1. Post #961
    Videogameget's Avatar
    June 2010
    81 Posts
    Construct_13 is getting better! I love it, but one small thing I want you guys to fix.

    The skybox! It kinda kills the map when you go to the buildings. All empty and blank because of the sky rendering and nodrawed... I wish you guys could make it abit better. But otherwise its great! :D

    What im talking about is when you go above the buildings its all empty.

  2. Post #962
    Kavukamari's Avatar
    May 2008
    240 Posts
    Wow this thread is moving fast. I sorta missed the storm of criticism, but I just wanted to say that I think the map is fine right now. It doesn't need any more features from this point on if you ask me.

    The only things I think should be done is to optimize and refine certain things. (and I thought the tunnel was fine, but the new design looks nice as well)

    (However I do agree that adding shafts for our own elevators and ladders in the floored building would make it perfect, maybe hollowing out the other "coons(is that what you called them?)" on the other buildings would be nice as well)

  3. Post #963
    Gold Member
    highvoltage's Avatar
    May 2009
    1,827 Posts
    While working on the tunnels I came up with an idea for the underground room I added.
    What if I put that area into a vmf by itself (would include the room itself, the tunnel beside it, and the back wall of the mirror room) and let the community modify/re-make it. Then we can have a vote on the best fitting room and I'll add the winner. The room should keep the construct feel but also be new and appealing.

    What would you guys think of that?
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  4. Post #964
    Videogameget's Avatar
    June 2010
    81 Posts
    While working on the tunnels I came up with an idea for the underground room I added.
    What if I put that area into a vmf by itself (would include the room itself, the tunnel beside it, and the back wall of the mirror room) and let the community modify/re-make it. Then we can have a vote on the best fitting room and I'll add the winner. The room should keep the construct feel but also be new and appealing.

    What would you guys think of that?
    For me sounds fair. But I cant make a vmf right now or anything like that because source is mess up for me.

  5. Post #965
    geekdeer

    December 2009
    216 Posts
    you should make it like portal 2 how is it. There are all small part of vmf if my memories is good, and adding instance after it in the map.

  6. Post #966
    Gold Member
    MacD11's Avatar
    April 2009
    4,940 Posts
    While working on the tunnels I came up with an idea for the underground room I added.
    What if I put that area into a vmf by itself (would include the room itself, the tunnel beside it, and the back wall of the mirror room) and let the community modify/re-make it. Then we can have a vote on the best fitting room and I'll add the winner. The room should keep the construct feel but also be new and appealing.

    What would you guys think of that?
    I would participate if i can, but i only have gmod 12.

    If it is fine for me to participate, i will be a part of this. But in general this sounds like a good idea.

  7. Post #967
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    I would participate if i can, but i only have gmod 12.

    If it is fine for me to participate, i will be a part of this. But in general this sounds like a good idea.
    Being part of gmod 13 beta is not a requirement, if you know how to map, then you are more than welcome to participate.
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  8. Post #968
    exextatic's Avatar
    May 2010
    13 Posts
    Is there an easy way to get this map to play on the GM13 beta servers? I've managed to get it working the hard way (exporting the map part from the .gm files downloaded by the steam toolbox as it doesnt give a plain .bsp) but isnt there an easier way? (I have it running fine on my server atm)

  9. Post #969
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Is there an easy way to get this map to play on the GM13 beta servers? I've managed to get it working the hard way (exporting the map part from the .gm files downloaded by the steam toolbox as it doesnt give a plain .bsp) but isnt there an easier way? (I have it running fine on my server atm)
    use the media fire download they provided, its the same map its just not packaged in the .gm
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  10. Post #970
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Is there an easy way to get this map to play on the GM13 beta servers? I've managed to get it working the hard way (exporting the map part from the .gm files downloaded by the steam toolbox as it doesnt give a plain .bsp) but isnt there an easier way? (I have it running fine on my server atm)
    http://www.mediafire.com/download.php?3pyotdr986oj7ar

  11. Post #971
    Gold Member
    vexx21322's Avatar
    December 2008
    10,660 Posts
    Are you going to put some sprites on the lights to make them feel like they are actually lighting the rooms?
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  12. Post #972
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    For anyone who is bored enough, here is a livestream I set-up just for showing me work on the map when HighVoltage is not working on it

    For this so inclined, here is the Livestream link:
    http://www.livestream.com/gm_construct_13development

    Edited:

    Are you going to put some sprites on the lights to make them feel like they are actually lighting the rooms?
    Yes, we plan on probably adding either point_spotlights, sprites, or a combination of the two.

    Edit:
    I am done editing for now, so the stream will be back up later tonight, I will announce again when it is, later tonight.
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  13. Post #973

    April 2009
    3 Posts
    found a texture displacement on my end
    http://imgur.com/a/2mVW3
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  14. Post #974
    Gold Member
    BlackAwps's Avatar
    July 2011
    771 Posts
    I really hope that live stream recorded video does not represent how stuff is done.



    I was really disappointing when I saw the use of that concrete border.. again.. While watching I noticed you just removed the metal beam because it didn't fit right. You could have easily just manipulated it to fit, but instead you did this.



    Stop just copying and pasting that everywhere. I feel as if it's being used in place of creativity.

    I dunno, maybe you guys will pull it off, but from what I'm seeing I don't like the direction in which this is going. Maybe it's just me.
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  15. Post #975
    Gold Member
    vexx21322's Avatar
    December 2008
    10,660 Posts
    I really hope that live stream recorded video does not represent how stuff is done.



    I was really disappointing when I saw the use of that concrete border.. again.. While watching I noticed you just removed the metal beam because it didn't fit right. You could have easily just manipulated it to fit, but instead you did this.



    Stop just copying and pasting that everywhere. I feel as if it's being used in place of creativity.

    I dunno, maybe you guys will pull it off, but from what I'm seeing I don't like the direction in which this is going. Maybe it's just me.
    Well.. What do you think they should look like?

  16. Post #976
    Gold Member
    BlackAwps's Avatar
    July 2011
    771 Posts
    I'm tired of answering that question. I shouldn't be having to tell these guys what to do. It's their project with community input and their creation. They should be able to figure out what looks good and what doesn't, but I haven't seen much of that.

    I just gave examples of what I thought they could change in order to make the tunnels look better. They, being the heads of the project, should be able to compromise and come up with something better based on the input given to them. Instead they are just copying and pasting pretty much exactly what I gave them just to please me without letting it sink in and seeing if someone else (the community) would like to provide further input on what I have given. All I recieved was ratings which doesn't really represent well what everyone thinks.

    I know from experience that mapping takes time and a vast amount of effort, and if you rush it like these guys are doing your going to have a terrible end result.

    Basing off what I have observed from this project is that the initial idea was great as in the whole remaking of the sky-boxed prop models into actual brushes. Now I feel as if they are suffering from mappers block and are now just heavily relying on community input without giving it second thought. If this is the case, maybe it's time to get some new mappers on board to help out and relieve some of the stress that they are probably suffering from.
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  17. Post #977
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,466 Posts
    I'm surprised that someone like Sgt. Sgt. isn't involved yet.

    Edited:

    Also, I just want to throw out: Who said that this had to coincide with Gmod 13 release? Can't Garry add it in later?
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  18. Post #978
    Gold Member
    BlackAwps's Avatar
    July 2011
    771 Posts
    I'm surprised that someone like Sgt. Sgt. isn't involved yet.
    I wouldn't be suprised if the mapping section wasn't even fully aware of this project.

    Also, I just want to throw out: Who said that this had to coincide with Gmod 13 release? Can't Garry add it in later?
    Yeah this too. Does it really need to be done before release? We don't even know when the update is going to be public, nor has garry given any suggestions as to when it would be. The projects pace needs to slow down.
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  19. Post #979
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,466 Posts
    What if we moved the actual discussion and development of the map to a thread over in Mapping and then kept updates and shit in here?

    Edited:

    The problem with that is having two threads with two discussions could make everything become horribly disorganized.
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  20. Post #980
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,714 Posts
    I'm tired of answering that question. I shouldn't be having to tell these guys what to do. It's their project with community input and their creation. They should be able to figure out what looks good and what doesn't, but I haven't seen much of that.

    I just gave examples of what I thought they could change in order to make the tunnels look better. They, being the heads of the project, should be able to compromise and come up with something better based on the input given to them. Instead they are just copying and pasting pretty much exactly what I gave them just to please me without letting it sink in and seeing if someone else (the community) would like to provide further input on what I have given. All I recieved was ratings which doesn't really represent well what everyone thinks.

    I know from experience that mapping takes time and a vast amount of effort, and if you rush it like these guys are doing your going to have a terrible end result.

    Basing off what I have observed from this project is that the initial idea was great as in the whole remaking of the sky-boxed prop models into actual brushes. Now I feel as if they are suffering from mappers block and are now just heavily relying on community input without giving it second thought. If this is the case, maybe it's time to get some new mappers on board to help out and relieve some of the stress that they are probably suffering from.
    To be fair, your posts have had an air of "IT SHOULD LOOK LIKE THIS" to it...
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  21. Post #981
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    What if we moved the actual discussion and development of the map to a thread over in Mapping and then kept updates and shit in here?

    Edited:

    The problem with that is having two threads with two discussions could make everything become horribly disorganized.
    As long as people are prepared to receive real critique from people who know what they're talking about.
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  22. Post #982
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,466 Posts
    To be fair, your posts have had an air of "IT SHOULD LOOK LIKE THIS" to it...
    To be fair, he's absolutely right.
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  23. Post #983
    Flashylight's Avatar
    May 2011
    19 Posts
    This is beautiful!
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  24. Post #984
    Gold Member
    vexx21322's Avatar
    December 2008
    10,660 Posts
    I wouldn't be suprised if the mapping section wasn't even fully aware of this project.



    Yeah this too. Does it really need to be done before release? We don't even know when the update is going to be public, nor has garry given any suggestions as to when it would be. The projects pace needs to slow down.
    They do and from what I read, they were acting annoying about how they weren't helping out with it.

    They should just pop by here and leave input, though.

  25. Post #985
    bennon1221's Avatar
    August 2010
    2 Posts
    I know this is sort of off topic but when will the actual release of gmod 13 be available to the general players? seeming as i don't have beta access or is it still unannounced?

  26. Post #986
    Gold Member
    vexx21322's Avatar
    December 2008
    10,660 Posts
    I know this is sort of off topic but when will the actual release of gmod 13 be available to the general players? seeming as i don't have beta access or is it still unannounced?
    13 will become the new 12. Just like the move from 11 to 12.

    It's just the first version to be closed-ish beta.

  27. Post #987
    Gold Member
    highvoltage's Avatar
    May 2009
    1,827 Posts
    I apologize about the concrete beam, Colton wasn't sure what to do so I said just use the concrete for now until we come up with something better. You can actually blame me for the mass spam of concrete beams.

    I wanted to try out and see how BlackAwps tunnel looked with out asking the community because I thought the mass amount of positive ratings was a good enough of an indication that it was wanted in the map.

    I never said that it had to be finished before the release, it was just that at one point the map just needed optimization, but now we have to redesign the tunnel system and the bunker.

  28. Post #988
    Gold Member
    BlackAwps's Avatar
    July 2011
    771 Posts
    To be fair, your posts have had an air of "IT SHOULD LOOK LIKE THIS" to it...
    Do you have a reference pic of a good tunnel I can base it on?
    He asked for a reference pic, so I decided to whip up something I thought would look good in hammer. How is that anywhere near telling him what to do?

    The air vents was more along an idea/suggestion sparked by MatheusMCardoso.

    i found the vents but they are so small, make secret tunnels and vents everywhere please >:D.
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  29. Post #989
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    I'm tired of answering that question. I shouldn't be having to tell these guys what to do. It's their project with community input and their creation. They should be able to figure out what looks good and what doesn't, but I haven't seen much of that.

    I just gave examples of what I thought they could change in order to make the tunnels look better. They, being the heads of the project, should be able to compromise and come up with something better based on the input given to them. Instead they are just copying and pasting pretty much exactly what I gave them just to please me without letting it sink in and seeing if someone else (the community) would like to provide further input on what I have given. All I recieved was ratings which doesn't really represent well what everyone thinks.

    I know from experience that mapping takes time and a vast amount of effort, and if you rush it like these guys are doing your going to have a terrible end result.

    Basing off what I have observed from this project is that the initial idea was great as in the whole remaking of the sky-boxed prop models into actual brushes. Now I feel as if they are suffering from mappers block and are now just heavily relying on community input without giving it second thought. If this is the case, maybe it's time to get some new mappers on board to help out and relieve some of the stress that they are probably suffering from.
    BlackAwps, I did not start a Livestream so you would think "Oh, this is apparently how they plan on keeping those doors, these guys don't learn from their mistakes, and are absolutely terrible mappers because in livestream they are copy pasting elements from around the map, reusing old textures and brushwork because they lack any creativity at all."

    I was roughly merging the tunnel systems together, whereas the bunker room with that "Horrid" concrete texture is going to be used as a placeholder for the community room, so the design of the door right now is completely irrelevant to the map.

    It is not your job to critizise the map while we add features and work on it in livestream, it is your job to criticize what we believe is ready to be criticized, which is the workshop releases, exclusively. We appreciate all you have done, but would you refrain from discussing the livestream, as the work that you saw me doing was only the foundation for the finalizations that HighVoltage is pushing through.

    Edit:
    It may look like we are rushing, but every change we make, is carefully planned out. And if we ever had a problem with the map, something that people absolutely hated, we have several backups of previous states of the map to fall back onto and start over. We are again sorry, that we cannot please everyone.

    If GranPC is capable, I agree on the idea of moving the thread over to the mapping section of the forums. We are prepared for more helpful up-close criticism there, and possibly bring more helpful members onboard the project directly so as to avoid the "Mappers Block".

    We have HighVoltage as the project lead, I am the assistant lead developer and optimizer, and Grocel is mostly the map optimizer. We should have no problem bringing more experienced hands into the project, but the question is, what do they need to help us with? What is so terrible that BlackAwps and select members of the community are calling this map nothing short of an abomination of lazy mappers with lazy mapping skills and no creativity? We hope to have this "Unprofessional-ness" fixed if at all possible.
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  30. Post #990
    Dennab
    December 2009
    1,739 Posts
    That's not how you use hint brushes. I'm not sure you know what you're doing.

    And don't give me the same "we don't plan on keeping that" crap you gave blackops, because hint brushes aren't something you need to put in temporary placeholders for.
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  31. Post #991
    Gold Member
    BlackAwps's Avatar
    July 2011
    771 Posts
    It is not your job to critizise the map while we add features and work on it in livestream, it is your job to criticize what we believe is ready to be criticized, which is the workshop releases, exclusively. We appreciate all you have done, but would you refrain from discussing the livestream, as the work that you saw me doing was only the foundation for the finalizations that HighVoltage is pushing through.
    Then stop posting shit you don't want criticized in a thread designated to criticizing the map. Why post it in the first place? If something isn't ready, we shouldn't be seeing it. Sorry for the misunderstanding then.
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  32. Post #992

    February 2012
    195 Posts
    Map has stopped downloading for me! Any help?
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  33. Post #993
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    That's not how you use hint brushes. I'm not sure you know what you're doing.

    And don't give me the same "we don't plan on keeping that" crap you gave blackops, because hint brushes aren't something you need to put in temporary placeholders for.

    Well I am sorry to report, that those hint brushes are again, there, until Grocel modifies them as needed. We place them there for him to modify throughout the rooms. That is his job. I am sorry that you have no understanding of the structure of the development team, and everyone's key roles.

    Edited:

    Then stop posting shit you don't want criticized in a thread designated to criticizing the map. Why post it in the first place? If something isn't ready, we shouldn't be seeing it. Sorry for the misunderstanding then.
    Thank you for understanding. The livestream was not designed for critisism, but it turned out that way, so I plan on making it private to people in the development team.

  34. Post #994
    Dennab
    December 2009
    1,739 Posts
    Well I am sorry to report, that those hint brushes are again, there, until Grocel modifies them as needed. We place them there for him to modify throughout the rooms. That is his job. I am sorry that you have no understanding of the structure of the development team, and everyone's key roles.
    You might as well save yourself some time and not make them at all. If grocel is any good at optimizing (and after seeing some of his work, I'm sort of doubtful of that) he'll be making hint brushes from scratch and not re-using those.

  35. Post #995
    Gold Member
    Th13teen's Avatar
    July 2011
    192 Posts
    Sorry if this has already been posted

    Make all of the steps like this have a player clip so when the player walks up its nice and smooth.


    This wall is boring, Perhaps add another entrance to the building to the left?


    This displacement doesn't meet the wall.


    Perhaps lift the purple to the red to make it flush?


    This wall is quite bland... push this wall / section back a bit?
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  36. Post #996
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    That's not how you use hint brushes. I'm not sure you know what you're doing.

    And don't give me the same "we don't plan on keeping that" crap you gave blackops, because hint brushes aren't something you need to put in temporary placeholders for.
    You're slow, and yes putting a hint brush there will help somewhat with the optimisation. Did you not realise that he took that picture of the stream, to show how dumb it was?

  37. Post #997
    Dennab
    December 2009
    1,739 Posts
    You're slow, and yes putting a hint brush there will help somewhat with the optimisation. Did you not realise that he took that picture of the stream, to show how dumb it was?
    That hint brush has a completely negligible effect on optimization, if any.

    And yes, I realize why he posted the picture. He was pointing out how he didn't like the arch or lighting, not how the hint brush was done incorrectly.

  38. Post #998
    Gold Member
    vexx21322's Avatar
    December 2008
    10,660 Posts
    Sorry if this has already been posted

    Make all of the steps like this have a player clip so when the player walks up its nice and smooth.
    This is a bad idea, it shouldn't be added.
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  39. Post #999
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    This is a bad idea, it shouldn't be added.
    For the record, that entire room is a placeholder for the community room. Those stairs dont even exist like that anymore. We plan on finishing up details in the tunnels and such, then releasing a template for people to use to design their own room for that underground space. The one that gets the most votes by the community over the course of several days, will be added.

    This gives the benefit to people like BlackAwps, and all the mappers out there who want to contribute directly.

    Edited:

    HighVoltage is working on the map right now, I am heading to work, see everyone in 6 hours.
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  40. Post #1000
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Sorry if this has already been posted

    Make all of the steps like this have a player clip so when the player walks up its nice and smooth.
    these stairs have been replaced already

    This wall is boring, Perhaps add another entrance to the building to the left?
    i do kinda agree with this i cant see that corner getting used much or not at all.

    This displacement doesn't meet the wall.
    this has already been reported and fixed.

    Perhaps lift the purple to the red to make it flush?
    if your going to do this might as well make it concrete.

    This wall is quite bland... push this wall / section back a bit?
    this hole room is getting replaced.
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