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gmr_ldt_abstract_ass REVISION


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#21 Showfur

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Posted 19 June 2013 - 04:19

So I've been busy with my real life job and such. I am going to find time this weekend to work on the map further. I HAVE though been sketching designs for it.
What, I don't think my handwriting can be done through typing, you know.

#22 Showfur

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Posted 04 July 2013 - 22:24

Oh hey, update! Cause other stuff was going on and now I'm back to working on the map. Did this in about half an hour:

http://cloud-2.steam...BC7CA4B0FFA42A/

I'm adding fences (with invisible walls to prevent prop clipping), dilapidated buildings, and semi-functioning street lamps. The light in the pic was just the Light toolgun.

EDIT: In case anyone is wondering, the edges is where the sand is the highest that covers the road. The sand that is on the road is at most a unit high and should have almost no effect on driving even when boosting.
What, I don't think my handwriting can be done through typing, you know.

#23 Daniel

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Posted 05 July 2013 - 01:31

It's looking really good. Keep it up :)

#24 Showfur

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Posted 05 July 2013 - 03:10

I got the lamps in and a few of the bigger props. The powerlines will have cables once I start tweaking this section. I am adding buildings in the next post.

http://cloud-2.steam...BB5414F4E9B8EE/

http://cloud.steampo...6C59DDAA6087DB/

http://cloud-2.steam...36B3F8F71550E8/

I'm wanting to know if you feel I should light up the props that are in the dark with gentle lighting or leave it as is (like the water towers for example).
What, I don't think my handwriting can be done through typing, you know.

#25 BOT Dan

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Posted 05 July 2013 - 07:21

The only thing I'd say is the sand looks really stretched, aside from that all is great.
I do t think the props need lighting, they look eery and creepy, giving a good effect.


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#26 Showfur

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Posted 05 July 2013 - 08:44

Well the sand is actually at a size of 1x1 instead of .25x.25 as default. It is a custom texture and I am using the bigger size to have more of a dune-like look. I am making a trade-off: bigger size, less tiling (and you will be busy racing anyways and it doesn't look bad ingame).

Anyways, progress!

http://cloud-2.steam...929E6F1F9CE7FD/

I would like to know who wants fog added in. It wouldn't be heavy. (Before anyone asks, yes, I did use skybox textures as wall textures. The sky is meant to look fake like a movie set.)
What, I don't think my handwriting can be done through typing, you know.

#27 Hardcore Bob

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Posted 05 July 2013 - 20:57

Oh nice! The sand looks a lot better on the newer screenshots. I'm convinced a blend texture won't be necessary now. :) (But still better!)

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#28 Showfur

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Posted 06 July 2013 - 01:28

I've put the final touches on. There is timed wind and dust, a buried train, sparking at the final lamp, and sparking on the power lines. The wind does not push physical things, it is simply audible.

http://cloud-2.steam...575D29ED5004DD/

http://cloud-2.steam...0C7AED74C8888D/

I am also going with an idea someone suggested and having the func_illusionaries seperating each section to have a texture that shows the next area, rather than it be open. Like driving through a panting.

(Oh, and I cleared up sand to prevent boosting spinouts!)
What, I don't think my handwriting can be done through typing, you know.

#29 Daniel

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Posted 06 July 2013 - 02:15

After seeing that section from different angles I guess it wouldn't look too bad if you did light up those water towers with a small amount of light. Just to see how it would look.

#30 Showfur

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Posted 06 July 2013 - 02:33

Well I made the wall textures UnlitGeneric textures so they aren't dark and show off the water tower and powerline towers. Without the textures being like that, it was certainly quite dark and not able to even see those towers. (it looks nice while driving ingame)
What, I don't think my handwriting can be done through typing, you know.

#31 Showfur

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Posted 08 July 2013 - 05:43

UPDATE TIME! More progress, I've begun to make the 3rd section. I still need to add snowfall, chunks of floating ice, and maybe some flowing water for visual effect.

http://cloud-2.steam...0D2C7DB998B195/

http://cloud-2.steam...D6E6B22B4E17D4/

Yes, the sky is meant to be fake, again. If you think that is odd, wait till you see the last section.

Oh, and a quick note, yes, the 3rd area is slick, but it uses the snow friction and not ice, so you still have some decent traction as long as you don't get hasty and boost.
What, I don't think my handwriting can be done through typing, you know.

#32 Hardcore Bob

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Posted 08 July 2013 - 13:11

Looks cool! Very unique!
I hope it's not too slick. :P

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#33 Psycix

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Posted 08 July 2013 - 15:07

your sky sucks

LDT is LDT.


#34 Showfur

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Posted 08 July 2013 - 16:02

It's meant to suck. x3 I am purposely trying to break the illusion that you are in an endless space.

Anyways, forgot to upload this last night, I had finished up and will make the 4th section later today or early tomorrow.

http://cloud-2.steam...1EF0F91343E0CB/

I'll tweak the ice chunks so people can't get themselves stuck on it. I can probably just change their friction to ice so you can't have any traction on them and slip off into a watery death. The water runs upwards on purpose, just cause, and doesn't affect driving at all (there is no collision with it whatsoever). Oh, and there is a trigger_push underneath the ice chunks to make them constantly moving and not just stationary. They are func_physbox_multiplayers.

(I may also add warning signs to warn people to be cautious and that boosting is sure to launch them to their death if not used well. I can add these signs in the tunnel leading into this section.)
What, I don't think my handwriting can be done through typing, you know.

#35 yagwog

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    fucking degenerate i'll post when i want fam ldt is shit sti

Posted 08 July 2013 - 17:52

please let there be a cowboy zone...

(maybe a lifelong dream of a finally gmr_gaycowboy_v1 map)

my response to vaping being "cool" tbh fam

 

"stimulates the same circuitry that was simulated when u sucked on ur mommas titty

faggot"


#36 Psycix

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Posted 08 July 2013 - 19:16

PLEASE NOTE THE SECOND WATERFALL AT THE END


WHERE DOES THE WATER COME FROM

LDT is LDT.


#37 Showfur

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Posted 08 July 2013 - 19:29

The water comes out from the bottom, up the hill, and into the wall. Duh!
What, I don't think my handwriting can be done through typing, you know.

#38 Daniel

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Posted 08 July 2013 - 22:21

Looks very unique and interesting but can you confirm that you have tested it with the standard buggy and that you can actually make it round that turning without slipping into the water otherwise PLEASE change the friction.

The friction used for the previous version of your Abstract Ass map for that ice section was absolutely terrible and it wasn't even much of a turn. Just looking at that picture I can honestly see no one making that turn D:

#39 Ministry

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Posted 08 July 2013 - 23:17

Better not be slippery ;-;
That Australian guy!

#40 Showfur

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Posted 09 July 2013 - 00:37

I have changed the friction for the textures in the 3rd area to be mud friction, which is actually an improvement. Snow uses .35, mud uses .5, but the point is to not get hasty and boost at the wrong time.

EDIT: I have tested the new friction. You can still slip, but it isn't as much now. You can even boost twice safely (not sure about maxed out jeeps, though). You have decent friction unless you decide to boost and then turn sharply.

Edited by Showfur, 09 July 2013 - 02:56.

What, I don't think my handwriting can be done through typing, you know.




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