Pl_BugsCanyon-Beta

Oct 6, 2008
1,947
445
Hi,

Working on my first real big map - like to know what you think:)

Here's some screen shots and if you'll notice some of the canyon is pretty wide open so try fog to help vis out.

Can you give me some pointers to optimize some of these wide open places?

I've designed the map for all classes - wide open for snipers and for those of you who like to fly around like monkeys (demo dudes) the ceilings are high :p

Dark cave for spys and battle will be varied all over the map - high ground, mid and in tunnels.

Hopefully it will be a little different than what you normally play - battle will be grab cart fight it to red then cart starts to come back to blue forcing red to attack while engys can set up sg's back at red base for the final push back to red.
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Im interested in what kind of theme you approaching? I looks to me as a Jungle/Cave/Lost ruins type of area.
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
This looks very similar to de_aztec from CSS. I'm curious, what did you use to create the fog effect? Since the normal fog controller is broken for TF2, I've been experimenting w/ func_dustcloud. As for optimizing, just do a search in our Tutorial section. Looks like a good start :)
 
Oct 6, 2008
1,947
445
Im interested in what kind of theme you approaching? I looks to me as a Jungle/Cave/Lost ruins type of area.

I'm trying to get a lost canyon type of effect - different aspects depending where you are on the map - unfortunately limited to 5 screen shots - there's a tunnel with a broken wall leading to a cave lit up by lanterns - interesting yellow effect in there and a nasty place for spies and there knives - can I have a pyro check please to light up the way - lol

This looks very similar to de_aztec from CSS. I'm curious, what did you use to create the fog effect? Since the normal fog controller is broken for TF2, I've been experimenting w/ func_dustcloud. As for optimizing, just do a search in our Tutorial section. Looks like a good start :)

Yep based it off of the aztec design but that map always frustrated me because of the lack of routes you could take to get to your destination - so with this map you can go over, under, straight or around to get to your end points. Attackers - have 6 ways out of there base to stop spawn killers - 2 spawns - 1 -4 exits and the lower spawn 2 exits. Defenders have 3 - 2 tunnel and one thru a low arch but demos or soldiers can jump it making a 4th potential way out. I think the main battleground will be up top (2nd demo screenshot) forcing people to take the tunnels but soldiers and good snipers can keep watch to keep top clear. I'd really like to see this in multiplayer mode soon.

LOL - just using a fog controller I found in the entity list - I'll copy and paste the details here for you if someone can tell me how to add in a screenshot of it.
 
Last edited:
Oct 6, 2008
1,947
445
I can then just paste it here?
 
Oct 6, 2008
1,947
445
here's the fog-controler

only have one for entire map

name - fog
fog enable = yes
Primary fog colour 186 186 190
2ndary 1 0 0
fog start 500
fog end 2000

that's all I've done and have never used this before lol
 
Oct 6, 2008
1,947
445
Ok, after a long time coming, I've bascially finished the map - no leaks, vis runs really fast and just have wo work on the optimization a little more - but that's no the big issue I'm currently faced with.

It the screenshot shots above - the map works great - it has leaks - just ran rad to make it look nice for you :).

It has no leaks and no errors (alt+P) and no errors that I can see in the compile log - game loads map fine - no errors - I can go into spectate mode - no errors - join red or blue team no errors - pick a class - picked scouts both times - join the game - I appear in game - can see the map and the scatter gun- game crashes locking in the scatter gun picture and I have to restart my pc.

Any ideas for the cause? I did see a memory reference line once - but it meant absolutely nothing to me and gave me no other info to help.

Any help with getting my waterfall working would be appreciated too :)
 
Last edited:
Oct 6, 2008
1,947
445
here's my compile log - any errors?



** Executing...
** Command: "c:\program files\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\Documents and Settings\John\Desktop\maps\pl-bugscanyon-beta"

Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:\program files\steam\steamapps\kill_the_bug\team fortress 2\tf\materials
Loading C:\Documents and Settings\John\Desktop\maps\pl-bugscanyon-beta.vmf
Patching WVT material: maps/pl-bugscanyon-beta/nature/blendrockgravel001a_wvt_patch
Patching WVT material: maps/pl-bugscanyon-beta/nature/blendrockdirt008c_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Documents and Settings\John\Desktop\maps\pl-bugscanyon-beta.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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...
done (1) (334527 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 3086 texinfos to 1744
Reduced 41 texdatas to 33 (1180 bytes to 780)
Writing C:\Documents and Settings\John\Desktop\maps\pl-bugscanyon-beta.bsp
13 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\Documents and Settings\John\Desktop\maps\pl-bugscanyon-beta"

Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading c:\documents and settings\john\desktop\maps\pl-bugscanyon-beta.bsp
reading c:\documents and settings\john\desktop\maps\pl-bugscanyon-beta.prt
1843 portalclusters
6778 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (29)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (18600)
Optimized: 6986 visible clusters (0.00%)
Total clusters visible: 673991
Average clusters visible: 365
Building PAS...
Average clusters audible: 1433
visdatasize:639336 compressed from 855152
writing c:\documents and settings\john\desktop\maps\pl-bugscanyon-beta.bsp
5 hours, 10 minutes, 29 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\kill_the_bug\team fortress 2\tf" "C:\Documents and Settings\John\Desktop\maps\pl-bugscanyon-beta"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\documents and settings\john\desktop\maps\pl-bugscanyon-beta.bsp
Setting up ray-trace acceleration structure... Done (4.39 seconds)
4598 faces
638198 square feet [91900608.00 square inches]
107 Displacements
223002 Square Feet [32112408.00 Square Inches]
4598 patches before subdivision
24916 patches after subdivision
152 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (61)
transfers 1747486, max 459
transfer lists: 13.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(16093, 14202, 2062)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1024, 806, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(87, 73, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(10, 8, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0448 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (44)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (76)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 65/1024 3120/49152 ( 6.3%)
brushes 921/8192 11052/98304 (11.2%)
brushsides 7121/65536 56968/524288 (10.9%)
planes 6810/65536 136200/1310720 (10.4%)
vertexes 7553/65536 90636/786432 (11.5%)
nodes 3644/65536 116608/2097152 ( 5.6%)
texinfos 1744/12288 125568/884736 (14.2%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 107/0 18832/0 ( 0.0%)
disp_verts 6411/0 128220/0 ( 0.0%)
disp_tris 9856/0 19712/0 ( 0.0%)
disp_lmsamples 201648/0 201648/0 ( 0.0%)
faces 4598/65536 257488/3670016 ( 7.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3120/65536 174720/3670016 ( 4.8%)
leaves 3710/65536 118720/2097152 ( 5.7%)
leaffaces 5719/65536 11438/131072 ( 8.7%)
leafbrushes 2131/65536 4262/131072 ( 3.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 32423/512000 129692/2048000 ( 6.3%)
edges 18811/256000 75244/1024000 ( 7.3%)
LDR worldlights 152/8192 13376/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 265/32768 2650/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4200/65536 8400/131072 ( 6.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2704936/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 639336/16777216 ( 3.8%)
entdata [variable] 313948/393216 (79.8%)
LDR ambient table 3710/65536 14840/262144 ( 5.7%)
HDR ambient table 3710/65536 14840/262144 ( 5.7%)
LDR leaf ambient 9053/65536 253484/1835008 (13.8%)
HDR leaf ambient 3710/65536 103880/1835008 ( 5.7%)
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] 1/244 ( 0.4%)
dtl prp lght [variable] 1/14 ( 7.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/11014 ( 0.0%)
pakfile [variable] 214583/0 ( 0.0%)
physics [variable] 334527/4194304 ( 8.0%)
physics terrain [variable] 15646/1048576 ( 1.5%)

Level flags = 0

Total triangle count: 11296
Writing c:\documents and settings\john\desktop\maps\pl-bugscanyon-beta.bsp
3 minutes, 35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\John\Desktop\maps\pl-bugscanyon-beta.bsp" "c:\program files\steam\steamapps\kill_the_bug\team fortress 2\tf\maps\pl-bugscanyon-beta.bsp"
 
Last edited:
Oct 6, 2008
1,947
445
Ok I found the error - an LOD water controller was inside a brush/void on the edge- will be releasing map shortly for testing/release after some optinmization - you guys want more screenshots here or should I make a gallery posting so you can see lots?
 

Username

L2: Junior Member
Aug 26, 2008
96
61
I'd suggest you take the best screenshots you have, and save them until you release the bsp. That way, you can use them to entice people into playing your map. Give them eye candy, and they'll give it a look. ;)