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GMR Map Overhauls


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#21 Catkillerfive

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Posted 16 January 2014 - 17:57

How about making the map/skybox look like a proper Highway Intersection:

Highway-1-Intersection-105-110-Los-Angel

 

But the actual map being like it always have been. 


76561198037959911.png


#22 Showfur

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Posted 17 January 2014 - 00:42

I could do that.  I may use some sort of distant fog as well as the cut-off point of the 3D skybox.  It depends though since spectators are where they are, you won't really see all that to the point that it matters.

 

I could certainly make it seem like the track takes place in the middle of a mess of highways or something.  Most you see is supports and undersides of highways higher up and further away.


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

#23 Psycix

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Posted 17 January 2014 - 13:39

You could also deviate from the tripledecker concept and add in some of those long turns.

Maybe make two maps with the same style! Tripledecker remake and... gmr_ldt_flyover


LDT is LDT.


#24 Showfur

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Posted 17 January 2014 - 20:05

You mean gmr_ldt_flyover_gaycowboy?

 

(and this can be done, certainly)


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

#25 yagwog

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Posted 17 January 2014 - 21:09

gaycowboy

 

ku-xlarge.gif


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#26 Domnomnom

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Posted 28 January 2014 - 18:15

I like this idea. Any plans for the spectator area? Tbh, you could switch the geometry up quite a bit for there without affecting the gameplay of the map.

 

Plus, it needs to just be gmr_gaycowboy... ;)


Oui oui chevaux

#27 Showfur

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Posted 01 February 2014 - 06:42

Yeah, the spectator area can have more freedom to alter geometry.  Thanks for reminding me.

 

Just to let anyone know, I haven't started yet, but I am still thinking and drawing out what I want to do.  That, and the main obstacle would be getting (preferably) a .vmf of Triple Decker.


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

#28 Showfur

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Posted 25 February 2014 - 18:05

UPDATE: I got off my lazy ass (well, on it, but still) and am currently 'tracing' Triple Decker.  I'll have it copied certainly by the end of the day and tweaked it before handling the bigger changes.


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

#29 Showfur

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Posted 26 February 2014 - 07:46

(I really hope I don't get punted or something for triple-posting like this.  I'm pretty sure you have to wait a period of time anyways until it doesn't actually count)

 

PROGRESS!

 

And this time with screenshots:

 

http://steamcommunit...s/?id=232297696

 

http://steamcommunit...s/?id=232297706

 

http://steamcommunit...s/?id=232297712

 

It looks like there's a lot of missing walls, but they are actually using the nodraw texture at this time.  I just wanted to quickly show the bare basics.

I'm actually opting to make the walls jeep-height (the slimmer bit will be encased in an invisible wall to keep the entire wall the same thickness).

 

Also you may note the ramp.  It uses a different road texture for a reason: I'm going to make it appear as if a chunk of road collapsed from higher up, and thus forming that ramp.  The aesthetic brushwork for this will in the end be encased in invisible brushwork to prevent getting caught on anything.  This means any cracks/jagged chunks that seem like you would hit will either be no-collide or protected with an invisible wall.

 

(Also the spectator area is missing, I'm saving that for last.)


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

#30 microlander

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Posted 26 February 2014 - 09:26

(I really hope I don't get punted or something for triple-posting like this.  I'm pretty sure you have to wait a period of time anyways until it doesn't actually count)

 

PROGRESS!

 

And this time with screenshots:

 

http://cloud-2.steam...8C4335B3C6654F/

 

http://cloud-2.steam...1BBC4233474174/

 

http://cloud-3.steam...38EC6AE1C2705D/

 

It looks like there's a lot of missing walls, but they are actually using the nodraw texture at this time.  I just wanted to quickly show the bare basics.

I'm actually opting to make the walls jeep-height (the slimmer bit will be encased in an invisible wall to keep the entire wall the same thickness).

 

Also you may note the ramp.  It uses a different road texture for a reason: I'm going to make it appear as if a chunk of road collapsed from higher up, and thus forming that ramp.  The aesthetic brushwork for this will in the end be encased in invisible brushwork to prevent getting caught on anything.  This means any cracks/jagged chunks that seem like you would hit will either be no-collide or protected with an invisible wall.

 

(Also the spectator area is missing, I'm saving that for last.)

 

Look's Nice To Drive on and space to overtake :')



76561198084161294.png


#31 Showfur

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Posted 26 February 2014 - 09:38

Well it's exactly the same width of the original, so... I'm not re-inventing the wheel, I'm just pimping it.  x3


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

#32 Showfur

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Posted 27 February 2014 - 07:35

More progress!

 

I've walled the entire track and will be working on the ramp/fallen road section next.  It is dev-textured temporarily so you can see the ramp itself (it will be textured to be invisible walls later).  Pretty much my plan is to make a clean section of highway for it, then make it look like someone took a giant hammer to it to ding it up.

Also, I plan to add metal supports underneath the track as well as pillars that will "hold" the track up.

 

http://steamcommunit...s/?id=232605251

 

http://steamcommunit...s/?id=232605263

 

http://steamcommunit...s/?id=232605273

 

By the way, I will be knocking out portions of wall to replace with concrete barriers/wooden barriers/traffic cones etc.


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

#33 microlander

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Posted 27 February 2014 - 17:37

Look Really Good But Make Sure When You Do Add The Cones and stuff it will make it less plain :)



76561198084161294.png


#34 Daniel

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Posted 27 February 2014 - 21:05

Indeed it's looking really good, can't wait for the final product and also will that hole remain there where the ramp going up is on the second screenshot?

 

Off topic: Micro, why do you have to capitalise each letter its quite annoying to read. You've done that in most of your posts :(



#35 Showfur

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Posted 27 February 2014 - 21:47

I've been thinking of leaving the hole there, but of course a combination of func_illusionary debris and invisible walls to keep from getting into it.  I want to make it look like the impact from the falling road knocked out that portion (it will function exactly the same as the original, pretty much).  I'll post a pic when I am done with it to give you a better example of what I'm talking about.


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

#36 Showfur

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Posted 28 February 2014 - 00:49

The ramp!

 

http://steamcommunit...s/?id=232834934

 

http://steamcommunit...s/?id=232834904

 

http://steamcommunit...s/?id=232834922

 

I'll be adding no-collision rock chunks around the hole and along the seam where the fallen road meets the newer road.  Doing this is a more inexpensive way than using displacements (you may not be able to see it too well, but the top, end, and bottom of the fallen road uses displacements).

That and using no-collide rock/chunks would give more depth to the destruction.

I'll also see about adding some graffiti to the walls on either side of this section to break up the texture tiling.


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

#37 Showfur

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Posted 28 February 2014 - 08:54

Progress update:

 

http://steamcommunit...s/?id=232934829

 

http://steamcommunit...s/?id=232934835

 

http://steamcommunit...s/?id=232934842

 

I'm going to work on adding metal support beams underneath the track, invisible walls around the top portion of the walls, and work on the spectator area.  I'm going to save the knocked out sections of wall and roads that branch off for after the spectator area is finished.  After that, the skybox.

 

For now, I'm gonna sleep or something.


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

#38 Daniel

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Posted 28 February 2014 - 22:11

Wow. That is just amazing, good job :D



#39 Showfur

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Posted 01 March 2014 - 09:13

I got caught up playing Elder Scrolls Online (don't judge me).

 

I did however still complete a few hours of tedious brushwork and texturing!~

 

http://steamcommunit...s/?id=233318978

 

http://steamcommunit...s/?id=233318989

 

http://steamcommunit...s/?id=233319005

 

Something nice to look at other than flatness.

 

Invisible walls and spectator area next.  I'll make the supports for the track later when I am ready to make the skybox.


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

#40 Hardcore Bob

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Posted 01 March 2014 - 17:12

Stop linking those god damn .dat files!
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