CP_foothills: advice and help

Remnic

L2: Junior Member
Jan 24, 2009
95
16
Hello

I'm working on a push CP map that I started about 2 months ago (1 month of progress and 3 weeks of hiatus) and it's nearing its Alpha release. However, there are several bugs and lighting errors that I need the community's help with. I have some lighting texture problems and some advice from some of the experienced TF2 mappers here. Here is the link

EDIT: Just to warn you, I haven't set up any lights within other parts of the map. They don't seem to be working properly. Use the map's fog to guide you if you enter the interiors.

EDIT#2: Updated the download link.

[ame=http://www.zshare.net/download/70977873b52ae5c5/]cp_foothills_a1.bsp - 12.80MB[/ame]

Here are some screenshots I took before uploading the map for help and such.

cp_foothills_a10004.jpg

cp_foothills_a10003.jpg

cp_foothills_a10002.jpg

cp_foothills_a10001.jpg

cp_foothills_a10000.jpg


I know the visuals might look a bit empty, but that's the least of my concerns once I've found some ways to fix up my lighting issues and such.

NOTE: Cubemap has not been initiated on the map yet.
 
Last edited:

Numerous

L4: Comfortable Member
Oct 14, 2009
150
72
If this is beta, then it'll cover up any lack of optimisation (some people don't optimise till RC). Just make sure when you do optimise, you focus around where people wll be looking (extra detail round doors and windows, you don't need a lot high up on the outside of a 3 storey building, most people don't look up much anyways).

I'd test it but I'd need TF2 to test it, and that would take approximately a year and a half, assuming I blew this computer's download limit every month. YAY FOR 300MB DOWNLOAD LIMIT!
95% of it gets used for bitching about said download limit anyways.

This isn't necessary, by the way, but it'd be nice if you cold show a top-down shot of the layout of the map, I know quite a few mappers release a screenshot like that with their map.

Also, I can't see anything remotely gameplay-related in those screenshots, apart from possible routes to somewhere or other.
 
Last edited:

Remnic

L2: Junior Member
Jan 24, 2009
95
16
This isn't necessary, by the way, but it'd be nice if you cold show a top-down shot of the layout of the map, I know quite a few mappers release a screenshot like that with their map.

Also, I can't see anything remotely gameplay-related in those screenshots, apart from possible routes to somewhere or other.

Alright sure.

foothillsaboveview.jpg


I wasn't able to get a proper screenshot of the entire map ingame.

Red lettered circles are RED's Control Points (meaning A comes right after the middle CP if BLU captures it) and vice versa for the BLU side.

Also, is there a way to undo func_details and revert them back into standard world geometry?
 

Remnic

L2: Junior Member
Jan 24, 2009
95
16
I know I really shouldn't double post in my own thread but...

I have fixed the lighting and func_detail issues I was dealing with previously. However, now BOTH lighting and func_detail are giving me this hassle.

cp_foothills_a10006.jpg


I think I'm supposed to add nodraw to the brush that goes behind the func_detail corners in my respawn room. Any other ideas that might be causing this?
 

Tydax

L1: Registered
Apr 23, 2009
21
1
I think you can fix it with the smoothing groups.