this looks like it would greatly benefit from the fake tyndall / volumetric lighting effects
this looks like it would greatly benefit from the fake tyndall / volumetric lighting effects
Hey guys, I haven't posted here in like a year and a half. I was finally cured of my mapper's block syndrome and this is what I came up with.
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If it is based on metro 2033, the tunnels don't look right. Maybe too much height?
No, they're just not WIDE enough..
You should take your time with the tunnels, make them more cylindrical, I can see a lot of the metal braces are clipping, etc - also, IMO a lot of the textures you are using don't quite fit. I'm assuming this is based off Metro 2033, I worked on a Metro map and I had to go in game and take a lot of reference pictures.
Here are a couple pictures of how I did my tunnels,
It has a lot of potential, hope to see more pictures & progress!
man that's beautiful
I would kill to get a metro2033 themed map that's just a massive tunnel network with a few outposts and train depots.
Yeah it is based off of Metro 2033. I made my tunnels out of displacements because its just easier to work with them when it comes to curves and all that. The clipping in that one tunnel texture I did intentionally but now I'm thinking it doesn't look right as well. Maybe what I need to do is remove the lower ground displacement and just add a flat brush the entire way through.
Also should I just smooth out the displacements to make them completely cylindrical and then change the textures from the dirt to something more metallic-like?
No idea where i'm going with this.
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always look up as many refs as you can all the time!!
(Hides own images in shame)![]()
Got some inspiration from Oskutin's work, gonna make something today.
I've made another tunnel I suppose that's wider than my last one.
Not much to show here, but what do you guys think in comparison to my other one?
Also skynet if you don't mind me asking, what lighting settings did you use for your corridor a couple posts above? Is it with color correction?
The light in the left barn doesn't fit in, the same with the lamps above the doorway.
The ambient atmosphere is really great and the general layout seems interesting, but why is there a bright spot near the stair?
Shouldn't the water be frozen.
Not all water freezes just because it snows.
But the water does need something. Like an overlay that makes it look kind of frosty near the edges.
Yeah after blocking out the map with dev blocks I realized the shape was super similar to the map I did for an old art contest on tf2mappers.net. I'm going to change the textures around and give it an early morning melted look with a lot more mud then snow in combat areas.
-snip-
[ t ]url[ /t ] without spaces
-snip-
[img]http://www.someuploader.com/picture.jpg/png/gif[/img] makes it show up normally
[t]http://www.someuploader.com/picture.jpg/png/gif[/t] makes it a clickable thumbnail.
These don't link to the picture, they link to the picture's fancy little page.
Top link is the standard link.
Second is for html such as titles and other websites.
Third is for most forums, including FP.
Fourth is the same, but clickable.
Sorry Mopman <3
snip ninja
Ah thanks man I appreciate it!
Before taking screenshots, try typing in the console hidehud <#>, as well as turning off the debug monitor. Also, in the second screenshot, the blood stain on the wall looks too random/out of place.
Looks exactly like the game. Will you be doing Delphino plaza or Bianco Hills? Those would be perfect for Garrysmod Construct stuff. Good job mate!
I'm not sure what to suggest for the first 2 shots, other than to keep adding details.
As for the last one, I get the idea it's supposed to be a somewhat ill-maintained ruin. Try adding some actual grass sprites to the grass texture (or if you're feeling a bit creative, try using a variety models). Also try adding some vines hanging down from the top of those walls. It will add detail and stop the walls looking so blocky.
Started work on this years ago, feeling like finishing it finally.
Any ideas for extra rooms? Its supposed to be a facility inside a mined out asteroid (inspired by Gundam Wing and Dead Space mostly...) so I have a fair amount of reference, but I'd like to see what you guys think first before I start pushing stuff out again.
Okay, that is pretty damn sweet. Very nice work. Have you thought about some kind of generator room? Or messhall rooms? Try to make it believable and realistic (Unless you can pull of unrealistic well.)
That marks a weapon spawn. And I really am too lazy to turn off the hud/debug monitor.
Yea I was about to do that in the next compile actually thanks for the input though except for the detail part. This is going to be a competitive map for HL2DM, cleaner maps are generally much easier to play and accepted by the community.
If you're too lazy for that, you're too lazy for mapping. Seriously, just do it.
I wanted a Sci-Fi/Mass-Effectish place to pose crap in, so I got a nice texture pack and pooped out this
All the orange lights along the walls are sprites ontop of orange lights put on the texture, I figured that would look smexier than just a flat texture with lights that don't give off any actual light/glow
here's some Mass Effect ported props in it (thanks to cire992 for that)
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Damn, so simple, but I never came up with that :/
Looks really great, especially the lightning, but change the floor, looks like a catwalk texture.
It is very simple indeed, I started off by flat walls of course, and selected some textures from the pack, and turned some of them into full brushwork detail according to how the texture was instead of having just flat planes as walls.
The floor looks better ingame IMO, I was imagining it to be some sortof rubber-mat floor or however you want to say it in English, fits with the spaceship cabin theme.
I'm probably going to end up expanding the map though, I won't place any props in it if I intend to release it because people in Garry's Mod can just do that on their own (used Garry's Mod 13 for the prop spawning)