The Official Facepunch Mapping WiP Thread v17: Carve Edition

Post your works in progress, get cool ratings!

**RULES: **
MAX 3 IMAGES PER QUOTE!
IF YOU’RE USING A 1920X1080+ RESOLUTION USE [T] TAGS SO YOU DONT BREAK EVERYONES COMPUTER
WIP’s ideally should be compiled!
Discussion of WIPs is allowed, and encouraged.
Don’t go off-topic.
Carving is okay as long as it’s not with a sphere

**V16 HIGHLIGHTS: **

**V16 HIGHLIGHTS PER USER: **

0C30

Andy B

BarkingLeaves

Bird Poo

DeadChicken

DFC

DJ Inaki

EP9832
Imgur

ExTek

Firegod522
Imgur

Flossy

Giraffen93
Imgur

Glitchvid

Grenademan

HGrunt

Hoffa1337
Imgur

InvalidNick

Jackathan

Jukka K

Lamarr

LATTEH

Leintharien
Imgur

MarbleDemon

mattscreab

mdeceiver79

Miigga

Nask

Ntag
Imgur

Nyllsor

Pac0master

Renafox

Samuel2213
Imgur

Satane

sejievan
Imgur

Sirdownloadsalot
Imgur

Sprockethead

Tflippy

ThePhailed

Torjan

Turtleey

VIOLATION_SNG

Xanadu
Imgur

Youmenow1

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Composite Album

LOTS OF IMAGES!

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Useful links

Textures:
http://forum.facepunch.com/showthread.php?t=1363856 Mr. Chop’s Big ol’ skybox pack (403mb)
http://forum.facepunch.com/showthread.php?t=1281063 Texture Thread
http://forum.facepunch.com/showthread.php?t=1431845 Half-Life 2 Leak Textures
http://forum.facepunch.com/showthread.php?t=1403447 Vindictus Skyboxes
https://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/skybox_list_v2.html Firegod’s Skyboxes

Models:
http://forum.facepunch.com/showthread.php?t=1492438 Stiffy’s Foliage Porting Thread
http://www.gaming-models.de/ Models and Textures for Source Games
http://gamebanana.com/ You Know What This is

Tutorials:
http://forum.facepunch.com/showthread.php?t=1243839 Creating Complex Curves and Corner Pieces

Useful Links:
https://developer.valvesoftware.com/wiki/Sky_List List of Skies in Many Source Games
https://developer.valvesoftware.com/wiki/List_of_HL2_Soundscapes List of Hl2 Soundscapes
https://developer.valvesoftware.com/wiki/List_of_CS:S_Soundscapes List of CS:S Soundscapes

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Old Threads

OP shamelessly stolen from Grenade Man (send me a pm if you want any changes)

If I missed a cool map/mapper, send me some good images and I’ll add to OP.

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I never had dibs on the OP, I’m glad you used my template.

Some content to get us started: (still working on this ttt map)
custom retro cars for no real reason

http://images.akamai.steamusercontent.com/ugc/276226315512157350/78737A6354EB343499C857AE3069CFBB2784FDB8/[/t]
added foam
[t]http://images.akamai.steamusercontent.com/ugc/276226315512157980/A1720E07E61135155864139D03AA7844792FB747/[/t]
reflective windows hide areaportal windows
[t]http://images.akamai.steamusercontent.com/ugc/276226315512158718/B1C2A858486B5D18827A697DE514C45C9527B2DD/

Not pictured:
River now slows down people to 0.25 speed (no matter the gamemode) and pushes players/props
Fps never drops below 110 (custom prop fade distance for every single rock)

I’m currently modelling a custom traitor tester for the map

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Looks pretty cool! Good way to kickstart the thread!

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Wait, this doesn’t seem right.
Unless :vs:

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I have no clue what you are talking about :smile:

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Where’s your work in OP?

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http://i.imgur.com/QzXCvys.jpg[/t]
[t]http://i.imgur.com/BgRD57Q.jpg

I really like making spiral staircases.

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Nice thread logo :sax:

Didn’t get a chance to reply to some posts from the previous thread, so here goes.

In the simple test map from the video I get 650 fps normally, and 350 fps when I enable the dynamic lighting. So it takes about 1.3 milliseconds longer to render each frame, which is pretty good. However, this can ramp up quickly depending on the amount of detail in the map (in gm_fork it can go from 100 fps to 30 fps).

On the plus side, the dynamic sunlight looks way better on models than the traditional origin-based or per-vertex lighting (though they still use that too). In my eyes, this opens up the possibility of using models for things that you’d normally want to create with brushes. This in turn can allow for better optimization, using things like LODs, fade distances and merged textures/materials.

Yeah, GMod has a higher limit for projected textures. As for the map requirements: All you need to do is compile it without static sunlight. The dynamic light simply gets added on top of the lightmaps, just like with the flashlight and the lamps in GMod.

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Oh boy, a new version of this fine thread. Now I gotta make a new version of my shitty Hotel lobby.

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Not sure where this is going , but it is a thing:

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Lab X18.

http://i.imgur.com/zb6GVmZ.jpg[/t]

[t]http://i.imgur.com/IiXZ1ry.jpg

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[video]https://youtu.be/Z9vYrYLRdhE[/video]

Shitty lighting is shitty.

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^ That’s inspired by the metro games, right?

Anyhow, I have some suggestions:

  • Those green lights look weird and unappealing. I’d make the color less saturated and more yellow-ish to begin with.
  • If you give the player weapons they are bound to skip the sneaking section by blasting their way through it. I’d have the player unarmed for this part of the level.
  • You should use projectedtextures for the lantern.
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That’s really cool. Love the idea of using stealth with zombies.

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i have no idea why im making this but i detailed this small piece of a map im working on
should i make it into a defuse map?
current “layout”

to people who disagree because of the layout rn, its going to expand if i actually make a defuse map out of it
this is just a small section i made

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honestly it’s a bit too early to really have any substantial opinions on the map
i’d say go for it though, always worth experimenting and practicing

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That’s not the problem, but it isn’t worth to make a CS:GO map. Atleast not if you don’t aim for it to be included in the next operation, which if you don’t got anything more professional, ain’t gonna happen. Sorry to be harsh but it would be wasted time.

If people play custom maps in CS, it’s anything else than the default gamemodes.

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but what if somebody wants to you know, make something for fun??

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I spent a year on my version of blood gulch for csgo knowing that it would suck ass

sometimes it’s more about wanting to make something even if it’s useless

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I’m seriously on board with this, a map doesn’t have to be the next de_dust2 or rp_downtown when someone is just going out to make something because they want to. Improve their skills, have some fun, chill out.

And also it’s true at the moment there’s not much love for community maps in play.
But who knows, in the future with more people making stuff a shift could happen and a stronger community around custom de or cs maps could start to spring up in the future. :slight_smile:

1 Like