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some parts glow. i unloaded and loaded the map again but it didnt work.
'cause it gets anoying after a while of unloading and reloading the map
Shoot, I guess that fix only works for me. My suggestion to anyone else with the problem is to make what ever Poster or Animation your currently working on, Save it, then log out and log back into SFM to render it.
Very true, the bug is caused by any texture with a Specular Map on it. (it's basicly a texture on the item to make any light on it reflect back) That incudes most of the doors and some items in the Office. The only way for me to fix it is to remove any textures Specular Map on them, Which I could do if it's a big annoyance for everyone. :)
Models are 100% on thier way, I just wanted to put out the map for anyone that might want to get into it early. (For posters, animations, etc.) As for the Lights in the map, This is VERY possible, actually, some early versions of the map have had lights in them. Unfortunately, any of my Specular Map textures (mentioned in a post below) would look strage and buggy with the lights on so, I decided to scrap the lights in the map completely. I might make another version of the map without the "Spec Maps" and put some light around to make peoples life easier.
I totally agree!
While it is unfortunate that most of the wall textures are abit off and inaccurate, I did try my best with what Scott had me work with. They're alright, but definitely need some work.
(especially the Office walls...) I'll be trying to fix up any odd or inaccurate textures in some updates soon!
As for the custom parts, I tried to make the map flow and stand out with some added areas that are *just enough* off camera to sneak in. Looking back, I guess it would be strange to get an item that is supposed to be accurate have some add on bits that are unrecognizable. So, I fully get you there.
The lack of props at the moment is due to me wanting to release it early for some people to use in posters or animations that can add their own props (from past FNaF maps) to use for now.
It's kind of like an "Open Beta" if you will. While the map itself is done, there is some things that need to be worked on. So, people (FNaF fans) come in and test the map and point out the rights and wrongs, Which greatly helps me! :D
(plus a spooky Oct. 31st release date)
Constructive criticism is great for me and I always take it into account of what people have to say so I can improve my map. So I can leave most people happy and satisfied. :)
Lastly YES, I should have 100% been done with the map before I released it. That I COMPLETELY agree with you on. This was an attempt for me to make something crazy accurate and having the community help me make sure everything was good looking and as close as it can be.
I will most likely be adding a *Beta* in the title. This way, people don't think that this is what the final product is.
besides some texture work and props (I'm aware they are coming and am excited for that C:) is the vents, actually. Something about them just feels too small. Not the tunnels themselves, they're fine. it's the entranceway to the vents themselves, I feel those could be better. Definitely going to make some posters on this map!
The amount of effort going into this is amazing! Just the small details alone of the phone calls and springlocks on papers alone, the tapes, are amazing.
IK what a specular map is xd
second, ya i think it's best to remove the specular map, 'cause if one were to animate in the map, it'll get realy anoying
Very true, it seems like my mapping skills have surpassed my texture skills this time around. :)
Love seeing some more people enjoying the custom parts!
The reason I've added them was due to a lack of nothing in between some of what you can actually see on the cameras. I also saw it as a perfect opportunity to show my creative side. The community is kind of split with them however, but I can see why though. The original intent for this map was to create the closest thing that I could from what's in FNaF 3. Come some months later, staring at some cameras and ingame pictures and it's finally finished with a butt ton of custom textures that I've worked so hard on to look as near and dear as they could to FNaF 3's textures. I'd say I did a pretty good job with some exceptions that should be fixed soon.
As for me and future FNaF maps and custom parts,
It's kind of hard to tell if I will actually, and if so most likely no time soon. Me and my bud CoreyTeds came up with the idea to just make another pretty accurate FNaF map. The only options were FNaF 3's Fazbear's Fright, or FNaF 2's Freddy Fazbears Pizza. While yes there are already some variants of both locations on the workshop most are either not perfectly accurate, a bit old, or are just set to private for only some people to use. Anyway, I obviously went with Fazbear's Fright and did a pretty good job. Not to mention, it's free to use for anybody and is no way private for some, which I think is the best option. Most likely the next map I'd do would be FNaF 2's location. Though I'd have to be abit smarter with custom areas hidden off camera. That, coupled with the fact that I would need to recreate the whole thing ground up
would take ALOT of time but I'm sure I'll be up to the challenge! :)
If that doesn't work out for me who knows, I might go back to what I do best and that's custom (and not completely cannon) FNaF maps. Time will tell I guess...
I do have an idea for one but that will have to wait...