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Here, we post Hammer maps to be combined into one big map.
Make sure to pack your custom content with the map and mark the exits.
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bump
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>>704800
god hammer felt so good to level design in. source engine makes me nostalgic
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>>704840
mapping is what made me want to do 3D as a job.
Too bad it fucking died
(not OP)
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>>704800
Good luck, my /v/an brothers.
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https://mega.nz/#!eyBBEIxD!XM2fpJi88szIWzuw3yphmRHFP84k9-nYvPKCZCpkkkU
finished my part. was going to make a waifu room but i was having too much fun with teleports
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>>704800
for which game is this gonna be? (gmod, tf2, hl2, cs1.6...?)
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>>704993
TF2

Also, here are some guidelines for connecting maps
>All doors to "outside" are 128 high by 64 wide
>They're marked with a pure color texture (I don't know the exact name but know they exist, just search for the color)
>Neutral doors are pure green (outside of spawns)
>BLU doors are pure blue
>RED doors are pure red
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>>705027
The colors are test/color_red, test/color_blue, and test/color_green

Also, make the exit doors 256 high by 128 wide by 64 long, the old ones were too small.
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would this be how the entrance would look i never created a map so i am not to sure about each dimension
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any plans for the outside? What would be the skybox?
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>>705104
The length you have is 164, not the 64 you need.
>>705105
Ideally something sunny so we can see everything. If we do get a skybox, put the skycam in the middle and try to align it for your room.
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>>705106
>Ideally something sunny so we can see everything
shit I was going for night time.

Also
Are the entrances going to be connected with teleports or something? Or do you plan to actually directly connect them to rooms?
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>>705107
If you want nighttime just cover up your room so it's dark as shit and add in some lights.
I'd prefer if entrances were directly connected, but if a room doesn't fit with everything else then it'll have to be a teleport. Maybe we can add in a façade so the teleport is seamless.
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>>705108
>Maybe we can add in a façade so the teleport is seamless.
well I figured we could just have black doors where people enter, and possibly have optional exits that teleport players back to the lobby.
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What gamemode should the map be?
I think it should be Player Destruction: it's like Deathmatch, but it lets you finish the round.
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>>705114
I'd say some sort of key hunt shit where players have to collect items from each room and gather them all together at once for their team to win.
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>>705114
PD would probably be the best if we made it an actual game mode. Or it'd just have random CP points that don't do shit.
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>>705115
Custom gamemodes would be cool, but I doubt anyone knows so much about Hammer they could code it in
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>>705118
Honestly something like that could just be an attachment to the player. but yeah I wouldn't really want to muddle around with source's code.
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I had no idea that the Hammer Editor would fit on this board. Should have known sooner. Who needs places like Mapcore when you have this.
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>>705185
Me neither.
As a rule of thumb: if you can tell the difference between brushes in the grids, the map is shit.
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>>704863
https://mega.nz/#!e3RhBCiR!RPyDj5jDlNDqk_FBgxcbWMw2e49Tw0LDvAg-FTX1YEc
updated to new door regulations and with minor detailing
also, is there a way to pack custom content into a VMF file, or would extra textures models ect need to be included separately?
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Hammer was comfy as shit.
Last time I tried unity and UE4 none of them had good tools for blocking out a level fast the way Hammer could. No wonder level design is shit these days.
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>>705245
https://developer.valvesoftware.com/wiki/VIDE
The wiki says this one's pretty good
You can make more than one room if you like
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>>705245
I need the VMF file, you can't edit BSP.
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Can you do exteriors of your rooms as well as interiors, or will every section of the map just exclusively be interiors?
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>>705262
Exteriors are fine, the only rule is that they need a place for them to be connected to other rooms.
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Whatever happened source 2.
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>>705268
Valve's workforce has been 1 person for the last 5 years
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>>705252
ive been using VODE to pack files into the .bsp but i dont think it can be used to add shit to a VMF unless im being retarded and missed something
>>705256
here you go
https://mega.nz/#F!arJyjC7Y!zAekd6--FDodSLZim66_pw
also included the custom textures i couldnt figure out how to pack
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>>705329
>VODE
meant VIDE, whoops
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>>705329
It has now been connected.
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>>704834
based taoposter
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How do I edit the map description plus the text that shows up at the start of the map (like "GO GET THEIR INTEL" on yaaargh or "the password is usual" on van_lounge)?
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>>705361
You do that within gamemode rules entity, but that's not something you can just place in your room in the context of the mansion map for obvious reasons
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>>705363
I'm making the big center of the map, which has all the shit that you only need one of like env_sun and light_dynamic.
Should I add it there?
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WIP to one of the entrances (not the front). This took me about 5 hours.
So is the deadline definitely going to be around the end of October? Will there be a specific date? I want to know so I can finish all of the details on time.
Regarding pic related, a lot of details haven't been finished yet such as proper lighting, props and exterior wall design, but any constructive critique or personal feedback on the overall design is welcome. The other sections I'll be adding soon to extend this building more outwards won't have this castle/jail style look to them, and I'll leave some room for portals or open ended rooms to the other contributors' areas.
Tell me if I'm doing anything wrong, or if I wasn't supposed to do the actual building itself.
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>>705424
One main issue I see is that you use the same textures for nearly everything, floor and ceilings. and the textures are misaligned.
I'd also personally like to know what the rules for the collab is supposed to be. Seems like it teeters between /v/ mansion/castle.

Should we be designing anything in specific?
Seems like the game-mode is going to be PD, are we gonna work under the assumption that people will be collecting gibs and hiding in different rooms before the portal opens?
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>>705428
https://strawpoll.com/feh625wa
Let's decide via this poll.
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So here's what I've done so far: I've broken up my building into three parts, each with their unique styles of architecture (Old manor, modern house, castle). The castle's entrance door is locked, but can be unlocked in some way I haven't figured out yet, maybe find a button elsewhere. You can break through the glass before the door (see pic in my last post) and drop down into one of the Modern House's rooms if its front doors happen to be locked. Through the door to the Castle is a short trip down a hall and through a trapdoor that leads to a giant room (either a timed obstacle course or a dance room, whichever you prefer). The reward is accessing the special 'doke' room, part of the Old Manor.
Modern House's foyer leads to the portals or halls connecting the entrances to other rooms (not yet implemented). I still haven't finished the facade design of Modern House, so that's why it looks plain as for now.
The only part I've finished with the old manor is the obligatory doke room and balcony. The doke room overlooks the obstacle course mentioned earlier, with a window, and also has a button for the option of killing everyone inside it.
I might line some of the buildings' walls with ledges for climbing around (see the wooden ledge on one of the Modern house's windows), so Soldiers and Demos would not be the only ones who can access the roof (also a WIP)
Ignore the clock tower and the dark-as-hell rooms, I fix it when I get the time.
>>705428
>same textures for nearly everything, floor and ceilings. and the textures are misaligned.
I already know about that, but that's something I'm not worried about fixing yet. Laying foundations and focusing on the designs of the environments, whether people will enjoy playing on them or not, is the more important factor to consider, such as trying to avoid putting in too many narrow halls or tight spaces.
I'll be calling it a night tonight, but I encourage other Anons to post their contributions to the collab as well!
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>>705447
>I fix it
*I'll, but you get the picture
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>>705447
Very nice!
I recommend adding a shed somewhere on the edge so it can be connected through a doorway.
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>>705449
So by a shed would you mean a link back to the 'main' world? And by edge do you mean edge of the map?
I'll clarify what I meant about the Modern House: the foyer can be the Hub World to all of the different areas made by the contributers, but if there's already a central map being worked on, I'm in for a bit of trouble! But I guess it could work both ways, it wouldn't hurt to have 2 hubs
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>>705457
Yeah, a link to other parts on the edge of the map.
I'm making the "central" map but it's a lot more based on the point than a hub. This portal in the middle can connect the two, the Point and the Modern House.
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teacher when is the due day for our assignments?
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>>705547
Not the anon, but no later than october 31st.
The rooms shouldn't be too big.
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>>705548
thank you substitute, do you think a series of small rooms connected by "vents" would be fine?
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>>705551
honestly think portals to different worlds like mario would be the best option. Could have the mappers make a small little portal to the world for their doors. Like have elements from their section on the portal. like an archway and ivy for >>705447
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>>705551
Yeah sure.
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Been away for a while, should the room have choke points or just an open room? (kinda like bad lands)
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>>705575
If we're doing PD I'd say chokepoints.
If you make it a one exit room, then players will have to fight through the chokepoint to get back to the lobby.
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>>705575
You can have both, the doorways are natural chokepoints though.
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Small update for today: Very basic floorplan of Old Manor has been made, I'm planning on doing a porch that has several arches on the ceilings and windows, and other architectural details, such as the designs akin to old Victorian homes. The scaffolding of the clock tower will be hidden inside the building when I start working on the second floor.
As for the connection to the central map, for now the portal leading the control point is inside the Modern house (marked with CP sign), alongside other portals (decorated respectively to the style of each world) leading to other rooms. I might add a shed later on if it would get too confusing for people to distinguish rooms from the central point portal, but just for now I'm going with this layout of leaving it inside the building.
Doke room has been given a bit more detail for added comfiness.
Don't forget to shill the shit out of this thread on /v/ to encourage others to start mapping and get the ball rolling, maybe make a general linking tutorials and rules for the map, or post the links in party van threads.
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>>705619
How much of the glass is breakable?
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>>705710
The front windows to the Modern House and the soon-to-be Old Manor will remain unbreakable, but angled glass that can lead to secret flanks will be; I'll have to decide once I start building everything. Maybe breakable glass will be tinted a certain colour to signify that it can be broken.
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what is the deadline?
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>>705718
>>705548
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>>705719
thanks
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ctf, koth or control point?
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I got some scraps of a map that I lost interest in because I realized how overambitious it was, but I think I did a decent job on this. would any of this be usable? I could make the room the right format or could the whole castle just be part of the map/skybox?
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https://mega.nz/#!lbRmhaIY!RpzWqmOZMD0M4XT68NFGpydDuFYRRznAdV348VHuWkM
Here's the map with the point, along with the other map I added. The two big red and blue doors are supposed to lead to spawnrooms.

Add whatever you want to the text file
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Are rooms with lewd images allowed or do you want to keep the map SFW? There's no specific theme that you want, right?
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>>705737
Designated lewd rooms are fine, on one condition: They have to be like art galleries
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>>705738
I like the "art gallery" idea. I might just have to steal that.
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>>705737
>>705738
>>705745
I like that art gallery idea, so here goes nothing.
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>>705737
SFW, this is going to be an official map.
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>>705745
Now I have an idea for a TGT art gallery room, thanks anon. What else would be good for a tails gets trolled inspired room? A room full of smoke that's meant to be weed?
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Update! I checked the central map from >>705735, and it was in desperate need of optimization. So I just did a few quick fixes, including patching a leak that got unnoticed. There was also an unused portion in the nep part of the map (not the waifu room, there are several narrow rooms behind the walls, and even has a resupply locker inside). I don't know if I should get rid of it or not, because right now it's just a waste of space. I'll delete it if the creator chooses not to update it.
Pic related is a walkthrough of the functioning teleporters. Not all portals will be restricted to the Modern House's foyer; there will be a few in the Old Manor too, as well as the one in the Castle, and on the roof (roof design is still a WIP).
An experimental idea: maybe multiple spawn rooms (spawning 1-3 players, either RED or BLU) should be scattered throughout the map. This will prevent over-clustered team fighting and spam in choke points (teleports through portals), and will encourage individual fighting and exploration through multiple routes instead.
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Why is it so important that the map have an objective? This isn't gonna be a Valve quality map. I think it'd be better as a showcase of a bunch of different ideas from different anons.
If you're deadset on putting an objective of some kind because you have a stick up your ass and think maps like cyberpunk or Mario Kart are bad, instead of making the map PD, why not make it CP Domination, like Standin? Put the control points in special rooms of the mansion, which will encourage people to actually explore the map instead of holing in one area where the points are. PD won't work well in huge maps where everyone is spread out.

>>705738
That's dumb. Anything should go.
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>>705778
>PD won't work well in huge maps where everyone is spread out.

dunno, it could be like a scoobie doo chase through the rooms. If its CP people will just never cap and treat it like a lobby. Which is fine I guess.
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>>705772
https://mega.nz/#!zqZShITT!twcnPlxF5q7xMcIUoRyW_gCLusqGjwhhcGjhm5jcMOs
nepanon here, updated my part of the map
sorry for all the unnecessary shit, this was my first project in hammer and I didn't how to anything other than drag boxes so I took some "extra measures" to prevent leaks
sorry for wasting you time setting up teleports and the like
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>>705778
Having an objective or making the gamemode PD wasn't my idea; however, I'll see if I can modify the PD game logic so that when a team hits max bottles, instead of winning, the team gets rewarded with crits for a minute or something, and the scores get reset, sort of like how in Mario Kart capping all points with your team doesn't result in victory. No guarantees that it may work though.
>>705783
Thanks, I'll update it now
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>>705754
>>705772
Cool, didn't notice there was a leak. Where was it?
>>705778
I think PD can have more than one func_capturezone area without breaking the map. We could try that to spread things out.
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i think it would be nicer if the map would be like mario kart or harbl hotel points that do a few random events/nothing and you can just explore around the map
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>current year
>using the VDC after steampipe
most of the documentation was lost and most information is incredibly outdated
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>>705906
link steam pipe then.
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Personally I think the maps game mode should be special delivery, where capping puts everyone in bumper cars for 30 seconds
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>>705268
Apparently theres some simple thermodynamics in it
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>>705428
/v/an-sion?
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Is there a guide for putting in custom textures and stuff?
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>>706261
https://www.youtube.com/watch?v=6BBq-bQJCHs
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>>706262
Thanks
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Whats a good size limit for the "rooms"?
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>>706482
No limits since we have teleports, but try not to give it a lot of empty space.
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>>706506
>No limits
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>>706506
If there are teleports then do we still need the doors or just a space for a teleport to the main area?
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>>705728
anyone?
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>>707047
Castle could easilly be a room and the exterior could be the skybox element to some room.

but I'd recommend sprucing it up a bit.
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whats the best program for packing custom shit, vide, compilepal, or pakrat?
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>>707330
Only used Pakrat for BSPs, but if you're doing the vmf sharing I think you need vide.
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>>704800
https://mega.nz/#!lKwUyapR!6XZegeKO3q4IwARKy9RzYYdIzlb8DRR18stYJRQgpHI
i used vide to pack it but i am not sure it worked so i have all my custom meat in a folder tell me if i should change remove or fix anything or if the assignment is good to turn in
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>>707333
wow you're buff anon.
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>>707442
>only started making my room 2 hours ago
I hope i make it
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>>707442
Who's going to combine all of the maps once the deadline's been reached? I can try to do it, but I don't know how many rooms people are going to submit, or if we need to divide the creations into two maps if there is too much
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https://mega.nz/#!7hMFhAoD!aU6kbSW_uhww7RcFjvVM9IthMb41fRSSd__X4k2rpuE
had to include custom textures and sound since i couldnt pack it
im never working with hammer again and im never going to make 99% of a room custom textures ever again
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>>707462
>or if we need to divide the creations into two maps if there is too much

Well my "room" is pretty big, if we do split it, we could use it for a hub for other rooms.
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anonfile DOT com W0Yf7894nd Summer_house_vmf
Are we ever gonna have another collab?
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https://mega.nz/#!a2AlxCTT!h9Uypg2VIfjiQ1n5D8NR0Ecc8Ivm6M8dBRP7xrQMWuk

>>707465
You and me both. Want to make a concave brush? Too bad.
Carved inside a trigger? Say goodbye to it.
I gave up trying to make a custom prop_physics halfway through and just left it as static.
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>>707604
fuck I forgot to pack the sounds
https://mega.nz/#!i3IlUS7Q!Y0-rHGXjJPCxRPqDqKkgFoLBCamgNITM9vtP6VUBbx0
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>>707605
Third time's a charm. Sorry for my retardation
https://mega.nz/#!ziIhEApI!8iBR6DoycgXelp-ATSNDdDcc-BiMbMhLF4PTeW7PasM
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>>707604
>Carved inside a trigger? Say goodbye to it.
>carving
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>>707610
>manually dividing a wall in three+ pieces because you want a doorway
There's nothing wrong with the carve tool as long as you're carving simple geometry
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https://mega.nz/#!US4mFQrB!O4wRJwss1G17x5gb8mlK8Q75A5EaH0WuwyMF5IY79aU
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>>707658
>console
>unbind k

[spoiler]for what purpose[/spoiler]
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Map was larger than anticipating.
Like Holy shit sound files are huge.
but boy am I glad its over.

https://www.mediafire.com/file/p1kxpugfrwmvjny/comfy_files.rar/file
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Bumping since deadline anon is lazy

*** If you have a map you would like to submit, upload it to mega.nz as a .vmf (.bsp and .log files are optional), and any custom content if you have any. Pack the map files as a .zip or .rar, upload to mega, and post the link in this thread! ***

Make sure you test the map beforehand; compile and run it in TF2 to see if it works.
So far I have 8 submissions to work with. There's still enough time to submit your map! If you have some custom map that you've worked on that might be sitting on your hard drive, like >>705728, upload it!

Fuck the deadline. The new deadline is when I finish combining the maps and upload the final map on this thread, which would be between the 8th-15th of November, preferably sooner rather than later, to be ready for PV threads. Chances are I'll be working, testing and optimizing the final map right now, so if you want to make a last minute contribution to the collab, or you haven't finished your portion, warn me in this thread immediately.

There will be no gamemode for this map as of now. I tried modifying the PD logic, to no success. I'm open to ideas like CP points that grant bonuses like Mario_kart, but right now it's just a leisurely deathmatch map.
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>>707929
>Bumping since deadline anon is lazy

wait is the deadline guy Chug or someone else.
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>>707929
>Fuck the deadline. The new deadline is when I finish combining the maps and upload the final map on this thread

I might work on tweaking my map then.
>>
Do hammer threads crop up often here? it'd be cool to share some custom hl2 maps if a thread for it pops up

>>707608
anime name?
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>>708008
Encouragement of Climb
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>>707679
if its not to late, fixed the server crashing bug, and cleaned up some other stuff.
https://www.mediafire.com/file/ut138b2p9opwu6y/comfy_files.rar/file
>>
Small update for today to keep the thread alive.
I've added a small cave section to link two of the rooms. To access it, you fall down the pipe behind the Modern House, which, once at the bottom, gives you a decision of heading left further underground or right into a cave. Yes, I know there's a problem with the water, but it should be an easy fix.
The cave on the right leads to the vent/tunnel area, "The rooms", which implementation was more trouble than it was worth. There were so many leaks that needed fixing, but eventually they were all patched up after so many hours of compiling and looking at the errors. I only made two minor changes to the overall design of this section, which are obvious in the video for the creator.
To the left leads to the "pick best girl" peril room. Make the wrong decision and you're fucked! Nothing major's been changed to this section, so the creator doesn't need to worry about me modifying the "impact" for his map.

So far I've implemented three of the rooms, including the ones I've just mentioned, and Summer House, also shown in the video.

Someone suggested that the deadline be extended until Christmas, that way people can be aware that there is a collab going on, and that means everyone will have enough time to finish whatever they're working on. I wouldn't mind this decision, although it should be a vital point of discussion. Maybe a strawpoll would be good to decide? If not, post what you think would be good ITT.
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>>708471
Thanks, your map was going to be the next one I was going to add. I'll see if I can work on it tomorrow.
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>>708475
Are those streaking shadows across the eyes and wall my fault and universal, or just a result of your cfg or the merging of maps somehow?
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>>708515
Yeah, it's an issue on my part. I was running in dx 80 at the time of the recording, since I'm running on a shitty machine. Testing it in several other levels seemed to fix it (pic related, from top to bottom: 80, 81, 95), so it shouldn't be something to worry about.
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A quick compile with all of the maps shows how full the map can be, it's halfway full. Don't worry about entdata for now, I'll try to optimize the map to reduce the figure.

As for the deadline, vote here:
https://www.strawpoll.me/18904484
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>>708834
>As for the deadline, vote here:

Think this is the most we're going to get especially from new entries, and if anything, we could try and shoot for a new collab. I don't really recall anyone saying they couldn't make it in time, but I dunno.

Personally I wouldn't mind adding a whole lot more to my submission, but at that point I would might as well make my own map.
>>
So whats the final verdict?
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>>705027
>They're marked with a pure color texture (I don't know the exact name but know they exist, just search for the color)
Try 'dev' or 'developer'
I remember orange textures with measurements came up
For team textures try 'blu' or 'red'
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>>709865
Maybe we will go with the late deadline, no later than Christmas. Besides, even if we don't get a couple more submissions, there's a lot of stuff I want to brush up on the map before I want to release it, maybe make an overhaul to the design or presentation of it, like have my portion take place on either a floating island or a suburban area
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>>709943
is that set from lego island adventures?
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>>709961
Yes, it's a secret area you can access that lets you freely view the area that you are currently in from a high up private balcony, so you can watch where people are travelling or to just practically spectate. Pressing the arrows takes you to the next area. No shooting or teleporting from though (apart from the only entrance)!
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how many rooms have been implemented so far, and how big will the map be?
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>>710058
8 "rooms" I think.
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I don't want to think that this project is dead, but right now, a lot of people haven't really been aware that there's a mapping thread going on and have just forgotten about this whole thing.

Honestly, we'd be better off postponing this until a more reasonable time, where everyone's aware of such a collab, and some would even have the enthusiasm to do something themselves and contribute. Maybe even a new collab with a clear set of rules would be a good idea. This doesn't mean that we should abandon the old project, but something like a smaller scale project like a collage of maps might be more appealing. People can choose whether to construct for the big map, or the collage, it just means that there's more options to whom the mapper wants to make portions for.
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>>708475
Shirtless Medic lol
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>>712341
I dunno I'd say just release the stuff in a pack, then start a new one.
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>>712341
>>712368
The project isn't dead, the deadline came and everyone who was going to make something did. Just make two simple spawn rooms, each with teleports to the 8 rooms inside of them. Maybe it'll work as publicity, and there'll be enough new contributors for a sequel, but nothing's gonna happen dragging it out like this.
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>>712377
this. I'll shill for the next collab, but I don't think people give a shit for this extension.

We also need better organization for the next one.
it was pretty much "do whatever".
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>>709943
What's the current eta do you think? I'd kinda like to play it already.
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https://wiki.teamfortress.com/w/images/4/45/Heavy_domination17.wav
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>>716476
I should have it ready by Christmas week, don't panic.
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https://mega.nz/#!kQo0AQRB!WnO2rwKL82ZIt18gxMJacz56J9TC6UIhgCpbQ6gPS_k

Apologies for the delay, there were a lot of adjustments to the map I had to make that took me days to figure out, like leaks that would crop out of nowhere, minor visuals that looked odd but were too tedious to fix, and additions that would be too intricate to incorporate. But now I can proudly say that it is finally done.

Is Chug the party van server coordinator? If he is, he can try adding the map to the map rotation list; I'm curious to see how it will play out on a 32-player server.
If anyone picks up any small bugs or oversights in the map, post in the thread and I might try fixing them. But I will not be making any more major additions or details. If someone is willing to take the map and give it a proper update sometime, they have my permission.
With all of that out of the way, have fun, and I wish /v/ good luck for the next collab! Happy playing.

***NOTE*** Running the map in anything below dxlevel 95 may cause issues (missing models, textures). No idea how to fix it within VIDE. A quick fix is to download the source files and put the folder in your "custom" directory.

(Mapping note: For "Comfy Map", the fog and rain had to be removed, since the effect was serverwide. It might be possible to do client-side fog with a bit of tinkering, but it would probably ruin the consistent aesthetic with the rest of the map.)

Source Files: https://mega.nz/#!YVpwUKDR!C3LBuvHGh4zdi6-4C-qT4SZtfx5e5iTbzdmRWY_sHi8
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>>717414
>(Mapping note: For "Comfy Map", the fog and rain had to be removed, since the effect was serverwide. It might be possible to do client-side fog with a bit of tinkering, but it would probably ruin the consistent aesthetic with the rest of the map.)

how does coldfront do it? That map has the same alternating fog system.
but if it doesn't work it doesn't work, its not that important.
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>>717414
So far not bad, only issue I've seen is the overlays getting fucked by the port, the lack of HDR/Cubemaps, and after building them the eye bleeding brightness.

Also that ghost in the gamestop is freaky, for some reason I can't take pictures of it.
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>>717537
Pretty sure I compiled with HDR and had the cubemaps built before the content packing. Feel free to compile and pack it again if it's still being an issue (make sure the scripts folder is packed too).
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>>717537
[spoiler] w-w-h-a-at g-g-ho-ss-s-t? [/spoiler]
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>>717537
i was trying to find a way to find the ghost and this happened, what the fuck man
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>>717414
any time i try to run the map from the vmf you posted or decompiled bsp it refuses to work because of a displacement or something. ill post the revisions I made anyway. https://mega.nz/#!ZDoRDSzL!0bE1oo-F_8DWID_XjCKHYPTpCLgrHG--biil8rItz2M
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>>717537
what ghost?
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>>717414
(NEW LINK)
https://mega.nz/#!EEYjRS6T!2U51BDyOMzTsWD_qNYrtBIByRbqIF5YjyOx9S_GedWw

>>717620
The displacement is in the underground cave used for the entrance. To fix the error, just move it somewhere, compile the map, then move it back again.

>>717537
See if the HDR lighting is fine now (the model issue still persists). If it's still not fixed, then I'm honestly not sure what to do from this point.

I'll upload some updated source files in this post if anyone else wants to have a go at this.
https://mega.nz/#!JNAFDAYC!lWa0duYGq04UDgc4WltT499SzeL0yfc0OXr4nN2H3Us
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>>717867
Oops, forgot one of the models textures too
https://mega.nz/#!NIo3lA6D!SkroU4rkYU_GWov_RPPWBCzmAQcuy5eVNi_mDqHnIk0
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Wrong link again! Sorry
https://mega.nz/#!9Q5jGaJa!WjKsAKlXDJBDnA3uH4dI2hupPP84s8X9XU50ZZio9mE
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Just keeping this thread alive in case I want to fix the cubemaps one day
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>>704800
My new map!!!
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>>719914
moar?



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