest, regarding the map's textures, is that you use texture sets (as explained in [URL=https://www.youtube.com/watch?v=Sd3fVqaWTY0]this video[/URL]).
[QUOTE=Mozartkugeln;40354095]Wow, this thread has turned into a crapfest [I]par excellence[/I]. Can we please get back on topic and discuss the actual map? :v: What I would suggest, regarding the map's textures, is that you use texture sets (as explained in [URL=https://www.youtube.com/watch?v=Sd3fVqaWTY0]this video[/URL]).[/QUOTE] Yeah, this asshole needs to get off my thread. He isn't actually complementing or criticising my map. And thank you. And one more thing. [I]"now, go away, unless you're prepared to stop acting like a baby when people ~insult~ your map"[/I] I'm not going to respond positively to insults. I respond positively to constructive criticism such as this: [QUOTE=soullink;40264242]Nice for a first map! But there is some little thing that really need change: The street-walk need a total relook, It doesn't look real. Try something like this(Quick hammer shot): [Img]http://puu.sh/2z8ky[/img] Then, work on the roof, put some texture and wall/railing on them(Look at some real life photo or even some RP map) Try to breakup the texture, add some detail to the wall... The doorways could use some work, look how valve make them in Hl2 In fact, looking how a map is made is a good way to learn how to detail. Good luck![/QUOTE] He said I did something wrong, that the sidewalks look ugly, basically. I take this onboard and fix it. Using this example again, [I]"Awful brushwork, looks more like a sandbox map with these box-like builidings."[/I] things like this don't help me. They're just telling me how bad I am at mapping, which to be quite frank, I know. :v:
all you're doing is [I]continuing the argument[/I]
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