New topic? How did you guys discover mapping/source/garrysmod?
New topic? How did you guys discover mapping/source/garrysmod?
Taco bell is dubstep, then who was dubstep?
So ur wit ur honey and yur making out wen the phone rings. U anser it n the vioce is "wut r u doing wit my daughter?" U tell ur girl n she say "my dad is ded". THEN WHO WAS PHONE?
EDIT: My bro showed me source SDK after HL2 had just released.
Also, I added the Yap And Blabber section to the mumble server (vpserver.red-city.org)
he forgot about it soon after, but that's how i got hl2 and started to learn mapping
that was when I was like 11 or something? i dunno
I saw some video of a dude making sonic ragdolls flying around doing weird stunts and I thought it was amazing, don't know why I ever got into making maps though.. it was like off and on for like 2 years until I actually made anything
My friend made two random maps for HL2:DM, and about a year later, I remembered he did, and I wanted to get into mapping too, so he sent me his maps ans stuff and I started to learn, along with some video tutorials I watched. It's kinda weird because I've never really had something I've ACTUALLY wanted to map and had some big inspiration to create something until August 2011 when I became obsessed with Mirror's Edge. Everything I did before was essentially learning brushwork, NOT using fullbright, and looking at prefabs to see how stuff was made (and copying some because of laziness).
My brother downloaded the hl2 demo onto his craptop and I loved it, even in 20 fps. A month later, we bought the orange box with our parents credit card. I don't think they ever noticed. I've been interested in game creation since I can remember, so I guess I must've stumbled upon some custom maps or something and thus, the sdk.
Timesplitters 2, 10 years ago inspired me to make maps.
Sauerbraten, or the Cube Engine 6 years ago inspired me to make more complex maps.
SourceForts, that mod actually got me into Source mapping, or online games in general, or just games in general.
Now I'm part of the few remaining devs on that mod (called Project Haven now)
I discovered Garrys Mod by finding Taco n Banana on google and I thought it was cool so I bought garrysmod.
I received the Orange Box as a gift 3-4 years ago and first opened it up a few months afterwards. I played through the HL2 and Portal campaigns are was so amazed by them (I think these were the first FPS games I had ever played on my PC.) Anyways, somewhere along the road I found GMod videos on youtube. These, of course, brought about my interest in Garry's Mod, but before I got GMod I attempted to map for HL2. My first map was a block with a ramp up to it... only I made the Skybox a solid brush rather than a set of walls and I forgot the player start. I became very upset when I spawned and all I saw was sky, luckily though, I tried again and made a small city (and I was damn proud of it.) I recall a friend telling me to add a light_environment but I refused because I thought fullbright looked awesome. After that I made a bunch of HL2 campaign maps and didn't really get into GMod mapping until I found garrysmod.org and Facepunch. Mapping has become a major hobby for me since.
I first heard about half life through Garry's Mod 8 or 9. I got half life 1 and 2 for Christmas right when Garry's Mod was updating to version 10.
I need 10 models UVW Mapped by Saturday or else I'm screwed
I can't UVW map :<
Fortunately I soon got bored of that, and started posting here with proper work. You have all helped me a lot.
I found Garrysmod back in 2008 on youtube and then thought I'd buy it hehe!
Hey I have question that I think is more of a discussion than a I-need-help-with-this question. Source maps have more and more been relying on models instead of bsp geometry to add detail. Besides the reason that modeling tools are easier to use than hammer (for some), why is this? What makes models special so that much more of them can be included in a map than func_detail'd geometry?
Most modern engines rely heavily on models instead of actual map geometry. What they usually do is make the basic map with the level editor, then make all the details with props.
This also causes the filesizes to be smaller due to the models not actually being a part of the map.
"A few good Gmen" I thought it was amazing. I had heard Half-Life 2 was amazing and needed super computer to run it, but that was the first time I had actually saw it.
I looked it up on the still fresh faced YouTube and I found other 'Half-life 2" videos in the related section. I found those old dominoes videos in what I assumed was Half-Life 2. My parents had just updated the computer to be able to run Age of Mythology so I thought there was a possibility Half-Life 2 would ever run on my computer. I bought the game and installed it- it ran terribly, but that did not stop me, I looked all over the main menu looking for an "Editor" button like TimeSplitters 2. I couldn't find it and was upset I just bought this game for $30 (It came with CS:S) that didn't run or have the editor in it.
I had tinkered in Map Editor programs a lot as a kid, Age of Empires, Caesar games; I assumed it was done with a map maker of some sort. I just knew there had to be one in Half-Life 2 so frustrated I asked on one of the videos "Where can I get the Half-Life 2 map maker? I can't find it" I was told that I could download Source SDK off of Steam, but the video was made in Garry's Mod 9.
Needless to say, Garry's mod was the blackhole of my free time for months to come.
Here is a Robot I made in between drag races and putting pet head crabs in a large trash compacter loaded up with the VMFloader. No wiremod, no hover balls, no grace in its walking what so ever
It was the map Freespace03 what drove me to want to make my own map. I constantly thought about what the map needed; how it could be better. I was intimidated by the learning curve of the Hammer, but my older brother undaunted loaded it up and started working away at it. Reading tutorial after tutorial and eventually made a box with a light and some water.
He was my teacher, he showed me how the tools worked and I began what is now my favourite hobby.
Now I am at an impasse. I have more then five years experience working with these and other development tools; I am not sure if I want this hobby to be a job or not.
In the office now setting up the teamspeak server on one of the Dell Racks we have here, hopefully this should work as opposed to running on desktop PC!
I found sdk round about the same time i made this account. It was an easy way for me to show people what i was thinking.
Found Garry's mod at around 2007, found SDK at 2009 and made my account to release my first map
Am I the only one that thought his title said "I love huge tittles"?
My first map was a huge block that was supposed to be a skyscraper, it had one prop, a triangle brush, and no skybox
Hey guys just wondering if someone could turn this into a decal or texture?, it would be really helpful.