KotH Minewars

HarMala

L1: Registered
Jul 9, 2012
28
1
4/10/2014
So, about a year ago I decided to remake this map pretty much from scratch since the optimization was horrible. I progressed pretty slowly because I didn't have much time/motivation on finishing the map, but finally I can release a somewhat "working" version.
Map is far from finished and it has a lot of problems (missing healthpacks, overlays, props and other details, pretty poor lighting, cubemaps, long sight lines, all sorts of other things), but at least you should get decent FPS on it, and that's enough for me. I might still update/fix the map if I find the mood for it. :bored:

MAP UPDATED 2/22/2013
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MAP UPDATED 10/21/2012
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MAP UPDATED 10/12/2012
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First map I've ever made. Its pretty messy and I got frustrated many many times with it. But after 7 hours of compiling, its finally ready to be published.

What I will do better with my next map:
-Take care of the leaks in time
-Take care of optimization in time
-Not use power 3 or 4 displacements
-Make generally less messy map

The map has flaws:
-Lighting is pretty poor
-There might be some cracks between displacements
-Some classes might be a little OP
-Its missing some details
-Some other things that I forget to mention
-Feel free to tell me more :)

If you have any mapping tips for me, feel free to tell me!
I will probably update my map later if there are some big flaws to fix or improvements to make.

Thanks to tf2maps community for helping me out when I had some problems with my map. Also thanks to John Hodgson's tutorial videos http://www.youtube.com/user/MrJohnzee?feature=CAQQwRs%3D
 
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HarMala

L1: Registered
Jul 9, 2012
28
1
If compiling what I see in the screenshots takes seven hours you either have a remarkably bad computer or there is something very wrong with your map.

Im using a laptop (which I dont consider remarkably bad). Fast compiling took like 3 mins but full compile took 7 hours.
 

HarMala

L1: Registered
Jul 9, 2012
28
1
Also could someone help me with those weird purple reflections that some textures have? I dont have that problem with my computer, but I downloaded my map with a different computer and those purple reflections show up again
EDIT: Problem solved!
 
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HarMala

L1: Registered
Jul 9, 2012
28
1
FYI fast compiles should be instant and normal compiles should be a few minutes.

Also you need to build cubemaps http://forums.tf2maps.net/showthread.php?t=16452

And probably read this to solve the compile time issue http://optimization.interlopers.net/

I have put cubemaps. I have built/loaded them and I cant see those purple reflections when Im testing with my computer. The problem is that when I download the map with other computer and test it, those purple reflections are still there. Does that mean that everyone who downloads the map has to load cubemaps themselves?
Also Ive read that article, and Ive done my best optimizing my map.
 

tyler

aa
Sep 11, 2013
5,102
4,621
It means you aren't building cubemaps properly. Are you uploading the BSP from your tf/maps directory? That's where the cubemaps are built into the map... sometimes people use the BSP from the mapsrc folder used by Hammer, you don't want to do that. Also, if you rename the map after compile, your cubemaps will break. Are you doing either of those?

Also, open some Valve maps and toggle the func detail visgroup. It might help.
 

HarMala

L1: Registered
Jul 9, 2012
28
1
It means you aren't building cubemaps properly. Are you uploading the BSP from your tf/maps directory? That's where the cubemaps are built into the map... sometimes people use the BSP from the mapsrc folder used by Hammer, you don't want to do that. Also, if you rename the map after compile, your cubemaps will break. Are you doing either of those?

Also, open some Valve maps and toggle the func detail visgroup. It might help.

You are right I took the BSP from the wrong place. Now it should work properly. Thanks!

I would also like to test this map with my friends. How is it possible? Do we need our own server for testing it?
 
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Syzzle

L1: Registered
Sep 9, 2012
46
5
Yes, you will need your own server to test it, or you can submit it to a gameday here on tf2maps (under the events forum) and have it played on their server.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Yes, you will need your own server to test it, or you can submit it to a gameday here on tf2maps (under the events forum) and have it played on their server.

its possible to just host a listenserver too but depending on the friendcount a gameday might be preferable
 

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
If you start TF2, open up the console and type:

map mapname (eg map ctf_2fort)
sv_lan 0

People should be able to join, but it's patchy most of the time. Also make sure you have them download and install the map themselves beforehand, since downloading from a listen server is like using a 56k modem.

But if you want to get a real test, consult this guide.
 

xzzy

aa
Jan 30, 2010
815
531
You seem to have a lot of curved edges in the map.. are those world geometry, or func_detail?

If it's world geometry, that's going to be a contributing factor to slow compiles. All those weird angles are going to create an army of visleaves.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Looking at your Hammer screenshot, it looks like you're doing skyboxes as a big box, which can be very bad for the compile times.

From what I see, you're doing this:
Improperskyboxexample.gif


You should really do this instead:
Properskyboxexample.gif
 
Oct 6, 2008
1,947
445
Purple.

Purple check boxes = cubemaps mot built right = build right to eliminate

Purple/bluish spots on displacements = know bug can't be fixed try remaking he displacement to eliminate it or stop it from happening.

Not too bad for first time out - keep going!
 

_FR_Starfox64

L1: Registered
Sep 30, 2012
12
1
Looks fine but you should change the rock ground texture and use the one used for the plr_hightower ground texture that would be better.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
A lot of your map is very visually "noisy" and unclear. In the second image, for example, i can hardly tell which areas i can walk on and which i can't. One way to solve this would be to make the cliff texture larger, so it blends in to the background a bit more: another way would be to use less props and more simple brushwork.
 

xzzy

aa
Jan 30, 2010
815
531
Lighting can be pretty powerful at directing players towards certain areas as well. The lightbulbs themselves will have a tendency to draw the eye, and they are very easy to notice when moving around rapidly in a firefight. So use points of light to mark escape routes or areas where enemies will likely be coming from.

Then you have the light itself to play with.. you can use spotlights to paint a path where you want players to walk. There's no requirement that they actually use this path, but if you put some effort into painting the "recommended path" players will spend a lot less time feeling lost.