[contest entry] pl_flint

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
pl_flint.jpg


Some hammer shots of the first section of my contest map, the part after is partly constructed and i'm gonna throw out some dev textured layout to save me wasting time and all that. I just wanted to get the cave contrsucted and looking right. Though i have yet to compile it, hence the hammer shots.

Kinda just confirming my entry and choring the name.

I'm thinking of having a series of caves for each point but i'm not sure?

Not much to say.. i havn't touched hammer in weeks :( hopefully i don't have too much uni work over x-mas..
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
For some reason this map name makes me laugh. it's looking good.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I think I just found out.
fred_flintstone.jpg

Honestly though, it's a nice name.
 

Galago

L2: Junior Member
Sep 29, 2008
90
5
Cool. Can we see some in-game screenshots?
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
Style looks great, you've got the mining theme down!

If I was to suggest anything, try adding wooden support beams inside the large caverns to complete the look. Ceiling is a little bare as is.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I realise the ceiling is quite bare, but i've left it as rock so really it should be able to support itself. there is a hole in the cave at the far end however that lets in light and some "atmosphere" i suppose.

pl_flint1.jpg


Yea, i have a habit of not compiling untill i have a full layout. I'm also inspired by every block i lay so it's hard to just dev things out, ha ha.

Ingame shots may be a while as a lot of this is inside.. and i'll need to get the lighting basically spot on.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Wow, so i'm somewhat at a loss with this. The compiler isn't creating a bsp and i have no idea why. The bold text sticks out, but the interlopers error checker comes up with nothing.

** Executing...
** Command: "c:program filesvalvesteamsteamappsgrazzer88@hotmail.comsourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsgrazzer88@hotmail.comteam fortress 2tf" "C:program FilesValveSteamsteamappsgrazzer88@hotmail.comsourcesdk_contenttfmapsrcpl_flint"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:program filesvalvesteamsteamappsgrazzer88@hotmail.comteam fortress 2tfmaterials
Loading C:program FilesValveSteamsteamappsgrazzer88@hotmail.comsourcesdk_contenttfmapsrcpl_flint.vmf
Patching WVT material: maps/pl_flint/nature/blendrockgroundwall004_wvt_patch
Patching WVT material: maps/pl_flint/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/pl_flint/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/pl_flint/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 58 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:program FilesValveSteamsteamappsgrazzer88@hotmail.comsourcesdk_contenttfmapsrcpl_flint.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 28 has bad geometry near -625.00 1024.00 128.00
Can't compile displacement physics, exiting. Texture is NATURE/BLENDROCKGROUNDWALL004


** Executing...
** Command: "c:program filesvalvesteamsteamappsgrazzer88@hotmail.comsourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsgrazzer88@hotmail.comteam fortress 2tf" -fast "C:program FilesValveSteamsteamappsgrazzer88@hotmail.comsourcesdk_contenttfmapsrcpl_flint"

Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading c:program filesvalvesteamsteamappsgrazzer88@hotmail.comsourcesdk_contenttfmapsrcpl_flint.bsp
Error opening c:program filesvalvesteamsteamappsgrazzer88@hotmail.comsourcesdk_contenttfmapsrcpl_flint.bsp

** Executing...
** Command: Copy File
** Parameters: "C:program FilesValveSteamsteamappsgrazzer88@hotmail.comsourcesdk_contenttfmapsrcpl_flint.bsp" "c:program filesvalvesteamsteamappsgrazzer88@hotmail.comteam fortress 2tfmapspl_flint.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I'd suggest using the goto co-ordinates function with "-625.00 1024.00 128.00" and see whats going on there.
I suspect you've accidentally managed to get two displacement points in exactly the same xyz location, which causes it to die. Unfortunately there is no way to separate them without badly effecting the displacment so you might just be better off destroying it and rebuilding it.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Ah, found it. Yes, it was two disp' vertices overlapping. Thought i had gotten away with that, but i guess with so many disp' i was bound to do it atleast once.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
pl_flint0000.jpg

pl_flint0001.jpg


So far i have the first area at a reasonable combat size, though i imagine it might get crowded with full on teams. Perhaps this might be the oppotunity to create a smaller scale payload map.. but i dunno.

Here's the first area, but i think it needs to be a little more as it's rather linear and predictable.

pl_flint0001b.jpg


This is how i intend to improve some originality and scenario easthetics as the first area should be just as impressive as the last.

Pink X: Spawn
Pink arrows: Current spawn exits
Dark blue: Barrier traversable by scout, demo, soldier.
Lighter blue: Proposed spawn exits
Red X: Major choke points
Red scribbles: control points
Red line: Proposed track extension
Green walls: Proposed area extension

Currently the left exit provides a good alternative exit far from the main attention and bomb but too much of a short cut to the first control point. A dilema, do i keep the flanking oppotunity to make the first area easier to fight through? Also, i really don't want people to be walking for ages in a tunnel to take advantage of the third spawn exit. 2 exits would be too easily locked down. Heck i've seen the 3 dustbowl exits locked down to the point where noone could even look out them let alone exit.

Anyway. The problem is that the distance between the start and first cp is already the longest and passes 2 choke points and a combat area and is placed within the third chokepoint. Baring in mind this does happen in a fairly small space overall. There is no space to put the first cp other than in the building it passes through in the first area which imo is a little too early on the track. (Currently it equals the first cap on badwater). The only space to bring the cp forwards is into the first chokepoint, which is a building incredibly susceptable to assault. There is no other space between there and the cp worth putting it.

I cannot move the second cp as it is close to the defenders spawn and is a short distance (as like in badwater) that will trigger events such as bringing forward/back spawns; which is also the case in badwater (I'm actually trying not to copy it too much, it has just worked out this way). A decisive half in the gameplay.

I'm not sure what you guys have to say on the matter as this space needs to be improved but doing so requires a lot of rework. (which i don't wanna be doing yet since the explosion area isn't formed yet).

I'm going to produce a top down view of the track and provide schematics for you to all ponder over, any recommendations will be welcome.
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
It's hard to see much past the first area from the view you've posted, but considering this is a pl map, I'd put the first cp right in between the first two choke-points. I think your proposed first cp is waaay too far from the spawn, unless your planning on ratcheting up the initial clock time. How many cps do you plan to have? It's not multi-staged correct, just single staged?

And I think you actually have provided ample space the way it is. I mean it depends on how open you feel the map should be, but generally, providing teams 2-3 alternate routes to a point is more than enough, and I'd say you've done that.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
flint-layout.jpg


I've made a few significant changes, lengthened the total track by the area in grey dev; as the point around the second cp is particularly compact. An area of which will be modified greatly (Looking at it i think i'll add a second exit to the grey dev area from the last defenders spawn. I'll probably need to add in an extra cp near there to cut them off to and stop them from flanking from behind.

You can assume most of the drawings, if you can't then just ask and i'll say.. But the number one means on capture of first cp one way gates open/initiate.

Now that the layouts pretty much complete (once i've built the green) i'll sort out the payload and release an alpha probably by 17th. But it really will be sparce as i have deadlines to sort out and i'm away for a lot of time out of town.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Wow, ok i just realised i got 2 weeks to do a 2,500 word essay and another graphics project where i need to author "something", excluding days spent with family.

Ffs. There's no way i'm gonna get anything past an alpha 1 out for this and it wont even be tested by release.

I really thought i had so much more time.

The layouts 100% done but the payload isn't set up, nor the doors etc. Plus there will be loads of gaps in the walls.

I really thought i'd actually be able to do a competition finally.

I think after this i'm gonna have to dissappear from the community untill summer because this is effecting my grades and i'm not even able to do anything substancial with the time i put into mapping. Atleast not a competition.

&*%&£*(.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
http://forums.tf2maps.net/blog.php?b=154

I should really be doing uni work.. /sigh.

I'll get the path completed and hopefully doors etc done by new years ready for a paly test. Then i can fix a few things and release it for the deadline moderately completed.