• rp_lyolux
    170 replies, posted
Hello there everyone I would just like to showcase my roleplaying map rp_lyolux. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=612117232[/url] [B]<---------- Link for map is right here![/B] [B]This map here includes the following:[/B] * Houses * Stores * Police Station * Fire Station * Hospital * Car Garage * Underground tunnel *3d skybox Its [B]nothing[/B] [B]perfect[/B] but I think its pretty suitable for a 32 player server! [IMG]http://i.imgur.com/1z80xXC.jpg[/IMG] [IMG]http://i.imgur.com/0iEqWbk.jpg[/IMG] [IMG]http://i.imgur.com/eu7wNPe.jpg[/IMG] [IMG]http://i.imgur.com/CBKBLrr.jpg[/IMG] I really hope you like it, this took me about 2 months to make and I hope to see this map be played on at least 10 servers in the next 3 months! Enjoy! Map got an update please download now! Map is even better now it has new houses a new skybox and even a ZOO! And for those of you who thought the "spooky" house was "unnecessary tat" no worries no more of that. Just clean beautiful roleplay houses. You know who you are who mentioned it... New update! Map now has the following: New prison More foilage around the houses and businesses More street poles and ac units. A church. And even cool new [I]puddle reflections[/I] as seen in the first pic. [IMG]http://i.imgur.com/LDfLs4X.jpg[/IMG] [IMG]http://i.imgur.com/gJQFuig.jpg[/IMG] [IMG]http://i.imgur.com/AhCvnBd.jpg[/IMG] [IMG]http://i.imgur.com/7bhMMHZ.jpg[/IMG] [B]Please rate this up because as seen on the workshop it has 1 dislike, and that's not cool :cry:[/B] *UPDATE* October 22 2016 Map got an overhaul update! It now has a new dock area, new improved models and a beautiful new mayors office. The story behind the new mayors office is that I went into my 1982 dmc delorean, drove to 1929 when the original plans for the old building were made, ripped them to shreds and gave them plans for this new building! Enjoy the new pictures [IMG]http://i.imgur.com/F1rrNGB.jpg[/IMG] [IMG]http://i.imgur.com/ok3foHm.jpg[/IMG] [IMG]http://i.imgur.com/YFiaMYz.jpg[/IMG] [IMG]http://i.imgur.com/qZVzp2n.jpg[/IMG]
You're not familiar with displacements I take it? 3D skybox is sure nice but I see some seams. Not bad, but could use a few improvements.
What is up with those stone monoliths? Is that supposed to be some sort of shrine? And for the love all that is right, please get acquainted with displacements. Sure it can be a little hard than making a angled brush, but it looks a lot better and the learning curve is very minor. The buildings are blocky, undetailed and very uninteresting. I recommend making trim, don't make a block anjd call it "done". Add something to it, the textures job is to compliment geometry, not account for all of the detail. Especially when they're 128 squares from the early 2000s. Learn to optimize your geometric details too, as it often adds complexity to the visleafs. This can be fixed with func_detail, portals and other optimization techs that are in the engine. Otherwise, work on this map some more. I wouldn't showcase it at all, its time to improve. [editline]8th April 2016[/editline] And also there is seems in your skybox texture. You're going to have to fix that. But it is a nice skybox indeed. That is actually the only thing that is somewhat nice about this map.. excuse my bluntness.
[QUOTE=20-14;50094088]You're not familiar with displacements I take it? 3D skybox is sure nice but I see some seams. Not bad, but could use a few improvements.[/QUOTE] No there's a few displacements I put there its just to do that I would have had to put a skybox underneath more areas to do that and it kind of was taking long to compile. I'm definitively going to use more displacements in my next map and I will update this map to the better version available at gamebanana. [editline]9th April 2016[/editline] [QUOTE=Richard Simmons;50097251]What is up with those stone monoliths? Is that supposed to be some sort of shrine? And for the love all that is right, please get acquainted with displacements. Sure it can be a little hard than making a angled brush, but it looks a lot better and the learning curve is very minor. The buildings are blocky, undetailed and very uninteresting. I recommend making trim, don't make a block anjd call it "done". Add something to it, the textures job is to compliment geometry, not account for all of the detail. Especially when they're 128 squares from the early 2000s. Learn to optimize your geometric details too, as it often adds complexity to the visleafs. This can be fixed with func_detail, portals and other optimization techs that are in the engine. Otherwise, work on this map some more. I wouldn't showcase it at all, its time to improve. [editline]8th April 2016[/editline] And also there is seems in your skybox texture. You're going to have to fix that. But it is a nice skybox indeed. That is actually the only thing that is somewhat nice about this map.. excuse my bluntness.[/QUOTE] Your excused, but I wouldn't really call my map "uninteresting" especially since I added a few horror areas to the map and I'm going to update this so don't worry you'll see it be interesting. Also did you download my map because I really would like to see people play on this. Trust me you have to actually see it to see its true beauty.
You are doing better than most beginners. Sure your map isn't top-tier but its a completed and functioning product, and that's something to be proud of. I might take some time do do a detailed analysis at some point if you want me to, but the biggest advice I can give you is to ALWAYS use reference pictures for the stuff you are making. Pick a theme, find a building that suits you and recreate it, don't pull stuff out of your head. That way your maps will start looking much better in no time at all. All in all I compliment you on releasing this. Its a beginners map, but its a well made beginners map and I think you have a lot of potential as a mapper!
[QUOTE=lyosea;50099644] Your excused, but I wouldn't really call my map "uninteresting" especially since I added a few horror areas to the map and I'm going to update this so don't worry you'll see it be interesting. Also did you download my map because I really would like to see people play on this. Trust me you have to actually see it to see its true beauty.[/QUOTE] I'm afraid you have misunderstood me. I was referring to your buildings being uninteresting. Meaning they're blocky and generic, not pleasing to the eye in any degree.
[QUOTE=lyosea;50099644]Your excused[/QUOTE] *You're And I agree with that leotard wearing fruit Richard Simmons, not only the buildings are too boxy to be enjoyed but also it somewhat feels like you're trying to emulate Evocity and Rockford by having the map enclosed within cliffs. Damn son, you could just have it on an equally uninteresting flat plane and figure out how to use a 3d skybox. Also I could've sworn I saw this same building in either evocity or rockford or some other RP map. I could be wrong, though. [t]http://i.imgur.com/oE9DhGE.jpg[/t]
[QUOTE=gnampf;50100370]*You're And I agree with that leotard wearing fruit Richard Simmons, not only the buildings are too boxy to be enjoyed but also it somewhat feels like you're trying to emulate Evocity and Rockford by having the map enclosed within cliffs. Damn son, you could just have it on an equally uninteresting flat plane and figure out how to use a 3d skybox. Also I could've sworn I saw this same building in either evocity or rockford or some other RP map. I could be wrong, though. [t]http://i.imgur.com/oE9DhGE.jpg[/t][/QUOTE] Okay lol I'm sorry I'm just really a little ticked off since this took me 2 months to make and I thought I could have gotten a little more better feedback. Also seeing your image you posted I forgot to add that the map requires counter strike source. Another thing none of the buildings were ripped from any map. Actually the houses I made were inspired by my real life home and my neighbors houses. Lastly why do you have to correct my spelling. I'm not trying to be rude but I think when you correct my spelling you're being a little nick picky. [editline]9th April 2016[/editline] [QUOTE=Grenade Man;50100006]You are doing better than most beginners. Sure your map isn't top-tier but its a completed and functioning product, and that's something to be proud of. I might take some time do do a detailed analysis at some point if you want me to, but the biggest advice I can give you is to ALWAYS use reference pictures for the stuff you are making. Pick a theme, find a building that suits you and recreate it, don't pull stuff out of your head. That way your maps will start looking much better in no time at all. All in all I compliment you on releasing this. Its a beginners map, but its a well made beginners map and I think you have a lot of potential as a mapper![/QUOTE] Thank you so much Grenade man. You've said one of the most nicest comments to me about my mapping even compared to gamebanana. I think if I update this map or when I make a new one I will definitely use reference pictures.
[QUOTE=lyosea;50100418]Also seeing your image you posted I forgot to add that the map requires counter strike source.[/QUOTE] I never thought to install it or get it for any other reason. I literally only downloaded the map just to fly around it and that's it. [QUOTE]Another thing none of the buildings were ripped from any map. Actually the houses I made were inspired by my real life home and my neighbors houses.[/QUOTE] Then you should study them a bit more to keep your map from looking like every other generic RP map that has almost everything made out of right angles. Unless you live right in the middle of a steep valley and all your neighbors live in boxes. I'm not saying it's bad as an idea, but it needs a lot of work to separate itself from the other generic RP maps. [QUOTE]Lastly why do you have to correct my spelling[/QUOTE] Because good grammar is next to godliness.
[QUOTE=gnampf;50100589]I never thought to install it or get it for any other reason. I literally only downloaded the map just to fly around it and that's it. Then you should study them a bit more to keep your map from looking like every other generic RP map that has almost everything made out of right angles. Unless you live right in the middle of a steep valley and all your neighbors live in boxes. I'm not saying it's bad as an idea, but it needs a lot of work to separate itself from the other generic RP maps. Because good grammar is next to godliness.[/QUOTE] lol you really are a comedian.
[QUOTE=lyosea;50100909]lol you really are a comedian.[/QUOTE] Thank you, thank you. I'll be here all week folks.
[QUOTE=gnampf;50100370]*You're And I agree with that leotard wearing fruit Richard Simmons, not only the buildings are too boxy to be enjoyed but also it somewhat feels like you're trying to emulate Evocity and Rockford by having the map enclosed within cliffs. Damn son, you could just have it on an equally uninteresting flat plane and figure out how to use a 3d skybox. Also I could've sworn I saw this same building in either evocity or rockford or some other RP map. I could be wrong, though. [t]http://i.imgur.com/oE9DhGE.jpg[/t][/QUOTE] Really nice job on the constructive criticism. Oh, wait, you didn't give any. Guess you were too busy acting like a hotshot. Well done.
Look, the blunt reality is that even though it took you 2 months to make when you started you were just too inexperienced. The first map I made took me 11 months and you wanna know something? It was shit, like it was a functioning map and all, but it had the most dodgy leak plugging, way too many numportals and there was no nodraw to be seen. So I paid in a 48 minute compile time. But the point is you keep with it and you'll get better, start this one again from scratch and you'll see you're faster at mapping, and the quality has gone up just from the experience you've gained with this project :D But unfortunately sometimes you make something which isn't very good at all, and part of getting better is being able to look at your own work and say "Yeah this is fucking shit, I'm going to make it better." So that's what I did mate, I took jb_wasteland and I remade it because I recognised the fact that it is shit [URL=http://imgur.com/a/bQQeZ]The original[/URL] [URL=http://imgur.com/a/Oozw2#0]The remake[/URL] and even after that it's not anything amazing. Keep working at it bud, maybe start a new rp map, but just know that this mightn't be the map that heaps of servers are looking to play on. ^_^
[QUOTE=Grenade Man;50101256]Really nice job on the constructive criticism. Oh, wait, you didn't give any. Guess you were too busy acting like a hotshot. Well done.[/QUOTE] I mean the bulk of it had to do with the map feeling more like a copy of evocity or Rockford with the cliffs all around and how boxy the map felt. Like I said before, it isn't a bad idea, it just feels like it's trying too hard to copy the other two.
[QUOTE=gnampf;50103762]I mean the bulk of it had to do with the map feeling more like a copy of evocity or Rockford with the cliffs all around and how boxy the map felt. Like I said before, it isn't a bad idea, it just feels like it's trying too hard to copy the other two.[/QUOTE] Well you can call Rockford an Evocity clone, and Evocity you can call a clone of that one giant map from very early gmod that was a fullbright mess... can't even think of its name now. So, lets stop calling maps clones of X and Y and Z. Ok?
[QUOTE=Richard Simmons;50105483]Well you can call Rockford an Evocity clone, and Evocity you can call a clone of that one giant map from very early gmod that was a fullbright mess... can't even think of its name now. So, lets stop calling maps clones of X and Y and Z. Ok?[/QUOTE] I only feel that way because of all the cliffs around it and how that's used to keep the map closed in as opposed to invisible barriers, water, etc. automatically springs those maps to mind.
[QUOTE=gnampf;50105719]I only feel that way because of all the cliffs around it and how that's used to keep the map closed in as opposed to invisible barriers, water, etc. automatically springs those maps to mind.[/QUOTE] Well shit, I guess my prophunt map with cliffs around it is the next evocity. Oh well. Anyway, it's your first map lyosea, and don't expect all the praise in the world, like Maclman said, Hammer takes time, and for myself, about 1 year before I'd say anything that I made was quality, at least by my standards. [B]Ignore the bastards and keep at it, you can only get better.[/B]
Not too shabby for a first map. The skybox has some seams and the brushwork could use improvement ([URL="https://www.youtube.com/watch?v=qojvGUzQMCQ"]Try adding trim around windows and doors and changing up the textures here and there[/URL]). Otherwise, great first map! Keep up the good work, man! Edit: Chill out on the hdr
[QUOTE=Agameofscones;50108001]Well shit, I guess my prophunt map with cliffs around it is the next evocity. Oh well.[/QUOTE] Like there's no other way to enclose a map that hasn't been done a dozen other times. But that aside, lyosea I'm sorry if I rustled any feathers earlier if it drove you that crazy. I finally got CSS and been monkeying around the map with all the textures there and I had a fine time monkeying around with it. I especially overlooked the functionality of it, like the factory and the little bit underneath it. That's a lot more than what I could do. But what I would suggest is to do like what the below suggests, add more detail like window & door trims, as well as fixing the good few misaligned brushes I found throughout such as[URL="http://i.imgur.com/uebchXz.jpg"] inside this house[/URL] and [URL="http://i.imgur.com/skLUfGS.jpg"]out in this field[/URL]. There's certainly room for improvement, but you're on the right track.
[QUOTE=Maclman;50101968]Look, the blunt reality is that even though it took you 2 months to make when you started you were just too inexperienced. The first map I made took me 11 months and you wanna know something? It was shit, like it was a functioning map and all, but it had the most dodgy leak plugging, way too many numportals and there was no nodraw to be seen. So I paid in a 48 minute compile time. But the point is you keep with it and you'll get better, start this one again from scratch and you'll see you're faster at mapping, and the quality has gone up just from the experience you've gained with this project :D But unfortunately sometimes you make something which isn't very good at all, and part of getting better is being able to look at your own work and say "Yeah this is fucking shit, I'm going to make it better." So that's what I did mate, I took jb_wasteland and I remade it because I recognised the fact that it is shit [URL=The original]http://imgur.com/a/bQQeZ[/URL] [URL=The remake]http://imgur.com/a/Oozw2#0[/URL] and even after that it's not anything amazing. Keep working at it bud, maybe start a new rp map, but just know that this mightn't be the map that heaps of servers are looking to play on. ^_^[/QUOTE] Thank you for your feedback I am currently updating this map by getting rid of the crap skybox and reworking the buildings a bit. I currently added a resturant to the mix and will be working on making the underground tunnels bigger to give the map a more luxury/horror feel. [editline]11th April 2016[/editline] [QUOTE=butrcupp;50108413]Not too shabby for a first map. The skybox has some seams and the brushwork could use improvement ([URL="https://www.youtube.com/watch?v=qojvGUzQMCQ"]Try adding trim around windows and doors and changing up the textures here and there[/URL]). Otherwise, great first map! Keep up the good work, man! Edit: Chill out on the hdr[/QUOTE] Well thats the thing I didnt want to use hdr at first but without hdr I noticed a lot of red/yellow shadow glitches in dark areas. With hdr that problem doesn't happen. [editline]11th April 2016[/editline] [QUOTE=gnampf;50108890]Like there's no other way to enclose a map that hasn't been done a dozen other times. But that aside, lyosea I'm sorry if I rustled any feathers earlier if it drove you that crazy. I finally got CSS and been monkeying around the map with all the textures there and I had a fine time monkeying around with it. I especially overlooked the functionality of it, like the factory and the little bit underneath it. That's a lot more than what I could do. But what I would suggest is to do like what the below suggests, add more detail like window & door trims, as well as fixing the good few misaligned brushes I found throughout such as[URL="http://i.imgur.com/uebchXz.jpg"] inside this house[/URL] and [URL="http://i.imgur.com/skLUfGS.jpg"]out in this field[/URL]. There's certainly room for improvement, but you're on the right track.[/QUOTE] Thank you gnampf and I was getting a little too offended I'm sorry for that, I will try to improve on this, since this is going to be on the workshop I can easily update it now and you may like the new skybox I'll be making.
Wow. Facepunch isn't as evil as it used to be. I was expecting more roasting of this map then i see. Op: Your map looks like it came from hl1. Try replicating buildings and such from blueprints and reference pictures rather than what you think they look like in your head. Learn how to use all assets of hammer, ESPECIALLY displacements. Give some more colour to your light_environment (more yellow/orange to brightness and more blue to ambient). Use models. Static props to be specific. Lastly, watch and look up tutorials. It's the best way to learn short from having a mentor. Best of luck
[QUOTE=Statua;50118843]Wow. Facepunch isn't as evil as it used to be. I was expecting more roasting of this map then i see. Op: Your map looks like it came from hl1. Try replicating buildings and such from blueprints and reference pictures rather than what you think they look like in your head. Learn how to use all assets of hammer, ESPECIALLY displacements. Give some more colour to your light_environment (more yellow/orange to brightness and more blue to ambient). Use models. Static props to be specific. Lastly, watch and look up tutorials. It's the best way to learn short from having a mentor. Best of luck[/QUOTE] Turns out from looking it up that YOU ARE the guy who made rockford. Where exactly did you use for reference when you made rockford? Your hometown or what? Some buildings I made were based off my real life home and other buildings. I actually look at tutorials all the time from Tophattwaffle to 3kilksphillip. I used blue and orange lights in my map too. Lastly the reason I dont usually use displacments is because 9/10 times I get errors when I use them because I f*** something up like adding nodraw to them because the hammer editor can be VERY picky. Especially if I use spheres or cylinders
[QUOTE=lyosea;50120650]Damn man no need to be that critical. I wouldn't say my map is like a hl1 map but jeez I'm trying man. God what is with you people Evocity and Rockford are sort of like my map but they don't angry people like you. Turns out from looking it up that YOU ARE the guy who made rockford. Where exactly did you use for reference when you made rockford? Your hometown or what? Some buildings I made were based off my real life home and other buildings. I actually look at tutorials all the time from Tophattwaffle to 3kilksphillip. I used blue and orange lights in my map too. Lastly the reason I dont usually use displacments is because 9/10 times I get errors when I use them because I f*** something up like adding nodraw to them because the hammer editor can be VERY picky. Especially if I use spheres or cylinders[/QUOTE] He wasn't being rude, just giving constructive criticism smh
[QUOTE=lyosea;50120650]Damn man no need to be that critical. I wouldn't say my map is like a hl1 map but jeez I'm trying man. God what is with you people Evocity and Rockford are sort of like my map but they don't angry people like you. Turns out from looking it up that YOU ARE the guy who made rockford. Where exactly did you use for reference when you made rockford? Your hometown or what? Some buildings I made were based off my real life home and other buildings. I actually look at tutorials all the time from Tophattwaffle to 3kilksphillip. I used blue and orange lights in my map too. Lastly the reason I dont usually use displacments is because 9/10 times I get errors when I use them because I f*** something up like adding nodraw to them because the hammer editor can be VERY picky. Especially if I use spheres or cylinders[/QUOTE] No! Don't use displacements on spheres or cylinders you silly man. Of course you'll get errors. And Like i said, displacements are a little bit of a learning curve. There is some things you're going to have to clean up and tidy up before you get to be more fluent with how they work. Learn how to select individual faces and then apply the displacement. Don't select the whole object then apply displacements to it. That'll give you the NODRAW error. Just because you're struggling with the concept and best practices of a feature in the engine doesn't mean you should brush it off because you don't understand. Just keep working at it. And to be honest, Statua is right. This does look like a map from HL1. Because of the obvious lack of displacements, overly stretched low resolution textures, general lack of any detailing. And no, Evocity is nothing like your map. Just because you put cliffs around the side doesn't mean you're copying sgts map design. Thats just goofy. I am the comapper & texture artist from both evocity projects. No, i'm also not sgt.sickness. I do have some sort of background for my criticism here. For lights, blue/orange lights are good, but what you're trying to do is emulate the temperature of the light source. For example, 2700K (Warm) would be of an yellow-range appeal. 5000K (cold) would be bluish in hue. [url=https://developer.valvesoftware.com/wiki/Intermediate_Lighting#Color_temperature]VSDK Wiki - Intermediate Lighting, Color Temperature Techniques[/url] The goal there is to make a believable light. It needs a source (like a map), proper temperature. Also when you have a proper light set up, you may need to make it work with the model you're using for the source. You may also need to tweak with the constant, linear and quadratic variables to make everything work right. You can find about [url=https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff]here, also available on VSDK[/url]
Honestly you've put lots of effort into your map but the avoiding of displacements doesn't do you or your map any justice. you need to use either displacements or models to make your cliffs look better. Honestly flat cliffs like that are killing the whole look and feel. Jedi knight mysteries of the sith had more convincing cliffs. I don't want you to take this negatively though, use it to make the cliffs better. Once you crack displacements you can make truely amazing natural looking maps. For further constructive criticism: I see a few totally flat roofed buildings. consider adding something to the roof. See the "wall" around the top on this one? [url]https://www.nps.gov/tps/images/guidelines/86-green-cool-roofs-natty-boh-sm.jpg[/url] Or AC units. Or since you're going to use displacements - consider having a diplacement and have it sagging in the middle slightly. [url]http://www.ashireporter.org/photos/thumbnails/2013_07/Fig%202%20Flat%20Roof.jpg[/url]
[QUOTE=Richard Simmons;50122343]No! Don't use displacements on spheres or cylinders you silly man. Of course you'll get errors. And Like i said, displacements are a little bit of a learning curve. There is some things you're going to have to clean up and tidy up before you get to be more fluent with how they work. Learn how to select individual faces and then apply the displacement. Don't select the whole object then apply displacements to it. That'll give you the NODRAW error. Just because you're struggling with the concept and best practices of a feature in the engine doesn't mean you should brush it off because you don't understand. Just keep working at it. And to be honest, Statua is right. This does look like a map from HL1. Because of the obvious lack of displacements, overly stretched low resolution textures, general lack of any detailing. And no, Evocity is nothing like your map. Just because you put cliffs around the side doesn't mean you're copying sgts map design. Thats just goofy. I am the comapper & texture artist from both evocity projects. No, i'm also not sgt.sickness. I do have some sort of background for my criticism here. For lights, blue/orange lights are good, but what you're trying to do is emulate the temperature of the light source. For example, 2700K (Warm) would be of an yellow-range appeal. 5000K (cold) would be bluish in hue. [url=https://developer.valvesoftware.com/wiki/Intermediate_Lighting#Color_temperature]VSDK Wiki - Intermediate Lighting, Color Temperature Techniques[/url] The goal there is to make a believable light. It needs a source (like a map), proper temperature. Also when you have a proper light set up, you may need to make it work with the model you're using for the source. You may also need to tweak with the constant, linear and quadratic variables to make everything work right. You can find about [url=https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff]here, also available on VSDK[/url][/QUOTE] Thank you richard, and again for you Im sorry if before I took you as "rude" but I will try to definately use more "temperature" in my maps as well as making the buildings look more real. Im going to be updating the map tonight when Im done work (I work 3 to 11 as a janitor,shitty stuff...)so it will be better than it was. Now if you guys think it looks like a hl1 map then I guess its a blast from the past! lol
[QUOTE=lyosea;50124691]Thank you richard, and again for you Im sorry if before I took you as "rude" but I will try to definately use more "temperature" in my maps as well as making the buildings look more real. Im going to be updating the map tonight when Im done work (I work 3 to 11 as a janitor,shitty stuff...)so it will be better than it was. Now if you guys think it looks like a hl1 map then I guess its a blast from the past! lol[/QUOTE] I don't recall you being rude to me, in fact you do seem to be receptive. And I'm referring to light temperature, no quotes. Its a thing. Its a range in the visible spectrum, 390nm to 780nm in wavelengths. UV one end, IR the other. Warmer lights go more red as they hit the IR (Infrared) end of the spectrum. IR is the lowest and biggest wave of radiation before we go into invisible spectrums. They tend to be warmer in color temperature UV is the fastest and the slowest wave of radiation before we go into invisible spectrums. They tend to be colder in temperature [url=https://en.wikipedia.org/wiki/Electromagnetic_radiation]WIKI - Electromagnetic Radiation[/url] [url=https://en.wikipedia.org/wiki/Visible_spectrum]WIKI - Visible Spectrum[/url] (Thats the ranges we see) [editline]13th April 2016[/editline] To be honest, now you're just taking criticism a little to at heart. Im here to help, all you need to do is ask what you're struggling at. This community is no longer aligned in a way to talk you out of it, we'll help. You just need to know how to ask, learn to accept fault, and learn from it.
[QUOTE=Richard Simmons;50125116]I don't recall you being rude to me, in fact you do seem to be receptive. And I'm referring to light temperature, no quotes. Its a thing. Its a range in the visible spectrum, 390nm to 780nm in wavelengths. UV one end, IR the other. Warmer lights go more red as they hit the IR (Infrared) end of the spectrum. IR is the lowest and biggest wave of radiation before we go into invisible spectrums. They tend to be warmer in color temperature UV is the fastest and the slowest wave of radiation before we go into invisible spectrums. They tend to be colder in temperature [url=https://en.wikipedia.org/wiki/Electromagnetic_radiation]WIKI - Electromagnetic Radiation[/url] [url=https://en.wikipedia.org/wiki/Visible_spectrum]WIKI - Visible Spectrum[/url] (Thats the ranges we see) [editline]13th April 2016[/editline] To be honest, now you're just taking criticism a little to at heart. Im here to help, all you need to do is ask what you're struggling at. This community is no longer aligned in a way to talk you out of it, we'll help. You just need to know how to ask, learn to accept fault, and learn from it.[/QUOTE] My mistake it was that whats his name gnampf who I said was rude but yeah I'll improve and you might not even like the update that I will make but thats fine, I just hope to see at least 1 server play on this just so I know that I made a difference. You said you worked a little on Evocity...and look wheres thats come. Sucess. Unlike downtown that has been remade 1000 times. Now nobody has really mentioned the billboards I made in the main town area. Does anybody like them cause I tried to be a little funny with them. Like the geoff kingley billboard.
[QUOTE=lyosea;50125209] Now nobody has really mentioned the billboards I made in the main town area. Does anybody like them cause I tried to be a little funny with them. Like the geoff kingley billboard.[/QUOTE] Issue with making your own billboards is its hard to make them look realistic colour balance/material and texture is hard to match to real life. Real life billboards wouldn't have such deep black, wouldn't have the same image composition and would probably have a slightly bumpy surface and visible lines where the sheets have been applied to the backboard. Also since humour is subjective you are taking a risk, it will invoke a negative reaction/opinion in people who don't share your sense of humour. Also you can be sure to expect server owners will replace your textures anyway, probably with advertisements of their own server. Wondos sign/shop signs in general are a different matter. Having them makes the map more unique and lets you play round with puns. I think a guy here had youkea and mac dolans. Other examples from other games (command and conquer) mac burger kong with a monkey statue on top of the shop. Lets you build a bit of a narrative as well. Flashy colourful american style signs imply your map is set in modern times in a modern, probably capitalist, city. Having some drab sign implies some sort of urban decline/decay and having those stereotypical russian propaganda posters helps create an oppressive "big brother is watching you" type of thing.
[QUOTE=lyosea;50120650]Turns out from looking it up that YOU ARE the guy who made rockford. Where exactly did you use for reference when you made rockford? Your hometown or what? Some buildings I made were based off my real life home and other buildings. I actually look at tutorials all the time from Tophattwaffle to 3kilksphillip. I used blue and orange lights in my map too. Lastly the reason I dont usually use displacments is because 9/10 times I get errors when I use them because I f*** something up like adding nodraw to them because the hammer editor can be VERY picky. Especially if I use spheres or cylinders[/QUOTE] I used google. I looked up whatever i was making. Strip mall. Residential home. Taco bell. Gas power plant. Trying to replicate something from memory takes way more skill and experience, something i didn't have at the time of making rockford. Post your light environment brightness and ambient values. A few years ago i had watched every single Tophattwaffle tutorial so keep going. Displacements are easy as fuck once you figure them out. They're easy to fuck up when you rush and don't post attention. Just remember some basic displacement rules: -They can't be any sort of entity including func_detail -They can't have tool textures on them -Avoid powers of 4 as much as possible -When creating them, use the texture application tool to select the individual brush faces you want turned into displacements -They can only be made on faces with 4 sides -Invalid brushes from vertex manipulation will destroy the displacement -Multiple displacements must share vertices on the same point in order to be manipulated together without cracks -The brush shape that doesn't contribute to the displacements face doesnt matter as long as it's not invalid. Focus on the used face only. The rest you'll learn along the way. As for you complaining about everyone roasting your 2 month map, let me put this in perspective for you. Ive been mapping for 8 years. A city map of this size would take me more than that for sure. It'd take me way less time now but i spent about 4 years on rockford on and off, making other maps in between. I built up my experience so that when i released it, i was satisfied. Never take "well its not perfect" for an answer. Do you think it's a map that a server should run to attract thousands of players? Does it compete with other maps on the workshop? No? Get to work. You should see some of my first maps. They're no better. Keep working. Build your experience. Get better. Learn. Try new things. And don't do a city map right off the bat. They're the most complex imo.
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