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Messages - Snapster

Pages: [1] 2
1
Mapping / Re: [WIP] Rp_Sierracity_v2
« on: February 27, 2014, 06:46:43 PM »
It's been awhile since I posted but here is alittle progress in my map.

Spoiler for Hiden:
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2
Mapping / Re: [WIP] Rp_Sierracity_v2
« on: August 29, 2013, 12:06:47 AM »
Looking good so far. One question though. How thew heck did Dierracity 'hit the brush limit" as they so claimed back in the day? That doesnt add up unless it was poor brushwork.

It was very poor brush work, there was a lot of useless brushwork that was not needed. The original map was poorly put together and un-editable.

3
Mapping / Re: [WIP] Rp_Sierracity_v2
« on: August 28, 2013, 07:39:49 PM »
For the record, those road textures technically make those one-way streets, because white dotted lines are used to separate lanes on a one-way road.

You are correct, I've changed some of the road textures around the map. I have added new pictures.

Spoiler for Hiden:
Click to see the original size.
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4
Mapping / Re: [WIP] Rp_Sierracity_v2
« on: August 27, 2013, 06:01:07 PM »
Thanks for the comment Statua. That old map with the overpass was almost complete but was poorly optimized and some lighting error kept me from compiling it fully. I use some of tophatwaffles  but some of his textures look cartoon-ish imo, so I try and keep away from them.

I have changed the lighting/fog/skybox, it's not so depressing as it was. I set the fog start to 500 and end to 5k, with z-clipping. I'm trying to make it feel the same but better, I plan on adding other sections, like a sub and industrial.

Spoiler for Hiden:
Click to see the original size.
Click to see the original size.
Click to see the original size.

5
Mapping / [WIP] Rp_Sierracity_v2
« on: August 27, 2013, 02:01:25 AM »
I'm recreating Sierracity that was made for "P.E. PERP2". I'm one of the co-creators of it the other was wronkles; I'm creating everything from scratch or taking form my archive of buildings I have made over the years. I started this project on 8/23/13. I'm trying to build it off one of the first versions/layouts of it; with a working overpass that was never working in the final release of it. This map is way more optimized than the first version. The dev textures are just for me during the process and will change. The lighting/fog,z-clipping/skybox may change, still a work in progress {2nd time compiling}. If you got any suggestion or criticism please respond, looking forward to hear what you guys think of this.


Spoiler for In-Game pictures:
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------------------------------------------------------ 8/28/13 ---------------------------------------------------------------------------------------------------
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------------------------------------------------------ 8/27/13 ---------------------------------------------------------------------------------------------------
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The middle island is updated round corners. 
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Spoiler for Hammer pictures:
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6
News and Announcements / Re: Garry's Mod Racer 2 VIP Beta
« on: April 20, 2012, 09:13:40 PM »
The IP is not in the VIP section.

It says they are going to post the thread tomorrow.

7
News and Announcements / Re: Garry's Mod Racer 2 VIP Beta
« on: April 20, 2012, 07:42:21 PM »
Can't wait to play! and to see how my map works out with a lot of people on it. xD

8
Mapping / Re: Props??
« on: April 13, 2012, 11:04:07 AM »
Alittle google search and this is what I found. Hope it helps.

https://developer.valvesoftware.com/wiki/Prop_Download_Sites

9
News and Announcements / Re: CGMC2 Officially Opened
« on: April 02, 2012, 11:03:34 PM »
Awesome server. Wish there was towny or factions on the server though.

10
Mapping / Re: rp_outermountains_vX Dev Page
« on: December 13, 2011, 01:38:30 AM »
Looks good so far, I never liked editing or viewing those levels in hammer. xD
Good luck on this project Statua

11
News and Announcements / Re: Announcing...
« on: November 05, 2011, 02:39:00 AM »
Good luck on Gmr2 Catalyst Gaming.

Hope to see what your communities version will be like.

12
Mapping / Re: Need some opinions and critism.
« on: October 09, 2011, 04:32:05 AM »
If the room is big and empty, just make the room smaller and/or add some extra detail in the room also? Like maybe add 8x16 support columns on the inside for detail with maybe 96, 128, 192 between each one. Both of those will also fill in the room to make it "less boring". I would also add beds in the room, more detail is the better.

13
General Discussion / Re: Sooo.... What the hell?
« on: August 25, 2011, 06:39:13 AM »
I don't get why everyone was so scared on a tiny little shaking, get over it! xD I live on the West coast, so they are common here, glad we only get earthquakes unlike the rest of the united states that get everything else haha.

14
Mapping / Re: Rp_Carcery (W.I.P.)
« on: July 07, 2011, 03:14:07 PM »
Looks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.

It's okayish, though, but I'd work on it a lot more if I were you.

lol this made me laugh, thanks for the criticism though.
ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources.
Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lol
For the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).
This picture is how the lighting is; here also my map was originally/still made for day/night system.

Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.
Also brovo your the first one to say something negative about my map.

As far as I'm seeing, you're no where near the brush limit. I'm also not comparing your map to any other map, that's not how I criticize. When I mean to say most of your map is indeed blocky, I mean it's actually blocky, not less blocky than other maps, or there's hundreds of other maps that are less blocky than yours.

The picture you provided has decent lighting, but I'm still seeing flat buildings with maybe a few beams slapped on them. And that grass in the middle of the road looks somewhat ugly. Change that to a displacement and make it just a bit less... flat-like, and apply a texture that emits detail sprites. But please, do something about the buildings. How they're designed are an atrocity in my opinion.

I'm just gonna end this by saying just because your map is a WIP, it doesn't give you any excuse to be completely blocked off from criticism. In fact, it's even better if your map is being criticized along the way, so you don't have to change everything at the last minute when you're completely done with it. No offense, not saying your work is bad or anything, but if this is literally what you've been doing for more than a month, then you need to like, practice more, because any average mapper can make that street under 30 minutes.

I am close to brush limit about 2k brushes left, my map fills MOST of the grid, not counting 2048 from the direct edge cause sometimes it doesn't compile with it like that. Every building doesn't have to have curves or slants to it, do you know how many buildings don't? a lot.

Like i said, the environmental lighting i can give one shit about cause its made for day/night script. I knew you were going to comment on those buildings; Those buildings don't look like how they look in the picture, changed textures and shit. I haven't got around to in finishing the median, and detail sprites look like shit.

I said thanks for your criticism herp derp. I map for fun, I've been on/off this project for quite awhile, fyi I did make that street under 30 mins. And I don't block all criticism, I have took a lot of idea from other communities i should this too and they helped me.

Also if your a mapper with the screenshots in your profile, you should relook at your HL2 city, You map is also blocky, lighting is mediocre, and streets look meh.

15
Mapping / Re: Rp_Carcery (W.I.P.)
« on: July 05, 2011, 09:57:18 PM »
Looks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.

It's okayish, though, but I'd work on it a lot more if I were you.

lol this made me laugh, thanks for the criticism though.
ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources.
Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lol
For the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).
This picture is how the lighting is; here also my map was originally/still made for day/night system.

Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.
Also brovo your the first one to say something negative about my map.

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