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FNAF Multi-floor A2

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
FNAF Multi-floor - The Cupcake is a lie!

This is a tower and area just to buck around in..

Floor 1 - Spawn
Floor 2 - FNAF 1 Restaurant
Floor 3 - FNAF 2 Restaurant
Floor 4 - Roof.

There is two hidden buttons somewhere that do a surprise... Can you find them all??
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well, first off all: this doesn't seam a standard map, so it should go here: https://tf2maps.net/forums/non-standard-maps.83/

Second off: is that 151 MB file before or after repacking (compressing the map to a lower file size, not packing as in custom assets)? Always repack your map (you can do that easily with this super duper handy tool, just follow the instructions included in the readme) to a smaller file size so people have to spend less time waiting for a map to finish downloading, both from the site and from a server.

3rd: screenshots please.
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
The map is repacked and all assets are included.

The original file was 650mb. After repacking, it is now 150mb.

I'm working on the screenshots.
 

iiboharz

eternally tired
aa
Nov 5, 2014
858
1,292
650mb...................................................

how much custom content is in your map?!
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
650MB...

Did you pack an entire game into your map?
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
The custom models, textures, sounds.
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
The minority of the file size is models and their textures
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
Make sure that your cube maps aren't unnecessarily huge or common, and compress the individual sound files so they don't take up so much space

I know that source uses 44.1khz. Can I use 22khz instead or will it won't work?
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Okay. So each pony has a 20+ MB texture with each of them inexplicably being 4096 x 4096 in size.

Everything in the 'vn_mpl' alone comes to a total of 245 MB.

The whole packed models folder is 444 MB.

upload_2016-11-14_17-7-40.png
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
Does TF2 even support 4k texture resolution?
According to Google (Steam Users' Forums, specifically), yes, and according to this map... yes.
Surprisingly, VDC does not seem to be saying anything specifical except that it's certainly not exceeding 65535 (though the biggest actual power of two before it is 32768):
lCtP8XU.png
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Guess who's got screenies (again)

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Deja vu. You know, if you are only working with an inside of a building, you don't need to use a giant skybox cube, assuming your map doesn't leak of course.

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"Floor 1 - Spawn" Well you spawn here. Two doors to the outside (above) and an elevator (below). That's it.

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So okay. The elevator works pretty convincingly, with a call button and floor buttons. Getting close to some of the images on the wall produces sound effects. Anyway, the floor buttons are small and melees aren't very accurate, so I ended up on the roof.

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20161115025521_1.jpg

There are a few models on the roof. The one in the second picture kills you if you walk into it. Also, I should note that the only missing texture I saw in this whole map is used for the eyes of the ponies, unless that's some mapper meta-creepiness.

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So down to the highest floor. Now i've never played FNAF but i know there are buttons and screens, so seems alright. However, attempts to hit the buttons on the desk revealed something.

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The desk and chair flew off, leaving the buttons (?) and fan floating in the air. The desk later shattered. So, prop_physics.

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A large part of the map is rooms with tables and chairs. Of course they're all prop_physics. Some of the tables seemed to not show up.

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Misaligned textures. Also the walls don't, you know, touch

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#mildlyinfuriating

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The second and third floors are both pretty much the same, supposedly they correspond to different games. Both games featured bathrooms aparently. Each floor has two bathrooms, each with stalls with individual func_doors. Props are actually static.
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Upper floor stage room. The tables and chairs still have physics but thankfully nothing else does.
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They bleed, so that's nice

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The lower floor, with a slightly more elaborate stage room.

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This door not only clips right through the wall next to it (make it narrower than the wall), but doesn't close all the way anyway. The room beyond it is empty.

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But, you ask, where is Rainbow Dash? Why, protected by several func_door_rotating's, of course. They seem to run into each other quite a bit.

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And google tells me this one's name is Sunset Shimmer. This is pretty much all that's creepyish i saw.

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The buttons labeled "door" and "light" do indeed seem to affect the doors and lights. Sometimes the doors seem to open on approach anyway. Also yes, the lights flicker.

20161115032950_1.jpg

There's also a kitchen on this floor. More prop_physics!

So anyway,

1) Exactly how many prop_physics are in this map? You can find this in the entity report. Until i hear otherwise I'm guessing 200

2) Probably relating to the first question, I almost constantly got single digit fps on this unless I faced completely away from the map. It's not like i get 200fps in standard tf2, but this was MUCH worse than I've ever had. Source doesn't do physics well, I can only imagine what would happen with two players.
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
Thank you for telling me about the bugs... Looks like I've got a few things to fix.

re:the missing eye texture:

That happened during repacking. All textures are there.