YOU'RE SUCH A DOWNER. Let him do his thing!
(This pageking is justified with optimism.)
YOU'RE SUCH A DOWNER. Let him do his thing!
(This pageking is justified with optimism.)
You would have to segment it a lot, but I think its doable.
Shit, I have to make a proof on concept don't I ?
It's a perspective trick, you could segment as much as you like but it would only look right from one specific angle. So, yes, you could do it, but the illusion would be broken if you moved a foot to the left/right/etc.
Actually, the Arabic-styled village with the sea coral foliage would make an interesting map all by itself. The trippy waterway would really just be a bonus in my view.
BTW
I'm seriously gonna attempt the impossible shape.
The final image will be GIMP-ed a little though.
Don't see any image.
Thats WAY too small for two rows of cars. Lookin good though
All respect is now gone. Thought you were legit, man...![]()
Just to blur stuff so it looks better. Wow this is hard. Mainly because something like that has to be rendered without some perspective.
okay, think of it like this. If you take a long straight pole and look at the center of it. to you, it looks curved, but zoom out a little and you can see the entire thing. and it looks flat. With this, to make it look flat, you have to zoom out, and on an itty bitty 10-year-old monitor, like I have. It's hard to align it. So in order to get it to look right, you have to zoom out, and scale up the picture.
I'm not making sense, am I?
It looks good, but parking a car in there is a near physical impossibility.
I think I've fixed that in the image above your post![]()
Yes. That looks a lot better. Keep it like that.
This guy did a preview thingy of my WIP mod. I gave him this limited snippet of it to try out.
No, it's not. Biohazard did something like that a while ago. It's just VERY hard to optimize.
Edited:
This is the problem. It's infinitely easier corridor-style, and not outside like that is.
No he didn't, the gravity thing he made isn't anything like what you would have to do to create something with this sort of parallax error.
And what's to optimise, the thing he made was perfectly fine and took him about a day or something to finish.
I'm not talking about that, he did a paradoxal map thing like 3/4 years ago. He posted it in this section.
No he never, he has never been on Facepunch up until recently.
Then he didn't post it here, but I'm pretty sure it was his. It was an indoors stadium-like paradox. Let's see if I can find it.
I really doubt it. He doesn't make maps, for one thing.
Huh. Then it wasn't him. Who the fuck made it then? I specifically remember something like that being done by someone here on FP. Biohazards name rang a bell in my head for some reason when I thought about it too.
I guess I think anything amazing is done by him.
Considering you can get monitors for a fraction of what they cost 10 years ago, either you are mapping on a 10 year old pc (which would probably make source shit itself), or you have spent all your money on random bits of pc, and not the bits that matter.
Generally that's the truth, but when it comes to mapping I guess not because he doesn't even care for that specifically. If it's dynamic lighting and shadows you want then you know who to look for, but if you want something incredibly well made in hammer then you should instead look to someone like Oskutin, Miigga or Thingshappen.
What about Firegod? He was a HUGE help when I first started mapping.
Edited:
almost said firerain
dodged that bullet
As far as I've seen, Firegod isn't much for general mapping either, he seems to like shadows and lighting more.
'Nother quick pimpage, this time only stock textures:
Original:
Redesign:
![]()
[Yeah I know the curvy roof is really thick and has bad texturing. Edit: Added second image, I really like this little bit for some reason...]
This makes me just want to go out and find some old but awesome RP maps and give them a complete overhaul.
Yay, my ol' textures! :3 The Photoshop nostalgia. Too bad I'm taking forever to get re-started on Air, I'll only be releasing the new batch of re-designed textures after that map gets done...
Oh hey, that bar I did is now on the GM13 Workshop.
I don't know why, but this reminds me of a building that would be in some kind of Tony Hawk game. Probably because of the roof.
It looks awesome.
I'm really loving CSGO so far. I just ported over my map and here's just a quick pic of how it looks so far.
![]()
An update on the Business Plaza, and I almost forgot to thank Hiyougami for the textures in the original post.
To recap, I fixed some of the cubemaps, deleted the balconies from the Conference Center, added 2 building exteriors and filled out the top-plaza.
Screenies:
The green building and top-plaza.
False interior of green building. I probably need to adjust the light colors in there.
Front view of Conference building (and the ugly blue building on the right).
Stairway, bottom plaza and statue.
Another shot of the blue building. I tried to use a screenshot I took in Mirror's Edge as a reference, but it ended up bad. Haven't bothered to fix it yet. :s
And total overview of the map so far.
Suggestions? Namely, what to put on the sides of the top-plaza and how to fix the blue building.
Seems a little... Blocky, is it?
http://en.wikipedia.org/wiki/Deconstructivism
Besides, the textures don't really work well when stretched.
I tried to do a non-blocky building, whole thing looked like a spaztic donkey. And it didn't compile either.
Firegod is the most helpful person on here I would say, but he doesn't make anything that incredible imo.
That looks very nice. Mind telling me how you made those police lights look cool?
Also, I've been wondering forever about this, but how does one put an overlay texture on another one (like the parking lines over the concrete in that same picture)?
Way to rate me dumb for god knows what
Those police lights appear to be env_sprites
and the overlays are overlays
Sometimes you can even see a plane passing into the sky.
Miigga pretty much hit the nail on the head.
I've started making that place extend into a full map now. My idea is that the terrorists have to plant the bomb on the roof, and they spawn on the top floor. The CTs have to get up to the top of the building and kill the terrorists/defuse the bomb before it blows.
Sounds unbalanced. I think the bomb time is around 45 seconds. If it takes the terrorists 20 seconds to get to the roof. Then the cts have got to get from the ground floor, to the roof, kill the terrorists and defuse the bomb in less than 65 seconds.
Aim to have the bomb sites roughly inbetween both teams (slightly toward the cts) and have more than 1.
Nice idea, die hard style but it just won't work.
I didn't know the bomb time was that short, I've actually spent more time mapping for it than playing now that I think about it. I could have them spawn both at the bottom floors, but different parts of the building, so the terrorists spawn in the parking lot, and I could make a front entrance area for the CTs to spawn.