1. Post #2681
    Marbledemon's Avatar
    October 2011
    251 Posts
    Try adding things to the shelves, like boxes or books, some equipment ore storage crates stacked on the walls of the room, rubble decals to the floor or those cardbox debris things.
    also add some pillars to the walls, the right one looks a bit plane.
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  2. Post #2682
    You're looking for "greebles", friend.

    Maybe some half-pillars along the walls or a full pillar in the center of the room; Decals/overlays would help a lot as well. Stains, graffiti, etc.

    In other news, I think something's missing from this. (It's intentionally dark, before you say "a lightbulb".) Should I add stuff into the shelves, or add some debris, or what?


    uhhh isn't this a map from hl2 chapter follow freeman?

    specifically the museum/cathedral part
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  3. Post #2683
    Gold Member
    Janooba's Avatar
    February 2008
    1,529 Posts
    You're looking for "greebles", friend.

    Maybe some half-pillars along the walls or a full pillar in the center of the room; Decals/overlays would help a lot as well. Stains, graffiti, etc.



    In other news, I think something's missing from this. (It's intentionally dark, before you say "a lightbulb".) Should I add stuff into the shelves, or add some debris, or what?

    I know you want it to be dark, but we need to be able to actually see the geometry and what the room actually is if you want some ideas.
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  4. Post #2684
    Gold Member
    vexx21322's Avatar
    December 2008
    10,660 Posts
    This feels a lot better.
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  5. Post #2685
    Gold Member
    iostream's Avatar
    April 2006
    84 Posts
    I'd love some comments on my TTT map, what to improve etc:









    Traitor area:


    Ditto:







    (I'd also love some playtesters!)
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  6. Post #2686
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    I'd love some comments on my TTT map, what to improve etc:

    -snip-

    (I'd also love some playtesters!)
    What to improve? Oh man... I can't think of ANYTHING to improve. It looks amazing! The mood and lighting of this map is literally some of the best I've seen in Source. This is a complete gem of a map. There's detail, it's not blocky, it uses tons of sprites the right way, and it looks fun to play.
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  7. Post #2687
    Gold Member
    iostream's Avatar
    April 2006
    84 Posts
    I can't think of ANYTHING to improve.
    Aw, thank you very much!

    There's still some detail to be added, but thus far I'm pretty satisfied.
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  8. Post #2688
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    Huh, looks like imgur works on FP again.

    Also, your tunnel with the teal lighting is really bland, maybe add some style to the walls or something.
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  9. Post #2689
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,869 Posts
    uhhh isn't this a map from hl2 chapter follow freeman?

    specifically the museum/cathedral part
    I think so. I found this room and a giant decal of a banana in my "abandoned maps" folder. I have an unhealthy habit of going into my abandoned maps and stealing things from them to put into my new maps when I'm lazy. it's dirty.

    @iostream
    That's great! I love the use of neon lights. One thing I noticed was that the fog render distance was unnaturally small and there's a light entity without an actual light prop in your fourth image, right above the stairs. What's the name of the map? I'd love to play it on release.
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  10. Post #2690
    wasted $2 on a title
    Shoar's Avatar
    June 2007
    1,491 Posts

    Based on that image that someone posted.
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  11. Post #2691
    Gold Member
    iostream's Avatar
    April 2006
    84 Posts
    Also, your tunnel with the teal lighting is really bland ...
    How is this?



    ... the fog render distance was unnaturally small ...
    It was even shorter earlier, but it's a small map and I think it might work great.

    ... there's a light entity without an actual light prop in your fourth image, right above the stairs.
    Not sure exactly which light you mean, but the props are occluded by the crazy light glow:



    What's the name of the map? I'd love to play it on release.
    Out of lack of imagination I call it ttt_town
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  12. Post #2692
    wasted $2 on a title
    Shoar's Avatar
    June 2007
    1,491 Posts

    Tiny update
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  13. Post #2693
    Gold Member
    ColossalSoft's Avatar
    November 2009
    6,380 Posts
    To any CSGO mappers, you might find this useful:

    So I hexed the Phoenix Connexion model and reskinned it to look similar to an NSG soldier:


    Using the gamemodes.txt folder, I added this model and its variants to a friend's map, including reskinned hands:


    Does it work in-game? You bet your ass it does.






    Custom player models work.
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  14. Post #2694
    Gold Member
    kaine123's Avatar
    February 2010
    9,664 Posts
    I'd love some comments on my TTT map, what to improve etc:









    Traitor area:


    Ditto:







    (I'd also love some playtesters!)
    A lot of the corridors and areas just seem to be devoid of detail and don't feel "real." You could also tone down the color correction. It looks good at the moment but I bet you could achieve a more "subtle" effect.
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  15. Post #2695
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    I don't think he should turn color correction down. I think the lighting look great as it it, but yeah, I guess there need to be a little more detail in the corridors.
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  16. Post #2696
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,432 Posts
    Garry's mod tower players rejoice



    Worked on it all of yesterday pretty much
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  17. Post #2697
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    Garry's mod tower players rejoice



    Worked on it all of yesterday pretty much
    You're a mapper for GMTower? Can't wait to play you maps when GMTower comes back.
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  18. Post #2698
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Garry's mod tower players rejoice



    Worked on it all of yesterday pretty much
    Shame GMT is dead.
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  19. Post #2699
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,432 Posts
    Shame GMT is dead.
    Really? Because I played the beta with the 100 or so testers about 5 mins ago

    We'll be public in the next week or two.
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  20. Post #2700
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    Shame GMT is dead.
    Check their website. they announced last month that they were retuning, and I'm really pumped for it.
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  21. Post #2701
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,612 Posts
    What is this Gmod Tower exactly? Am I missing out on something fun?
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  22. Post #2702
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Really? Because I played the beta with the 100 or so testers about 5 mins ago

    We'll be public in the next week or two.
    Oh, so it's coming back then? Good. Hopefully this time it won't suck.
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  23. Post #2703
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts


    metal crates to replace wooden ones in cases where I need them to be unbreakable
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  24. Post #2704
    Getro's Avatar
    April 2010
    319 Posts
    Ignore the missing textures this map is still a heavy wip, should I continue porting this over to csgo? I'm pretty sure you all should recognize this map easily.





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  25. Post #2705
    ashton93's Avatar
    August 2010
    1,407 Posts
    Ignore the missing textures this map is still a heavy wip, should I continue porting this over to csgo? I'm pretty sure you all should recognize this map easily.





    If the gameplay seems to work, then continue
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  26. Post #2706
    Ignore the missing textures this map is still a heavy wip, should I continue porting this over to csgo? I'm pretty sure you all should recognize this map easily.





    Hey wait a second I know that map!
    Dude, that's pretty cool. Are those trains part of the map or are they models? Having those would be sweet
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  27. Post #2707
    Gold Member
    ColossalSoft's Avatar
    November 2009
    6,380 Posts
    The trains are models.


    But there's a small problem with that map, the rotating thing kind of disrupts the flow of the map. All the players would have to squeeze through there.
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  28. Post #2708
    Hey wait a second I know that map!
    Dude, that's pretty cool. Are those trains part of the map or are they models? Having those would be sweet
    they're just trains.
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  29. Post #2709
    they're just trains.
    I'm not sure I follow what you're trying to say
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  30. Post #2710
    wasted $2 on a title
    Shoar's Avatar
    June 2007
    1,491 Posts
    The trains are models.


    But there's a small problem with that map, the rotating thing kind of disrupts the flow of the map. All the players would have to squeeze through there.
    Remove it, but make a broken version of it near the fence, or alt put the fence on the ground.
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  31. Post #2711
    Getro's Avatar
    April 2010
    319 Posts
    The trains are models.


    But there's a small problem with that map, the rotating thing kind of disrupts the flow of the map. All the players would have to squeeze through there.
    Yeah, that might be a problem, I'll have to change that later, perhaps if I add two of those rotating thingies.
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  32. Post #2712
    J!m
    I Love Big Gay Dragons
    J!m's Avatar
    June 2009
    1,406 Posts
    The textured version of my dev contest entry:
    Please excuse my poor editing skills.
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  33. Post #2713
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,995 Posts



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  34. Post #2714
    Gold Member
    snijboer's Avatar
    June 2005
    827 Posts
    Experimenting with color_correction for the first time.
    Normal:

    Using color_correction:


    It's darker and a bit more colorful then it was normal. Does it looks good for a night map?
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  35. Post #2715
    Ataxia's Avatar
    March 2011
    166 Posts
    The textured version of my dev contest entry:
    -snip-
    Please excuse my poor editing skills.
    Needs a different skybox I think. Otherwise awesome.
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  36. Post #2716
    Damn that looks nice, would you mind sharing the settings?
    Hah, thanks, but it's just the angle I took the shot, everywhere else looks terrible. I've never gotten fog to look right.
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  37. Post #2717
    nuke4fix's Avatar
    October 2010
    262 Posts
    I can already tell from looking at that last picture why it would be laggy. Try making it so the gels only dispense when you're standing on a button, instead of all at once.
    Yes, that was kinda silly. Now there are buttons http://cloud.steampowered.com/ugc/54...D288DD8108243/
    Also, download: http://facepunch.com/threads/1182171
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  38. Post #2718
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,610 Posts


    Just a quicky to see how well CSM worked with the baked in lighting.
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  39. Post #2719
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,729 Posts
    It works pretty well. Although those wall lights are creating unrealistically bright spots in the ceiling in front of them.
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  40. Post #2720
    Shirky's Avatar
    December 2009
    2,629 Posts
    I really love CSGO's new light, the shadows on the walls look super sexy.
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