[WIP] CP_OILRIG * Alpha 4

Gadget

aa
Mar 10, 2008
531
527
Hello fellows,

I spend some more time on the map as you can see in the screenshots below. All entities (CPs, doors, ...) are working as planned and I did a full HDR compile (lasted ~8 hours). Still didn't spend much time on the lighting, I'm going to redo the complete lighting and texturing a little later. If anybody has some suggestions on how to turn down the much too bright HDR lights let me know about it (in LDR mode it looks fine).

The oil rig map features 3 control points that have to be captured one after another - Blu's attacking, Red defends. From blue spawn there are two routes to CP A, followed by two routes to B. After capturing B, some doors open three routes to CP C. I included two elevators and one ladder so far. There's also a little ventilation system in which the flowing air pushes the player up (using trigger_push) at the end towards CP C. So far the map is at least 50 hours of work away from a final version I guess.

Still to do:
- cubemaps
- sounds
- hint brushes
- more detail brushes and props
- extend skybox details
- gameplay optimization
- cameras
- ropes
- complete clipping
- rooftops
- more overlays
- some func_breakables
- lighting
- texturing

Questions:
- is there any difference between the CLIP and PLAYER CLIP textures?
- how to fix way too bright HDR lights?

btw. I started another concept of a dustbowl style map - working title: cp_redcanyon.

feel free to download and test the map: CP_OILRIG Alpha 4 (20 MB ZIP)

and here are the screenshots (click to enlarge)...

 
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Gadget

aa
Mar 10, 2008
531
527
Gameplay testers needed

I set up a dedicated server at ...[IP address]

Join me for some gameplay testing if you like.

EDIT: the last time I used the dedicated server everything worked fine but now I get kicked by console as soon as I select a player class with the error message: 'userid "2" not found'. If I create a normal server in the game everything works but it won't show up in the internet server list although I set sv_lan to 0. This is so annoying.
 
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Paria

L5: Dapper Member
Dec 12, 2007
202
31
for the hdr issue - do you have an Env tonemap controller in the map ?

http://developer.valvesoftware.com/wiki/Env_tonemap_controller

clip and player clip are different - as the name suggests - playerclip will block the player and not objects- useful for restricting player access and smoothing out the edges of places - to make the player flow around the level - clip will block everything - i.e projectiles etc - most of the time you will use playerclip, but sometimes clip is useful for preventing an engineer placing things were you dont want them to, or even creating a false floor for players to actually build on,

You would be suprised just where an engineers can get to when he starts jumping on his sentry and placing teleporter exits :D
 
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Gadget

aa
Mar 10, 2008
531
527
thanks for the quick reply. I did place one of those tonemap controllers but was wondering why it didn't have any properties. Guess what's missing is an entity that delivers the inputs for the controller.

I couldn't figure out the differences because so far I only used the CLIP texture but was able to shoot rockets and sticky bombs through the blocks.
 

Gadget

aa
Mar 10, 2008
531
527
little update and some problems

o I got some really strange reflectivity problems with the water. No matter which water texture or sky I select or how often I build the cubemaps the same thing happens again. It's a little hard to explain in words so please have a look at the following screenshot:
Reflectivity Error

Usually the sky is reflected in the water surface which happens to work correct if I look straight down (pitch smaller than ~40 degrees). But as soon as I turn the player view around the sky reflection starts to move with the camera. I'd be so thankful if anybody could tell me what causes that misaligned sky reflection and how to fix it.

o The hdr lights are now looking better because I added a logic_auto that set's the env_tonemapcontroller.

o I've been experimenting with a custom hdr sky, working fine but in game you can count the pixels of the sky. I don't know what went wrong. Created the sky as read in a tutorial (512x512 .tgas and .pfms etc.). Guess it has to do with missing Vtex parameters while exporting to .vtf.

o some updated screens (click to enlarge):

Blu spawn

custom hdr sky - have to redo that, you can see the pixels



Red spawn

way to CP C
 
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Gadget

aa
Mar 10, 2008
531
527
here's another update. I spent most of the weekend on hint brushes, visgroups and occluders to improve performance and compile times. Also extended red's second spawn area (next to CP 3) with some detail, more brush structure and a helipad with custom material. Worked on the ventilation room, too.

Some pictures...

CP 3 with helipad





red spawn 2

ventilation room



what the map could look like with a different sky and lighting. I still prefer the night setting.

as always: feel free to comment
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Looks pretty damn cool. I can't wait to see how it plays. I kind of like the day setting more...Its kind of scary staring off into the black void of night (reminds me of old Q3 maps..). IIRC, the original oilrig was at more of a dusk setting, maybe that would work well.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
Just played b1 of this map, and have a couple gameplay issues.

First, the team blockers on some of the doors I think do more harm than good for the attacking team. Specifically those leading towards point C. As a blue engineer I ran past red players down to B, where I hopped in the vent and set up a teleporter exit and sentry in the small room there. However, rather than go out the vent leading to point B, my teammates went up the big one leading to C, and discovered they had no way to go through the doors to get back to A. The blockers should probably go, not just because they prevent teleport flanking, but because they prevent tactics such as pushing into those hallways with a heavy and a couple medics and holding off defenders long enough to get A capped.

The second issue is with the door that leads from A to "Elevator 8". The area there by the elevator and vent exit became a serious chokepoint that was near impossible to break. It wasn't until red actually pushed blue back to point A that anyone got past that chokepoint, and that's only because the engineers broke their sentries down to try to move them forward. Even one path to C that doesn't lead to that exact spot would be a big plus.

The third and final issue is the red "back tunnels". I probably wandered around point C and behind red spawn for like four minutes before I realized none of it led to points A or B. It's a lot of interesting pathways, but it's a shame it doesn't really go anywhere useful. You could possibly break some of it away from being "spawn area" and connect it to B, and then you'd have an alternate route from B to C for blue to potentially use.
 

kimangroo

L3: Member
Mar 15, 2008
111
6
Are you going to put your map forward for the gameday? I'd like to try this map out on a full server.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Garbageman,

We got to run through this map before gameday, and it was overwhelmingly impressive. Awesome detail and good fps all around. Really a great map for larger number of players, interesting things done all around and a great job.

Still, suggestions haha:
Lights in blue spawn/first cap point way too yellow- they wash out your nice detailing.
2d Skybox needs work but I think you know that.
Your water should be inside your skybox and should have some sort of reflections, it feels like looking into blackness at the moment. Additionally some of the farther away oil platforms just look like fire floating in midair.
That's about my only complaints at the moment. Can't wait to play on gameday.
 

Gadget

aa
Mar 10, 2008
531
527
thanks MangyCarface,

all those points you mentioned are on my to do list already - and a lot more :D

To do for Beta 2:
- gameplay tweaking
- add cubemaps and soundscape
- more detail brushes and props in some areas
- extend skybox details
- create a new custom hdr sky (the one I used in the map is a modified version of HL2's sky_day01_09)
- complete player clipping
- add more ropes
- more overlays
- add some breakable stuff
- redo lighting
- redo texturing
- adjust lightmaps
- adjust prop fade distances
- more optimization (mostly area portals)
- maybe add CP 4 and 5 or at least another route to CP 3
- maybe add more custom materials, right now it's only the helipad

water really is a problem thingy. right now I got some good looking water but it won't reflect anything in the skybox and it's got some refraction problems as mentioned earlier in this thread. I'm still trying to fix that...
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
One more thing I just thought of. If you hang a left coming out of blue spawn, you can go up a ladder and wend your way along what looks like an access catwalk, but all it does it lead to a door to the vent room that doesn't open.

If that path is just meant to be detail, it should probably be clipped off and inaccessible. On the other hand, it seems like it could make for a good way for blue to get around to B or C if red has a heavy defense at the top of the stairs/ramp to A, which both exit to more or less the same spot.
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
I think the #1 priority is to lower the cap times.

They seem to be at Gravelpit A&B length, which I think get away with it because Red and Blu spawn at about the same distance from them.
 

Hyatus

L1: Registered
Apr 4, 2008
6
2
Played this map on the server earlier today. I haven't read previous posts, but here's my criticisms.

First of all, wow...as far as the detail goes, this map is awesomely done. Good work there.

The issues I've got are these:
1. You can build pretty-near much anywhere. Some nobuilds would be helpful there.
2. The cap times are too long. We had a 5x5 going for awhile and neither team could cap on the first point. By the time you were a little over halfway capping, the other team would spawn and wipe you out.
3. As a recommendation, the defending team should not be able to access the rest of the map. Maybe trigger some door locks.

Otherwise, superb map. Please make more. :)
 

Gadget

aa
Mar 10, 2008
531
527
work of the past days:

- added another route from B to C
- cap times adjusted
- added more direction signs
- door to the vent room will open in the next version, by that adding another route
- added custom material for signs "RED OIL Industries" and "Storage"
- water and skybox fixed. I did modify the gravelpit sky a little. tell me what you think (no HDR version yet)







...
1. You can build pretty-near much anywhere. Some nobuilds would be helpful there.
2. ...
3. As a recommendation, the defending team should not be able to access the rest of the map. Maybe trigger some door locks.

Otherwise, superb map. Please make more. :)

Would be helpful if you could be more specific on where nobuilds would be needed and what you mean with "the rest of the map" in point 3. And I can tell you I've started working on a concept for my next map... so there will definitely be more :D
 
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TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Couple of things I noticed during yesterday's playtest that I didn't see Saturday.

At point A, you can get up on the pipes to the left when you come out of the spawn, which is fine, except you can get on the next level up, and if you stand up, you look down through the top area, which has nodraw textures. I'll get a screen of this to show you what I mean.

Also, at point A, you've got the small ammo sitting on a crate to the right of the point. Its a bit of a pain to actually get in there to get it.


Edit: Here's that screen.

cp_oilrig_b10000.jpg
 
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