This leads me to believe that I just have to "wing-it".
This leads me to believe that I just have to "wing-it".
Right, when Cole answers me on Steam I'm going to send him what I think the credits room should look like in a VMF
Ok! The results are in! You choose to be surprised for the theme, suprised for the location and, there has been a tie between vents and noclip. I will leave the choice to Colten. Thanks for voting!
The map looks great so far. I can't wait for the final release in Gmod 13. Thanks for all the hard work, guys!
Thread Relocation Bump.
The purpose of the thread relocation was two-fold:
1. Get some final touches to the map via community-input. (It is already a semi-final product, but if you think you can give a suggestion to better the map, and everyone is in favor, please let us know.)
2. To avoid garry's GMOD 13 BETA forum "update-wipes".
Again, any suggestions to the map are appreciated. We know this Mapping forum probably has a more experienced audience that can give more constructive criticism.
As always the project log can be found here:
WELCOME TO HELL! MHAHAHAHAHAHAAHAHAHA!
Anyways, I think the map looks great so far. I know this is a bit late, but maybe you could add detail sprites to the grass? If it was sparse and done right, it could add a nice feel to the map.
Some grass textures have a VMT that controls automatic grass sprite dispersion across the grass, unfortunately, it would cover the whole map if we went that route without using different shades of alpha blending to break it up.
Will you be offering a download of the map before garry ruined (<-opinion) it?
It looked great before that.. Sorry if I'm missing something.
Can I suggest something for the map? I hope it wouldn't be too much trouble:
Stairs or an elevator of some sort for the apartment building you can go in. There's no way up there unless you have noclip, and I've witnessed some no-noclip servers, so it would suck if you had to prop build up to them, potentially blocking the others from getting to the other rooms.
That is suggested all the time but Garry doesn't want to implement them because "you can just noclip up to the rooms."
I added a elevator shaft sized for the 2x2 PHX elevator and a ladder in the building with multiple floors but Garry didn't want them and they were removed.
guys.. the node graphs for npc's are horrible!
I had a pretty good (I don't know if its actually good or not) node setup but Garry redid it when I was away and made a lot of holes. (I'll have to admit, I did use a excessive amount. My original node layout is still in the darkroom if your curious.)
Whats the best way to place nodes in big open areas? The way I had it before was in a grid style just far enough for the nodes to connect together diagonally but I don't know if that's the wrong way to go about it or not.
I agree with HighVoltage, what is the best way to go about doing it without using an excessive amount of nodes?
Have you considered creating a night time version?
We could probably make our own once the .VMF is released.
That is if it is released, if so yeah that would be awesome.
Use the gm13 addon to refine the node graph
I can still move the mirror. Just hold e and it'll come off.
isn't there already gm_construct13
I'm guessing it's a bit late in the day to make this suggestion and it'll probably be shot down, but there's nothing that looks worse imo than a large brush based building with window textures AND THEN SUDDENLY gaps in the window textures which point out which rooms are enterable.
See what I'm saying? It goes black window black window black window RANDOM VIEW INSIDE ROOM black window black window black window RANDOM VIEW INSIDE ROOM etc
It looks bad and really underlines that only a few of the rooms can be entered, which ruins immersion.
A suggestion I'd make would be to either make those windows have the window texture on the outside and a glass texture on the inside (similar to that one bit in HL2 with the zombie in the apartment kitchen during The Uprising - you can't tell there's an enterable room behind that window from the outside) and make it a func_breakable/func_illusionary/whatever, or just make a smaller building so you don't need to have x number of fake windows on the outside - you could just have a fully enterable three or four story tenement (or if you wanted to keep the Gmod City 17 Eastern European vibe, a Kamienica) rather than a massive skyscraper with no real function.
Also as a suggestion for the credits room, I remember playing a map a very long time ago that functioned as a "GMOD museum" and it had some miniature versions of the old gm_constructs. They did it with brushwork but microbrushes can be problematic - maybe you could convert the brushwork to a .mdl and have a display of the GMOD 8/9 gm_construct in a glass case? The earlier ones were very different and you had to press buttons to spawn things, but they'd be a cool to have too. You could even rig up a Mingebag statue if you wanted. I dunno, just throwing that idea out there - it's a lot more interesting than most credit rooms which just have a "Made by these people" plaque and a couple of sofas and tables as if you could hang out in them.
The whole point was that I knew there was a tool, but am surprised that someone like black ice, who's been playing too much gmod for too long, doesn't understand how to make something simple like this.
Also you need to put some in some more cubemaps, or make windows non reflective.
(Quoting images so they don't stretch the page)
This is the reflection taken on a top floor balcony:
As you can see, it's clearly reflecting the ground level cubemaps.
Here's the front of the building:
It's reflecting the floor at spawn.
The enterable building on one side uses the cubemaps from the building that leads in to the light, mirror and dark rooms
(This isn't as noticeable from ground level because it just looks matte black)
The other side is using an outside ground level cubemap
Brushes use the cubemaps closest to their origin. Building a few extra cubemaps (or changing the textures) should suffice.
I'd also say turn down the brightness, because the floor outside has basically hit gamut
Also some very minor points but if you want this good enough to ship for retail, maybe do something about the visible seams in the skybox mountains:
(To the left of the Mossman balloon. I fucking love that there's a Mossman balloon)
Also this decal is clipping onto a brush that sticks out, so maybe move it right a bit
A couple of other suggestions:
- Change the skybox so that instead of a gradient, there's a solid colour and then set skybox fog to that - the mountains when fogged are a different colour to the skybox, which looks terrible
- This is a pretty big one, but I was thinking maybe you could have a button near spawn that cycled citizens patrolling? So have a button and make it onpressed npc_citizen startpatrolling onpressed npc_citizen stop patrolling, meaning if you spawned a bunch of citizens you could then press a button and just have them randomly walk around, which is nicer than just having them stand there and not do anything. However that's a pretty out there suggestion and might not fit with the desired simplicity of the map.
Also, gm_construct from GMod 11 / 12 had it like that as well.
Cool, thanks for replying. What did you think of the idea about making windows on the northeast corner building func_breakables/func_illusionary etc etc? I'm aware that could be an issue if you want to keep the ent limit low but it'd look so so much better than the random views inside the building every third floor (or alternatively remove all the false windows, which would also save on cubemaps and allow you to get onto every balcony from each floor)
Also I'll ask this again because I only got one response.
another idea is a fading illusionary "door" that black/greys out the doorways when the player is far away. (as seen in gm_wire_construct at some train track entrances)
For some reason I don't like the idea of the fading doors, they just don't seem fitting for a map like this.
Also, since Garry is on vacation and doesn't seem to be pushing the maps updates to the beta when we ask should I bring back the workshop download and use if for the newest revisions of the map? This way less people will report things that have been fixed already, like the HDR Colton fixed a few days ago and some of the major node graph holes.