[Alpha][Open] PL_Pit

Vastrix

L1: Registered
Aug 11, 2014
20
0
PL_Pit (Feel free to change the name :p)
[Open]No need to ask for permission.

I started of with the motivation to complete it but.. yea :(
I myself am great at logic, but I sorta suck at graphical design.. :s (Ima programmer :)

So the map exists out of 3 "major" parts:
The Top level
ldRiHg4.jpg

4cUNpAi.jpg

YPOprqC.jpg

The pillars that you see here Break, if they receive enough damage (causing the entire balcony to collapse)
DsQC6AC.jpg

cM8lCv2.jpg

WYn66rc.jpg

The Ginormous gate goes down when the payload pumbs against it (an alarm goes of).
When it's fully open, the cart is able to move on.

qyLrsf5.jpg

A big ass rotating elevator!


The Hallway
WOlOCmn.jpg

ItIJkIu.jpg


The Cave
eBLQJEQ.jpg

(I love how I can't edit the size of these pics in-forum -_-)
So What's done?
  • 98% of the payload path is in place and functional
  • Two Blue Spawn Rooms
  • One Red Spawn Room
  • Most (if not all) of the logic
  • No leaks
  • What's there is there without any issues (That I know of)
Code:
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_pit/nature/blendgroundtograss009_nodetail_wvt_patch
Patching WVT material: maps/pl_pit/nature/blendrockgroundwallforest004_wvt_patch
Patching WVT material: maps/pl_pit/nature/blendgroundtograss009_wvt_patch
Patching WVT material: maps/pl_pit/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 378 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (547085 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
.9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1025 texinfos to 656
Reduced 76 texdatas to 66 (2087 bytes to 1703)
1 second elapsed



540 portalclusters
1492 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 280 visible clusters (0.24%)
Total clusters visible: 117002
Average clusters visible: 216
Building PAS...
Average clusters audible: 397
visdatasize:63960  compressed from 77760
1 minute, 15 seconds elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

4365 faces
7 degenerate faces
2248773 square feet [323823392.00 square inches]
21 Displacements
127378 Square Feet [18342488.00 Square Inches]
4358 patches before subdivision
133450 patches after subdivision
0 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 27713468, max 1004
transfer lists: 211.4 megs
0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1166 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  54/1024         2592/49152    ( 5.3%)
brushes                550/8192         6600/98304    ( 6.7%)
brushsides            4082/65536       32656/524288   ( 6.2%)
planes                3598/65536       71960/1310720  ( 5.5%)
vertexes              6397/65536       76764/786432   ( 9.8%)
nodes                 1685/65536       53920/2097152  ( 2.6%)
texinfos               656/12288       47232/884736   ( 5.3%)
texdata                 66/2048         2112/65536    ( 3.2%)
dispinfos               21/0            3696/0        ( 0.0%)
disp_verts            1797/0           35940/0        ( 0.0%)
disp_tris             2880/0            5760/0        ( 0.0%)
disp_lmsamples      156005/0          156005/0        ( 0.0%)
faces                 4365/65536      244440/3670016  ( 6.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             2010/65536      112560/3670016  ( 3.1%)
leaves                1740/65536       55680/2097152  ( 2.7%)
leaffaces             5369/65536       10738/131072   ( 8.2%)
leafbrushes           1487/65536        2974/131072   ( 2.3%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            28372/512000     113488/2048000  ( 5.5%)
edges                16774/256000      67096/1024000  ( 6.6%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            329/32768        3290/327680   ( 1.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          5076/65536       10152/131072   ( 7.7%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 5/512          1760/180224   ( 1.0%)
LDR lightdata         [variable]     8213624/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       63960/16777216 ( 0.4%)
entdata               [variable]       89792/393216   (22.8%)
LDR ambient table     1740/65536        6960/262144   ( 2.7%)
HDR ambient table     1740/65536        6960/262144   ( 2.7%)
LDR leaf ambient       970/65536       27160/1835008  ( 1.5%)
HDR leaf ambient      1740/65536       48720/1835008  ( 2.7%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/13210    ( 0.0%)
pakfile               [variable]      213589/0        ( 0.0%)
physics               [variable]      547085/4194304  (13.0%)
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 11462
44 seconds elapsed
What's missing?
  • One red Spawn room (on the Top level)
  • The cave doesn't look like a cave (at all, It's just a box with a rocky texture :p)
  • The top level needs some environmental work (As in, you'll need to find a way to mark the edges)
  • Optimization (e.g: The upper level is boxed into a skybox.., lack of hints)
  • Lightning
  • Details

Rules
  1. When you (and your team?) are finished with the map (as in "it's complete")
    You have to Post the final bsp file here in this thread (Because I'm curious ;))

Contact
If you need me for stuff, You can always drop me a message. :)

I included the .bsp file, In case you just wanna have a look ↓
 

Attachments

  • [PL]Pit.zip
    779.5 KB · Views: 167
Last edited:

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Hehe, open pit
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
it's time to

OPEN

this

FUCKING PIT UP
 
Jul 6, 2015
1,425
819
ill take a look at it, but only if I can use an independant thread, and credit you and simply link the thread here instead of posting the download since its the same thing..

Edit:
Holy crap I immedietly regret that choice...
I thought maybe the scale was a little more down to earth, and the pics were just making it seem large, BUT HOLY CRAP THIS MAP IS TOO OVERSCALED! There was no layou, and there is no spawn for red on the first cap...
Your skybox is a GIANT box that surrounds most of the map, there is little to no optmization, I cant even begin to know how ot fix this...
 
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Vastrix

L1: Registered
Aug 11, 2014
20
0
Last edited:

zahndah

professional letter
aa
Jul 4, 2015
721
642
I like big maps, the bigger the better :)
It's a personal Preference
Generally people dont enjoy running for a minute to get to the objective, die in 5 seconds then waiting another 15 seconds to repeat the cycle. People also dont usually like taking fall damage from every drop and if an area is overscaled what cover you have in there will be dwarfed by the size of the room (there would stil be big open areas unless you overcramp the room).

Its definately more fun if a map is correctly scaled. Take a look at valve maps to help you scale correctly if you are struggling.
 

Vastrix

L1: Registered
Aug 11, 2014
20
0
Generally people dont enjoy running for a minute to get to the objective, die in 5 seconds then waiting another 15 seconds to repeat the cycle. People also dont usually like taking fall damage from every drop and if an area is overscaled what cover you have in there will be dwarfed by the size of the room (there would stil be big open areas unless you overcramp the room).

Its definitely more fun if a map is correctly scaled. Take a look at valve maps to help you scale correctly if you are struggling.
Hmm, but isn't that where engineers (tps) come in? :s
But yea, cover is probably an issue tho..

But the fall damage, don't think that's an issue, since there's water underneath the elevator.
But then again, there needs to be another way to get down there once the elevator is at the bottom (since all it would take to block that route is an engy.. and a few snipers :S)
 
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