The Official Interlopers "Map Pimpage Thread"

Reveal what you have made so far and get feedback on development.

Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Thu Mar 22, 2012 4:55 pm

OK well if you have a trend in place of using the forklift as a "door" or "gate" then that is fine. people will get it if they are taught once.
"Day breaks, but decay soon follows." - Ava Winona
Currently developing in radio silence... 99 Bolts
Here's another project of mine... Assault on Overwatch
Are you new to Source SDK? VDC
joe_rogers_11155
Veteran
Veteran
 
Joined: Wed Oct 08, 2008 11:11 pm
Location: United States

Re: The Official Interlopers "Map Pimpage Thread"

Postby Fuzyhead on Thu Mar 22, 2012 6:57 pm

cz_squishy wrote:
Armageddon wrote:I only saw one problem, crates.

What's wrong with them :[]:

Well, crates might be the most boring and most used invention in video games :?

The basic mapping looks good, but for me it looks not interesting enough. Try to make some unique places, interesting lighting etc.
And take a look at the lift trucks. How did they get there, where did the driver expected to drive? Does it make sense that it stopped there? They really irritated me in the video.
Also try to use some more overalys on open places.
Image
User avatar
Fuzyhead
Member
Member
 
Joined: Sat May 24, 2008 9:34 am

Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Thu Mar 22, 2012 8:15 pm

Your map needs some soundscapes badly. Wind, birds, insects, etc.

I really like the setting though. I definitely dig that gigantic overpass. Makes you feel real small. :D
User avatar
nub
Veteran
Veteran
 
Joined: Tue Nov 15, 2005 1:11 am
Location: Charlotte, NC, US

Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Thu Mar 22, 2012 9:51 pm

nub wrote:Your map needs some soundscapes badly. Wind, birds, insects, etc.

I really like the setting though. I definitely dig that gigantic overpass. Makes you feel real small. :D

Sounds are last on the list or maybe if I'm bored
User avatar
cz_squishy
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Sat Jan 31, 2009 12:02 am
Location: Bottom Dakota

Re: The Official Interlopers "Map Pimpage Thread"

Postby sakna on Thu Mar 22, 2012 10:31 pm

Image
Image
sakna
Member
Member
 
Joined: Tue Jul 26, 2011 6:31 am

Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Thu Mar 22, 2012 10:55 pm

Either lower sprite density or put cl_detaildistance to be a bit higher. Also I think I've seen this before and suggested the same thing but recompile some small stone models (like the tiny mine ones in ep2) to have $propstatic then stick them in your vbsp along with some shrub_01a to fill up that empty space.

The lighting seems very saturated but I assume you are going for a post apoclyptic thing.
Fulcrum
Member
Member
 
Joined: Wed Dec 08, 2010 8:06 pm

Re: The Official Interlopers "Map Pimpage Thread"

Postby sakna on Thu Mar 22, 2012 11:37 pm

Thanks a lot for your feedback but,

Fulcrum wrote:recompile some small stone models (like the tiny mine ones in ep2) to have $propstatic then stick them in your vbsp along with some shrub_01a to fill up that empty space.


How do I do that? Also do you have any suggestions for the color correction? It's my first time using it and I was just experimenting, I'd appreciate any more tips you could offer too.
sakna
Member
Member
 
Joined: Tue Jul 26, 2011 6:31 am

Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Fri Mar 23, 2012 12:18 am

I'm no expert but heres a mini tutorial on making a prop usable for vbsp.

1. Grab an mdl decompiler. There should be a few around the net, if 1 doesn't work try to find an updated version.
2. Get GUIstudioMDL 2.2 again just google it.
3. Use gcfscape to extract the model you plan to use. Shrub_01a is a versatile choice.
4. Decompile using mdl compiler, you should have a few .smd files and a qc file.
5. Open qc in notepad and change the line similar to this $cdmaterials "models\props\" to a line of your choice. $cdmaterials "sanka\desert\" This will tell the prop to use a different material.
6. Add the line $propstatic somewhere to the qc file. This collapses the bones.
7. compile your model using gui studio i tihnk it only compiles for css and tf2 but its compatible with anything.
8. extract .vmt used by the model using gcf scape. In this case its something like deciduous_branch_01
9. open the vmt in notepad and change the top line "vertexlitgeneric" to "unlitgeneric" and place this into the folder from the cdmaterials. In this case sanka/desert.

That should work. You prop MUST be compiled with $propstatic and MUST have unlitgeneric textures.
Fulcrum
Member
Member
 
Joined: Wed Dec 08, 2010 8:06 pm

Re: The Official Interlopers "Map Pimpage Thread"

Postby Spas12 on Fri Mar 23, 2012 10:53 pm

The nice looking areas of my now canceled Episode 2 mod:

Image

Image

Image

Image

and for my portfolio:

Image

Image

Image
Last edited by Spas12 on Fri Mar 23, 2012 11:06 pm, edited 3 times in total.
Past Treyarch Level Designer

Portfolio
Spas12
Veteran
Veteran
 
Joined: Thu Mar 31, 2005 3:21 pm
Location: trapped in level-design factory, send help

Re: The Official Interlopers "Map Pimpage Thread"

Postby zombie@computer on Fri Mar 23, 2012 10:56 pm

nice collection of broken links. No wonder the mods been cancelled :)
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands

Re: The Official Interlopers "Map Pimpage Thread"

Postby Spas12 on Fri Mar 23, 2012 11:06 pm

lolfixed.
Past Treyarch Level Designer

Portfolio
Spas12
Veteran
Veteran
 
Joined: Thu Mar 31, 2005 3:21 pm
Location: trapped in level-design factory, send help

Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Sat Mar 24, 2012 4:27 am

Bummer it had to be canceled. Some nice scenes there.
User avatar
nub
Veteran
Veteran
 
Joined: Tue Nov 15, 2005 1:11 am
Location: Charlotte, NC, US

Re: The Official Interlopers "Map Pimpage Thread"

Postby Ark11 on Sat Mar 24, 2012 5:17 am

The inside areas suffer in comparision to the amazing outdoor areas HOLY SHIT!?
"Drop kick me Jesus, through the goalposts of life." - Robert Bare
User avatar
Ark11
Senior Member
Senior Member
 
Joined: Mon May 24, 2010 10:02 pm
Location: Sydney, Australia

Re: The Official Interlopers "Map Pimpage Thread"

Postby Dives on Sat Mar 24, 2012 6:08 am

Looks pretty great except that its super intense in the orange/red part of the spectrum. A little eye strainy.
User avatar
Dives
May Contain Skills
May Contain Skills
 
Joined: Sat Feb 28, 2009 9:54 pm
Location: Moorpark, CA

Re: The Official Interlopers "Map Pimpage Thread"

Postby Armageddon on Sat Mar 24, 2012 6:09 am

Very nice maps Spas, it has inspired me to try making a map again.

Sorry to go off topic but if I remember correctly you made a white city scene? With red curbs or something, very detailed. I can't seem to find it anywhere.
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am
PreviousNext

Return to Under Construction

Who is online

Users browsing this forum: No registered users

cron