Ironworks

Ironworks b2

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
wow, helpful Hanz :p
But from the part we played, many people said that there were too many full health kits around. Also, the canary in the first spawn has weird fade distances.
 

Eradicatus

L1: Registered
Oct 2, 2009
30
7
That's it then. I have no idea how to fix the crash issue.
I guess this map is destined to fade away into oblivion.

I have moved the bird cage at least ten times already.
It still disappears if you stand in the back corner, even though the prop fade thingy is set way outside the spawn room. Heh.
I wonder why only this model choose to do this. Is it because of the normal map?
 
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Jimmy

L420: High Member
Jul 6, 2009
421
228
This map made me cry. It has too small tunnels with too open battlegrounds, and crashed the server 3 times. also looks a lot like dustbowl, goldrush and a bit granary as far on as we got. :|
 

Wegason

L3: Member
Aug 16, 2009
147
64
Here is my feedback on the map.


Firstly, I appreciate the level of effort that must of gone into creating this map, the models, size, and detailing must have taken a great deal of time. The map in its current form is very beautiful and pretty.

This does not come out of the gameday feedback nor from those talking about the map while playing it. It is a damn shame that certain people couldn't get past, and found it funny to continually harp on about, how the spawn points were just lifted from Dustbowl and how much the map reminds them of Dustbowl.

To be honest, it detracts from what gameday is about, which is testing the map for gameplay and errors, yes, commenting on the spawns should happen, but to continuously mention it throughout the test and make snide comments is just pathetic.

Here are my suggestions for improvement.

Crashing the Server

I have no idea why the map crashed the server, though it may be due to the sheer number of models in the map, but it did so three times, twice during stage one, and once shortly after starting stage two.

Map Size

This needs to be reduced, hugely. Any custom content which is not immediately apparent, which is not fundamental from the map should be removed or replaced with a Valve entity. The number of models should be reduced, and anything to reduce the filesize must be done.

Spawn Rooms

The map is from the same theme as Dustbowl, having spawn rooms lifted straight from Dustbowl does not help that comparison, you need to differentiate your map from Dustbowl straight away by having radically different spawn rooms.

Layout

During our run through I didn't notice much fighting in the tunnels but there could be a few signs or indications of where to go, and the tunnels themselves need to be widened and heightened to not make them massive chokepoints. Outside of the tunnels, the map is very open, however this is not dissimilar to a Valve level which cuts off the two capture point areas via use of either building or tunnels and rock.

Conclusion

If you can work out the crashing, reduce the file size, and change the bits lifted from Dusbowl, then this map should be more well received and more useful gameday testing can be obtained.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Dont stop with the map!!!

I know the reason of the crashing. You are way above the limit of dynamic entities you should have in a map.

From cl_showents i got this:
Ent 1824: class 'CTeamRoundTimer' (with just me in the server - more players and the number increases quite fast)
The limit you should have when its just you in the map is 1480 (which is also for goldrush). Goldrush did suffer from the same which is why its less detailed and shows for example some quite bad cart movement.

So cut down the dynamic entities to 1480 and your map will run fine again.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
This is... I...

WOW.

How the hell did I miss this? I hope I get to see it in action sometime. In the meantime, allow me to gush for a moment:

cpironworksb20006.jpg

I have to give props (lol pun) to the use of the car lift; I've only seen this once before, even though you'd think that's what it was made for. The truck's blue brother, however, like that Hudson-esque car that crops up from time to time in custom maps, is too aqua in broad daylight. Perhaps blue it down a little.

cpironworksb20003.jpg

I don't know what a British tank engine is doing in the same map as a pickup truck with US plates, but it's a hell of a nice model anyway. But I zoomed in to get a closer look, and noticed stairstepping on its white stripes. :( It's not noticeable from the distance players actually see it from in-game, but if you were to ever release the model it might be an issue.

cpironworksb20005.jpg

It took me a while before I realized, holy crap, the engine is actually a custom model and not a reskin of the default train. That's dedication, right there.

cpironworksb20004.jpg

Brilliant use of the Portal Catwalk Principle, here. There I was, running around, thinking "Hey I wonder if I can get up to that... nah, it's probably just playerclipped background stuff." And then, where should the map's only available route lead me but that very ramp! Also, obviously, the model rules.

As for your issues with t-junctions, I bet they're avoidable. This map doesn't really seem too much more complex than most of Valve's; I bet they use some other method to keep their stuff under the limit. I don't mean this as a put-down of any of the custom models you used in place of brushes, because they rock, but Valve is very conservative about using models when brushes would work just as well, in part because models can't be lightmapped.

Remember, we're a mapping community. Helping with these kinds of problems is what we do. Besides actually making maps and resources for them of course. Don't hesitate to ask about this stuff.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Oh hey. I think I might have a good guess why Eradicatus was getting t-junction errors. He was turning individual brushes into func_details. Not sets of brushes that compose a single frame, the individual wooden beams. Think that might have had something to do with it?
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
I was under the impression that grouped func_details were split apart during compiling.
He could always use the badwater method of avoiding t-junction errors, using func_lod (or was it func_brush, I can't remember) for the trims of staircases.
 

Dr Forrester

L2: Junior Member
Aug 15, 2008
60
23
Wow... looks really good, but...

way too many tight corridors that you can pretty much fit only single file through. It's ok as a once in awhile thing, but they are all over the place here. The whole map just kinda makes me feel claustrophobic.
 

Eradicatus

L1: Registered
Oct 2, 2009
30
7
Thanks for responses.

Haven't had any T-junc errors in ages, they were fixed before beta 1.
It was some kind of dynamic limit that caused me a lot of grief.
BUT, that one was conquered as well.

Ssssh about a British engine in what is supposed to be the southern USA..
It's not really there, I never saw it, I never made it, no one noticed it! *whistles* :)
Maybe it's an import?

Lots of tight corridors, yes. But only in area 1, since it's obviolusly underground.
The main routes across the rest of the level, are outside, and fairly large.
I'm contemplating reducing the distance between capture point 1 and 2, making the tunnels between the two caverns a bit shorter, and perhaps, simpler.