Dustbowl Fixed & Improved TF2Classic Version

Multi Stage Dustbowl Fixed & Improved TF2Classic Version v21

  • Improved Cubemaps around the map
  • Optimized Lightmaps around the map
  • Undid some changes I did a while back in stage 3
  • Enabled shadows on a tire prop in stage 3
  • Fixed some lighting/texture seams
  • Fixed a prop overlapping with another object in stage 3
  • Fixed an overlay cutting of to early causing a seam in the stage 1 mines
  • Aligned some props to the floor in stage 2 near the 2nd control point
  • Slightly reduced the file size from 31MiB to 29MiB
  • Removed most custom models and materials
  • Cubemap adjustments
  • Reduced the bsp file size from 44mb to 33mb by removing materials that where packed into the bsp file by mistake
  • Improved more clipping around the map
  • Fixed a few very minor exploits
  • Made it a little easier to build on a bride in stage 1 near the second control point
  • Better aligned a few of the fence props that appear in outside of blue's spawn in stage 2
  • Removed 2 unneeded nobuild triggers. One outside of blue's stage 1 spawn and one on the stairs outside of red's stage 1 spawn
  • Changed the lighting origin of one of the control point signs outside of the first capture point building in stage 1
  • Lowered some more Luxel scales of a few specific walls for sharper and better shadows
  • Compiled the map with the aoscale set to 0.25 instead of 0.5
  • Moved health packs and ammo packs up so they aren't blocked by teleporters
  • Added point_spotlight to the lights in the control point 2 building in stage 2, the lights in the pillbox building in the beginning of stage 3 and to the light inside of reds spawn in stage 1
  • Fixed another point_spotlight on a spotlight prop between the gated tunnel exit and control point B in stage 2
  • Fixed flickering seams in a few displacements
  • Fixed misaligned geometry in a few displacements
  • Fixed weird dark shadows on a building in stage 1 near reds spawn
  • Changed unseen faces into nodraws for optimization
  • Optimized some things inside the double tunnels in stage 2

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  • Undid most of the changes i did when starting out making the map such as moving the window and door in reds left spawn room to the side on stage 3, removing a roof under a grain conveyor above the 2nd capture point on stage 1 and so on
  • Improved my cubemap placement
  • Fixed a small seam in a displacement
  • Changed the name of the map from cp_dustbowl_fix to cp_dustbowl_upd
  • Added toolsblack brushes to 2 gutter pipe props on last stage to fix being able to see through them and just to make it look less weird
  • Added collision to the cap1_fence_block outside of reds first spawn in stage 1
  • Added blocklight brushes to resupply lockers so they have a shadow
  • Aligned misaligned textures around the map
  • Aligned props to the floor and tables so they aren't floating in the office building on stage 2
  • Made some brushes into displacements outside of reds spawn in stage 2
  • Fixed a point_spotlight not being visible between the gated tunnel exit and control point B in stage 2 because of it being inside the light prop
  • Fixed a health pack's shadow showing up on a wall it wasn't supposed to in stage 3 a level above the "sniper house"
  • Fixed a dotted line shadow on the roof of reds first spawn
  • Changed light_environment back to Live TF2 lighting settings
  • Changed the outer (fading) angle from 30 to 75 on most light_spot's under lamp001 props
  • Changed some lightmaps to be lower in some areas that could use more sharp shadows
  • Changed the displacements i added above blues first spawn to match what it used to look like in a pre-release version. Specifically the one with the pyro on stage 1 outside the control point A building.
  • Changes with some cubemaps and parallax-corrected cubemaps
  • Improved displacement alignment to fix seams and misaligned lightmaps
  • Improved block bullets brush between the alleys and control point B on stage 3
  • Improved clipping around the map
  • Improved nav mesh
  • Undid some gameplay changes i made when first starting off making the map, for example red spawning only on the right spawn on last stage untill the first control point is capped
  • Enabled shadows on more props
  • Removed some of my custom textures
  • Removed some unneeded brushes
  • Removed props that i added when i firts started making the map and re added 1 prop i got rid of
  • Restored displacements that i changed when i first started making the map
  • Restored func_respawnroomvisualizer's so it's behind the door like Live TF2 and TF2C
  • Changed the geometry of brushes around the map to make it so there are less tris
  • Made faces that can't be seen into nodraws
  • Added a areaportalwindow in the window in the Alleys in stage 3
  • Added fade distance to more props around the map
  • Improved the navmesh
  • Lowered the brightness of a few lights on last stage near the 1st control point
  • Lowered all control points lights brightness
  • Made some reflective windows on last stage near 1st control point less reflective
  • Fixed stage 2 doors into blue spawn not being thick enough to prevent pyro from firing through
  • Improved some clipping
  • Fixed skybox light leaking through on a brush that it shouldn't
  • Enabled shadows on some more props that i missed
  • Optimization
  • Fixed up some Textures being aligned weirdly
  • Did some small changes in Red's last left spawn room
  • Added more displacements near the first control point on stage 1
  • Fixed an overlay missing
  • Improved some reflective floors a small bit
  • Increased the fade distance on 2 props
  • Removed the sun in the 3d skybox and replaced it with a env_sun
  • Increased fade distance to props that started to fade a bit to early
  • Improved out of bounds displacements outside of red's first spawn
  • Aligned walls with window props so they don't overlap with each other
  • Some small optimizations around the map