ARENA goldtooth [Deleted]

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seth

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May 31, 2013
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arena_goldtooth is a standard arena map set in a gold mining facility. It was originally created by atrocity in 2008 and was later ported to the PropHunt plugin by shinkz. atrocity and I have collaborated to bring you a few updated versions.

more screenshots
full changelog

thanks:
  • atrocity for the original map and collaboration (his mapcore thread, portfolio)
  • Geit for helping me track down atrocity and the original arena version (I had always thought the PH variant was the original) and providing some info on it.
  • Crash for being a func_nerd and doing everything helping me with optimization.
 
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puxorb

L69: Emoticon
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Dec 15, 2013
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Bam! Feedback:

Some areas are a bit dark. I know these are both in spawn, and might make it interesting to hide in there, but I can barely even make out the wall in these areas:
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94AEE29BE7A0693C75CBC9CFC01ED5348C969EAD


These fences are casting shadows. This is actually cool since it makes the out-of-bounds area look undesirable, but not cool since it's very "blobby" and distracting. I know there is a way to get fences to do accurate shadow but I forget how. (some advanced lighting in the compile options). For now you might just want to disable shadows. (or keep them if you like how it looks :p)
C4D0863AD38064FA973D08963120CA06692996E5


This small shed has a wall no-drawed but you can still see it, even when inside the fence. (You need to be right up on the edge but its still noticable.) I would just extend the building 16-32 HU over and no one would notice.
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This really doesn't matter but it looks unprofessional. Get rid of those collisions!
EAA682D3E29C339506AAC485A852DEBA34AD35A6






Conclusion: Beautiful map, seems like it will be fun to play on. Glad to see someone reviving old maps!
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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IIRC Valve disables shadows on those fence props regardless of their compile settings, since they tend to produce ugly moires even with the high-end settings on.

The second-to-last screenshot also shows off a mix of roofs that are too thick, possibly too thin, and in the case of the building with the white Red Valley sign, not actually extruded at all. You also have signs that are too big and positioned in seemingly random places (why would there be a No Trespassing sign there?)
 

seth

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May 31, 2013
1,019
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B2 is here! I got in contact with atrocity and we collaborated to create this next version. We'd always love feedback, especially on FPS, lighting and soundscapes for this version. Obviously we want to know how it plays as well, but the layout hasn't been edited at all yet.

B2
- added deathpit trigger under point building
- brightened ambient light
- added custom soundscapes
- shuffled some existing props
- optimization overhaul
- optimized lightmaps
- lit over-dark areas
- compiled with "advanced" compile options to fix most lighting errors
- turned off collisions on all unnecessary props
- sewed some displacements
- detailed some OB areas and spawns
- BZ2!
 

seth

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May 31, 2013
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B2A! I wanted to release a quick interim version between B2 and B3 just to fix some things that irked me. I've heard some complaints about dark spots still, but I'll wait to address those until I've tested.

B2A
- added piping to blu propane tank area
- fixed remaining collision errors
- soundscape adjustments
- replaced blu chute overlay with a darker one
- built cubemaps
 

seth

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May 31, 2013
1,019
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B3! This will be the last version before RC1 I believe. Hope you all enjoy!

B3
- playerclipped stairs and altered some other clipping
- spawn room beams moved out of the way
- altered spec cams
- opened bridge windows with slats
- shaved 11mb off file size with lightmap optimizing (shit works wonders damn)
- added/deleted some signage
- more random details, lighting tweaks, and dustmotes ;)
- darkened death pit and brightened doorways into pit room
 

seth

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May 31, 2013
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RC1! This is probably the final installment of Goldtooth. Been less than 2 weeks since atrocity and I began tweaking the map and I think we've made some pretty nice alterations. Obviously not something I can call my first map, as it is atrocity's map, but it was still a lot of fun to work on with him and do some cool stuff. Enjoy.

RC1
- more clipping alterations
- fixed lightmap misalignment on some of red displacements
- still more lightmap optimizing (can’t go wrong with this i swear)
- raised displacements a little under red tracks
- supply overlay ratio tweaked
- lights added inside towers
- fixed awkward transition from background area on blu to 3d sky
- altered dead end hallways outside spawns
- made global shadows more diffuse to fix some shadow pixelation
- fixed floating rocks on the ground outside of center building
- fixed light bleed on some wood trim pieces
 

seth

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May 31, 2013
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Aaaaand RC2! Couldn't leave this map alone, did some lightmap stuff on props and areaportal/func_detail optimization mostly. Now it's finished!

RC2
- made chimney smoke darker
- actually fixed the supply overlay ratio
- added rust overlays where appropriate
- fixed some visible nodraw textures (blu spawn eaves, red OB door)
- fixed lightbleed under red boundary walls
- altered some red overlays
- clipping
- tweaked displacements under red tracks
- fixed ugly lighting on some props (lightmaps)
- tons of func_detail and areaportal optimization
- fixed displacement entering blu spawn
 

seth

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May 31, 2013
1,019
851
Couldn't leave this alone, got some fixes and alterations for RC3.

RC3
- made bottles prop_physics_multiplayer
- fixed highlight on beam inside point room
- fixed lightbleed under blu central roof
- fixed displacement seam outside red tunnel
- adjusted displacements and some detail props
- aligned textures better on beam by stairs in spawnrooms
- minor detail adjustments
- removed playerclip above skyways to allow jumpers through
- fixed exploit related to playerclip on roofs with gutters and fences
 

seth

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May 31, 2013
1,019
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Apparently Valve broke the prop lightmap system recently as I've been getting weird graphical glitches on a few barrels around the map that had lightmaps. In combination with my realization that most props with lightmaps above 64x64 will not look natural in TF2, thanks to the guide I wrote on the subject, I went throw and knocked all the lightmaps down from 128x128 or 256x256 to 32x32 as it will look more natural in TF2, save file space, and hopefully fix the glitches. It did all 3. Here's RC4.

RC4

- Fixed lightmap glitches on some props all around the map and made their lighting more diffuse (more natural looking for TF2).
- Compressed using -repack and -compress so now the .bsp is a mere 13MB!
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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Map crashes my game.

I think it's because my config isn't compatible with prop lightmaps.
 

seth

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May 31, 2013
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Map crashes my game.

I think it's because my config isn't compatible with prop lightmaps.

Your config conflicts with the prop lightmaps? Please elaborate, I've been getting some crash reports though I've never had it happen to me. Another dumb Valve glitch.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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My game's been crashing on the newest version of Ramjam, which recently introduced prop lightmaps.

According to Ynders:

There is a bug with some fps configs that causes crashing when the player looks at certain props. I'd release a test version with all the lightmapped props removed to see if that fixes it.
 
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