1. Post #1321
    Darkassassin0's Avatar
    January 2012
    216 Posts


    Please don't talk about the lighting, I just want to know if anyone likes the idea of a metal grate around the sides, the higher roof, and the windows outside. The windows are themed the same way as the original gm_construct with the same proportions and players cannot fit through them. Continue working or scrap?
    I like the metal walkway around it, but the windows are not a good idea unless there will be a door into the room from that wall of construct.

    I dont like the upper room but I like the expanded tunnel. and the look from under water.



    I also quite like the more industrial feel of leontodd's metal walkways. Seems to fit with a water room... but maybe it needs something else metal in there to tie the theme together. Metal walkways combined with the earlier lift (elevator) idea maybe?
    The elevator was voted down because it was pointless, no one would use it.



    All in all, I think Leontodds grates with Stingers tunnel would be good, maybe send your .vmf's to each other an mess around with it?

  2. Post #1322
    Gold Member
    highvoltage's Avatar
    May 2009
    1,746 Posts
    Honestly, it looks like complete ass to me. It needs to be redone or given a new look. It's just super amateur looking this way.
    I made that room the way it is as a place holder because people just kept complaining it was empty.

    It doesn't matter how many light environments you have, they don't affect how HDR works.

    Plus I said it happens in my own map, I'm not dumb enough to use two light environments in the first place. Why would I want to wait 4x as long when compiling (for hdr.)
    I wasn't aware of that, I just thought so because of the HDR brightness and ambience settings in the lighting.

    Here is my take on the submarine room:



    Feedback?
    It looks amazing, it gives the room a hole new feel.



    Please don't talk about the lighting, I just want to know if anyone likes the idea of a metal grate around the sides, the higher roof, and the windows outside. The windows are themed the same way as the original gm_construct with the same proportions and players cannot fit through them. Continue working or scrap?

    Edited:

    I don't know what happened to the picture quality.
    How do the windows look from the outside?
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  3. Post #1323
    Catterson's Avatar
    January 2012
    94 Posts
    1. Sure, make me the schematics I'll add them if they are liked and approved by Garry.

    2. I honestly don't think teleporters aren't practical for a smaller construct map and that a second colour room is useless

    2.5? Ummmmm... its called he colour room for a reason. If you can't figure out how to make it green then you aren't really in the right mind to be playing Garry's Mod..

    3. How can I make a large room with colourable walls and colourable doors that close behind you more useful? It has everything anyone that has a use for it could need and adding other things would just hinder its main use.



    This wasn't a major competition meant for big time mappers to deck out the sections of the map. It was intended for average mappers and avid Garry's Mod players to express their ideas that they would like to see in the map and would be useful for other Garry's mod players.
    Im sry but there was a error, i ment to say i didnet like this idea but it dident show up... i fixed this now

    Edited:

    In my last post here, I wrote that I wouldn't mind keeping the old gm_construct. I got into the beta and tried it (with a positive mindset too). Now allow me to elaborate:

    - The lighting is gloomier, feels like it's back to GMod9 again :/
    - The stairs tunnel is too awkward and steep
    - The "cool new HDR skybox" is just a small sun that flickers like a bitch when I look around.
    - Building contains apartments that you can't enter regularly without NOCLIP
    - Skybox needs to have a terrain immediately outside the map, since the tall buildings are now meant to be climbed by players. We don't want to see a pile of 'sky' with trees growing out of them
    - The tunnels are too long and tedious for the amount of places they lead to. (Going to need a lot of work to fill rooms in)
    - The [outdoor] lake has decreased in size (yet again). *sigh* am I the only one that still sees the importance of large watery spaces to build ships on?

    I will stab myself in the face if this will be the new gm_construct.    (or be a happy camper if all or at least most of this will be fixed :P)   

    I also believe that this author took gm_construct in a completely different direction than what Garry always tried to achieve with the map. SIMPLICITY.
    U are truly crazy.... This map is AWESOME!!

    Edited:
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  4. Post #1324
    DrScuttles's Avatar
    April 2012
    8 Posts
    The elevator was voted down because it was pointless, no one would use it.
    Aye, that it was. But I still think another instance of bare, industrial metal akin to the walkway would give leontodd's room that extra bit of flair. Maybe some kind of extending maintenance platform to give you space for jury-rigging extra doohickeys onto your sub?
    However I am aware of the overall desire to keep the design relatively clean, simple and functional. I still think that walkways extending all around the perimeter of the room would be useful for building (unless that results in too small a surface area of water left exposed, which would defeat the purpose of the room).

    Didn't post anything earlier about Stinger21's larger tunnel (*ahem*), but bigger is better and whatnot (that's what she said, etc.). Is that more detail running down the tunnel or were those octagonal ring things always there?

  5. Post #1325
    Stinger21's Avatar
    August 2010
    293 Posts
    Didn't post anything earlier about Stinger21's larger tunnel (*ahem*), but bigger is better and whatnot (that's what she said, etc.). Is that more detail running down the tunnel or were those octagonal ring things always there?
    I added those when I re-made the tunnel.

    The previous tunnel was too small to bring in and out larger phx-like submarines. There was also no area to build in the submarine room, so I added that behind the pillars as you can see in the screenshot. I also experimented a bit with the lighting, the color of the water fake-bounces up onto the ceiling. (Light_spot)
    What about having a gate which closes the tunnel to the submarine room?

  6. Post #1326
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,453 Posts
    Im sry but there was a error, i ment to say i didnet like this idea but it dident show up... i fixed this now

    Edited:


    U are truly crazy.... This map is AWESOME!!

    Edited:



    I hate u jk
    Hello, please leave now.
    Thanks!
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  7. Post #1327
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I added those when I re-made the tunnel.

    The previous tunnel was too small to bring in and out larger phx-like submarines. There was also no area to build in the submarine room, so I added that behind the pillars as you can see in the screenshot. I also experimented a bit with the lighting, the color of the water fake-bounces up onto the ceiling. (Light_spot)
    What about having a gate which closes the tunnel to the submarine room?
    This would be getting to complicated, make it simple, if people want a gate, build one in-game.
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  8. Post #1328
    Kavukamari's Avatar
    May 2008
    240 Posts
    I don't think we need any moving parts whatsoever since, though it is glitchy, we can make them in-game. Also I've said this before, but moving parts add the possibility of exploits such as the deadly doors that people abuse in RP maps. Construct should be open, welcoming, and stable.

  9. Post #1329
    Gold Member
    vexx21322's Avatar
    December 2008
    10,553 Posts
    What you guys have to remember when designing things for this map.

    Keep it as simple as possible while also having it functional and aesthetically pleasing.
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  10. Post #1330

    April 2008
    245 Posts
    I must admit, I really dislike the concrete texture used in this area. The lighting is so-so, maybe choose a brighter color?

    I like this but something doesn't seem to exactly fit with construction's overall look. I think it's the curved wall that looks a bit out of place. Perhaps you should make the rooms a bit brighter as well? Overall good work.
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  11. Post #1331
    Catterson's Avatar
    January 2012
    94 Posts
    Hello, please leave now.
    Thanks!
    Why? Anyways i meant to say Hate you jk on another post not the one that was on there.... i dont know why that happens
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  12. Post #1332
    DefaultText.ini
    Charrax's Avatar
    February 2011
    1,339 Posts
    Why? Anyways i meant to say Hate you jk on another post not the one that was on there.... i dont know why that happens
    Not only are your spelling, capitalization, punctuation and grammar just awful...

    But you are also a brony.
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  13. Post #1333
    Gold Member
    highvoltage's Avatar
    May 2009
    1,746 Posts
    Lets not have another argument in this thread. Just stop or continue it in PMs.
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  14. Post #1334
    Frodo Baggins's Avatar
    April 2012
    98 Posts
    What about a nice water reflection on the top, a bit like in this CSS map

    http://www.lanmaniax.com/maps/html/fy_poolbase.html
    That might make it a bit to complex but it would look really nice
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  15. Post #1335
    Grocel's Avatar
    October 2008
    1,208 Posts
    What about a nice water reflection on the top, a bit like in this CSS map

    http://www.lanmaniax.com/maps/html/fy_poolbase.html
    That might make it a bit to complex but it would look really nice
    And how it's made?

  16. Post #1336
    Catterson's Avatar
    January 2012
    94 Posts
    Not only are your spelling, capitalization, punctuation and grammar just awful...

    But you are also a brony.
    I'm really not taking the time to argue with you... I really don't have to check over my grammar 5 times just for you. So stop being a Grammar Nazi and take more time talking about the map, not my spelling errors.
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  17. Post #1337
    Stinger21's Avatar
    August 2010
    293 Posts
    And how it's made?
    Either animated textures applied to the walls or an animated projected texture.
    Both require custom content.

    but definitely not impossible, granted we are allowed to make custom textures. (Which we're not)
    http://www.dualheights.se/caustics/
    http://www.youtube.com/watch?v=R8bGLLqpieA

  18. Post #1338
    Gold Member
    superadamwo's Avatar
    January 2006
    650 Posts
    I'm really not taking the time to argue with you... I really don't have to check over my grammar 5 times just for you. So stop being a Grammar Nazi and take more time talking about the map, not my spelling errors.
    Lets not have another argument in this thread. Just stop or continue it in PMs.

  19. Post #1339
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,087 Posts
    Stop or get banned.
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  20. Post #1340
    Gold Member
    highvoltage's Avatar
    May 2009
    1,746 Posts
    Either animated textures applied to the walls or an animated projected texture.
    Both require custom content.

    but definitely not impossible, granted we are allowed to make custom textures. (Which we're not)
    http://www.dualheights.se/caustics/
    http://www.youtube.com/watch?v=R8bGLLqpieA
    Its not that we can't use custom textures, when I said that it was before any texture packed in the map caused major errors and would crash the game. But now that I got custom textures to work when packed in the map we can do that, but we just shouldn't let the file size be massive.
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  21. Post #1341
    Stinger21's Avatar
    August 2010
    293 Posts
    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
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  22. Post #1342
    Catterson's Avatar
    January 2012
    94 Posts
    That was the last comment i was making about the argument, so yes I'm am going to stop.

    Edited:

    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    I like the second one mostly due to the factory feel... This would get the creators attention. This should be in the final version!
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  23. Post #1343
    garry's Avatar
    September 2001
    12,325 Posts
    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    That is AWESOME
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  24. Post #1344
    remy561's Avatar
    January 2011
    229 Posts
    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    Wow, that looks amazing!

    Edited:

    Only now it doesn't really give a city feeling, maybe with a bit more buildings in the distance it will look more realistic.

    Edited:

    Ah hell, screw realistic! It's waaay better than the normal skybox!
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  25. Post #1345
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,358 Posts
    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    Those cards look incredibly nice

    they are cards




    right
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  26. Post #1346
    Erad6's Avatar
    April 2011
    39 Posts
    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    Mother of God.

    This. So Much this.
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  27. Post #1347
    I'm the only black guy on The Internet huh?
    Garrison's Avatar
    March 2012
    839 Posts
    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    Make sure those cards are a decent resolution, last thing I want is a 8bit view.
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  28. Post #1348

    April 2008
    245 Posts
    In light of these news, I threw this together:

    Very impressive, only thing would be to fix the building that seems to be clipping in the view of the sky_camera.

    Also, what other rooms are open to edit? I think I'll edit another room.

  29. Post #1349
    Gold Member
    highvoltage's Avatar
    May 2009
    1,746 Posts
    Thats just the tops of the building in the actual map, I included them so developers can see how the์r skybox will look from the tops of the buildings.
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  30. Post #1350
    Frodo Baggins's Avatar
    April 2012
    98 Posts
    WOW that looks really nice. Gives the map some attitude.

  31. Post #1351
    Gold Member
    bliptec's Avatar
    August 2009
    521 Posts
    Those cards look incredibly nice

    they are cards




    right
    Uhhh, I'm not a mapper but this might answer your question:



    This is what Stinger sent me to explain the concept.
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  32. Post #1352
    Gold Member
    highvoltage's Avatar
    May 2009
    1,746 Posts
    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    I forgot to mention that this is amazing!
    What does it look like from higher up?

  33. Post #1353
    Gold Member
    DarthTealc's Avatar
    October 2007
    490 Posts
    I really like the skybox Stinger21! I prefer it without the industrial pipes, but either way is awesome.
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  34. Post #1354
    Frodo Baggins's Avatar
    April 2012
    98 Posts
    I quite like the look of the pipes. Also yeah it would be nice to add some more buildings to the skybox.
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  35. Post #1355
    Joe Mantis's Avatar
    January 2011
    226 Posts
    It is very nice, but I think the map allows the player to get high enough to ruin the effect of cards? Maybe have cards at the very far back of the 3d skybox, and render a special texture to place as a displacement. That way it will look good from any angle.
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  36. Post #1356
    Gold Member
    vexx21322's Avatar
    December 2008
    10,553 Posts
    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    Hot damn, this is the last thing I expected to help make the map look amazing, but it does. Nice work.
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  37. Post #1357
    Stinger21's Avatar
    August 2010
    293 Posts
    I will definitely be putting more detail and effort into the skybox. as I said, those were hastily thrown together as an idea.
    There's a problem though. The texture I used is based on (copied and photoshopped slightly) Is from EP2.
    So either I go scouting for equivalent royalty-free photos (Probably very hard to find, the EP2 textures are PERFECT)
    or we assume VAVLe are nice and don't call us out on it.

    edit:
    I have an idea, What about having a room where gravity can be toggled/changed.
    here's what I mean:
    http://www.youtube.com/watch?v=Px7rHLizXbY

    It's amazingly fun to just play around with, something I think people playing on gm_construct will appreciate.
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  38. Post #1358
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I have an idea, What about having a room where gravity can be toggled/changed.
    here's what I mean:
    http://www.youtube.com/watch?v=Px7rHLizXbY

    It's amazingly fun to just play around with, something I think people playing on gm_construct will appreciate.
    This idea was brought up before, but voted down because it was so buggy.
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  39. Post #1359
    Stinger21's Avatar
    August 2010
    293 Posts
    This idea was brought up before, but voted down because it was so buggy.
    I've almost never encountered any bugs with the "trigger_vphysics_motion" entity.

    As long as it's only enabled for physics objects and not players it should work amazingly (the video I linked)

    What does it look like from higher up?
    From high above it becomes really obvious that they are just cards.
    Bit it also becomes really obvious that the buildings are also card-ish.
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  40. Post #1360

    January 2012
    105 Posts
    I implemented sphere physics objects for the AR2 balls to stop crashing, although they get stuck in air for some reason

    Interesting

    EDIT: Oh god wrong thread fuck
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