CP Infiltration

SleeperJ

L1: Registered
Aug 29, 2012
18
0
My first map ever being released for public download. This is actually an adaptation of one of my favorite games of all time Metal Gear Solid. I hope you all enjoy it. This is still in beta and will not yet have the cubemaps loaded in since there is one MAJOR prop missing that will need a few and I hear that building cubemaps over and over makes the file needlessly bulky. after I get a bit of feedback and the prop, the cubemaps will be loaded along with any other suggestions on making the gameplay better/smoother. Thank you all for downloading and have fun!
 

tyler

aa
Sep 11, 2013
5,102
4,621
Cubemaps make your file larger if you build them multiple times for the same version... but if you're waiting on a prop, you're going to have to recompile, and to avoid map name conflicts you'll have to rename the file anyway, so it doesn't matter. You should always build cubemaps, for every release. Because you released this you can't even build them and repost b1, because it will differ with everyone's downloaded version, even if they build cubemaps themselves.
 
Sep 19, 2010
475
499
As much as it isn't TF2-y, I think it looks good! :) You might get a little bit of flak from people because it's a remake, but it's a good way to learn your way around the program. Hope to see more from you!
 

Jyyst

L1: Registered
Aug 24, 2012
33
10
Outdoor areas look very interesting but also way too open.

Last picture's room has way too much propspam.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
I like your structure brushwork ... but I think you did perhaps too much of it
Box crates next to huge containers don't make sense, let me redirect you to this : http://forums.tf2maps.net/showthread.php?t=11905
I believe this could help you about things like why you put some props in some theme, and not in that other one : it has to be immersive
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
For your first release, the detailing and overall theme look great for trying to replicate MGS style, having that grungy/cold feel to it. The use of grungy/pixelated hl2 models and textures doesn't belong or fit with TF2/characters, but overall it was an ambitious theme and I like how much effort you put into all the details like the smoke/fog/overlays/prop usage/lighting. awesome!

Gameplay has much to be desired, but the more you map, the more you will learn what makes a map fun or not. There could be a thousand things that could improve gameplay, but I would just make a final version of this with the cubemaps built, fix the resupply rooms so you can change classes, make sure it all works, give it a proper name starting with cp_ and release it and be done with it. I know a couple of server that would put a map like this on their rotation.

My advice if you work on another map, is to make a dev map first, without any textures, props, or details, and focus on the gameplay to make a fun map before you start any detailing. That's really the best thing you can do to improve your mapping intuition.

Thanks for the map :)
 

SleeperJ

L1: Registered
Aug 29, 2012
18
0
For your first release, the detailing and overall theme look great for trying to replicate MGS style, having that grungy/cold feel to it. The use of grungy/pixelated hl2 models and textures doesn't belong or fit with TF2/characters, but overall it was an ambitious theme and I like how much effort you put into all the details like the smoke/fog/overlays/prop usage/lighting. awesome!

Gameplay has much to be desired, but the more you map, the more you will learn what makes a map fun or not. There could be a thousand things that could improve gameplay, but I would just make a final version of this with the cubemaps built, fix the resupply rooms so you can change classes, make sure it all works, give it a proper name starting with cp_ and release it and be done with it. I know a couple of server that would put a map like this on their rotation.

My advice if you work on another map, is to make a dev map first, without any textures, props, or details, and focus on the gameplay to make a fun map before you start any detailing. That's really the best thing you can do to improve your mapping intuition.

Thanks for the map :)



How do I make it so they can change class while in spawn?
 

SleeperJ

L1: Registered
Aug 29, 2012
18
0
So could there be something wrong with the func_respawn rooms? i have them in there in the appropriate areas. any ideas?
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
First - func_respawn room is a brush based entity. So you need tools_trigger, press Ctrl+T and select the entity "Func_respawnroom". Then give the Func_respawnroom entity a name. Select the team. You're done.
 

SleeperJ

L1: Registered
Aug 29, 2012
18
0
could there be a reason why it wouldnt be working if it would be in there? because i made them for the respawns and still no go
 

tyler

aa
Sep 11, 2013
5,102
4,621
If it isn't working, you did it wrong. Check all the keyvalues until it's right.
 

SleeperJ

L1: Registered
Aug 29, 2012
18
0
My bad about the same message in slightly different ways, I didn't see my response to the comment the first time around and thought I forgot to post it. Anyway, I figured out why you couldn't change classes in respawn. The first blue spawn only has the func respawnroom in that room where they spawn, guess I should stretch that out to everywhere, unless there was another one that im not aware of. The prop I had been waiting on is now in the level and I am rearranging a few things to accomidate it on the final stage. New beta with cubemaps and all will be included in the next beta that should be coming shortly.
 

SleeperJ

L1: Registered
Aug 29, 2012
18
0
So im about ready to compile a new test and i get an error in my compile log which is
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleeperj\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleeperj\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\sleeperj\sourcesdk_content\tf\mapsrc\infiltration_b2test.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sleeperj\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\sleeperj\sourcesdk_content\tf\mapsrc\infiltration_b2test.vmf
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/soho/streetfloor003a.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/soho/streetfloor003a.vmt
LightmappedGeneric,
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/infiltration_b2test/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/infiltration_b2test/nightfall/cliffwall_wvt_patch
Patching WVT material: maps/infiltration_b2test/pl_barnblitz/blendsnowtodirt001_wvt_patch
Patching WVT material: maps/infiltration_b2test/nature/blendgrasstosnow001_wvt_patch
Patching WVT material: maps/infiltration_b2test/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
fixing up env_cubemap materials on brush sides...
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/SOHO/STREETFLOOR003A.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/SOHO/STREETFLOOR003A.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/SOHO/STREETFLOOR003A.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/SOHO/STREETFLOOR003A.vmt
LightmappedGeneric,
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sleeperj\sourcesdk_content\tf\mapsrc\infiltration_b2test.bsp" "c:\program files (x86)\steam\steamapps\sleeperj\team fortress 2\tf\maps\infiltration_b2test.bsp"

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

I checked on interlopers to see what it could be and i feel a bit unclear on what the solution actually is. Also, i dont think im even using that texture in my map but if i am is there any way to quickly find it?
 
T

The Asylum

Could be an issue with your filename. Try renaming to something else. If not, something could have gone buggy with the compiling. Alt+P brings up the error checker, and it'll list some stuff that could be causing the compile to fail.
 

SleeperJ

L1: Registered
Aug 29, 2012
18
0
hmm...well i tried renaming it and checked for alt+p errors but they checked out and the problem still persists. when i checked on interlopers it said

"keyvalues error: recursiveloadfrombuffer: got eof instead of keyname in file materials/soho/streetfloor003a.vmt

Description:
There was a problem parsing this texture ( materials/soho/streetfloor003a.vmt ). Looks like you forgot to close a (couple of) brackets in this file? Or perhaps a string not closed with a "?

Solution:
Find the file, open it, and fix it. If you don't know how, see below.

See also:
Valve wiki: Materials"

i just cant seem to decipher it. and as for that soho street texture i dont mind getting rid of it but i cant seem to find it if its even in there.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You're definitely using it. I can't think of a way to quickly find the brush(es), but you can replace it using the face edit tool.

Looking at the VMT, looks like it has curly braces rather than brackets in the $color command. That'll do it.

Edit: Actually, you could open the VMF in a text editor, search for the texture name, get the brush IDs, and then go to them in Hammer and see where you used it. Or copy the VMT and fix it, and pack it in later.
 
Last edited by a moderator:

SleeperJ

L1: Registered
Aug 29, 2012
18
0
well i opened up the VMF in notepad ran a search on the texture found where they were replaced the textures with something else, compiled got the same error checked all the possible coordinates still got the same error so i went into notepad again and deleted the "a" at the end of the texture name since there is a texture with the exact same name except without the "a" now it just crashes bsp just like before but this time around it doesnt mention why it did. which im assuming is the same issue.