CP highsilver

dt890

L1: Registered
Jan 25, 2012
6
2
cp_highsilver_a1

So!

This map is the second map i have ever made, i for some reason thought it was a good idea to make a 5 point CP map as a good newbie maptype :mellow:. But after a long time, this map is finally "playable".

I plan on completing this map though and start detailing/texturing it when i finished the concept and the story behind the map, even if it has been a long ride. Believe in magic or what they say.

And now after 12 hours of Compile time... i bring you cp_highsilver_a1


Known problems that will be dealt with when i fix the ludicrous compile time:

*Both Red, Blu spawn and Middle CP are too dark.

*Some props outside Red spawn are broken (thought it was a good idea to func_detal props...)

*Both Red and Blue second spawn can be accessed before owning middle. (dont know how to fix that though)

*Ground Grass texture seem to want to live its own life.

*Trees behind Blu base are missing

*Called this map sniper_paradise before initial release for a reason, am working on that though...


In the meantime while i do the above mentioned, you can try the map in its current form and see if there is somthing i should add the the list.

And as a thanks for doing that, have some concept art and in WIP images:
http://puu.sh/5ZeT1
http://puu.sh/65CLA
http://puu.sh/63R4X
WIP:
http://puu.sh/5ZgXs
http://puu.sh/5Zh4y
http://puu.sh/5Ylbi
 
Last edited:
Mar 23, 2010
1,872
1,696
yeah the outdoor areas are far too big
 

Garuda112

L1: Registered
Sep 4, 2013
38
35
You're serious that it took 12 hours straight to compile the map as it is? I'd think that would be the symptom of the scaling. First, like the others mentioned above, the sightlines are quite large, and at simplest there will need to be cover between routes. This could mean adding buildings or walls. Beyond that I would recommend condensing areas together or cutting them out entirely - the first thing that catches my eye is the open cliffside at the top of the topdown view. If you change that (by cutting it while making it raised cliffs) some of the compile time would be reduced. Also, is that patch of grass above the center building accessible to players? If not, I'd say cut that space up with a building or a raised cliff.

I'd suggest looking at this thread for some great advice on size and scale of maps in tf2:
http://forums.tf2maps.net/showthread.php?t=12605

~G
 
Last edited:

dt890

L1: Registered
Jan 25, 2012
6
2
Dunno if if the scale is wrong, but i agree with it being too open

6efnA.jpg


But, i think it's broken in many other ways XD

5722 faces
4151312 square feet [597788928.00 square inches]

59 Displacements
1201157 Square Feet [172966640.00 Square Inches]

Optimized: 97329 visible clusters (2.73%)
Total clusters visible: 3562989
Average clusters visible: 1777
Building PAS...
Average clusters audible: 2000
visdatasize:1018073 compressed from 1026048


/sidenote, How long is a Full normal map compile time, Im used to Doing light Renders of up to a week in other projects not related to tf2 (would be great with GPU calculations in hammer though...)
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
I assume the twelve hours thing is hyperbole, but may I ask if you bothered to func_detail anything at all?
 

dt890

L1: Registered
Jan 25, 2012
6
2
I assume the twelve hours thing is hyperbole, but may I ask if you bothered to func_detail anything at all?

I did funk_detail, all overhanging roofs, pillars, and Hinted all doorways....

But i know after a lot of reading, that i did the flooring incorrectly and all there is huge space between the displacements, and the brushes that encapsulate the map (400units), but i am currently fixing that together with 60% of the map
 
Last edited: