5cp SmallWorks Open Alpha

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I wanted to expand the Smallworks into a 5cp but my computer would not load it. So it is up for orphan. I do want partial credit. Edit: This is only for the 5cp version of Smallworks and not 3cp. I am keep working on that 3cp version.
Capture_5cp_1.PNG Capture_5cp_2.PNG Capture_5cp_3.PNG Capture_5cp_4.PNG
 

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P

Prosciutto

just because your computer couldn't load the map you put it on here? you could just tried to fix it so it would load
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
just because your computer couldn't load the map you put it on here? you could just tried to fix it so it would load
When I tried to load it up it would not compile. I waited over 2 hours. Also when I tried to use hints and area portal they don't work for me or I put to many or to little in other spots. Also with the no draw when I try to do it would always go into the playable area. I would have to recreate the entire map to put in no draw.
 
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Prosciutto

When I tried to load it up it would not compile. I waited over 2 hours. Also when I tried to use hints and area portal they don't work for me or I put to many or to little in other spots. Also with the no draw when I try to do it would always go into the playable area. I would have to recreate the entire map to put in no draw.
i would just recreate the map
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

Xayir

L3: Member
May 27, 2017
127
71
When I tried to load it up it would not compile. I waited over 2 hours. Also when I tried to use hints and area portal they don't work for me or I put to many or to little in other spots. Also with the no draw when I try to do it would always go into the playable area. I would have to recreate the entire map to put in no draw.

long compiles = bad optimisation and/or skybox brushes that are just a big box around the map

and that nodraw comes to the playable area means you use big ass brushes
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
long compiles = bad optimisation and/or skybox brushes that are just a big box around the map

and that nodraw comes to the playable area means you use big ass brushes
If I don't use big brushes that mean there will be more to compile.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Where do you even get all those weird statements of yours
Well I get these statements from myself. I am just useing logic. If you think about it. If there are more of smaller things there are more things to compile. If there is one big brush to compile then there is only one.

Edit: Also if there is more smaller brushes with different textures then that add more time with the compile.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Okay you know what stop using whatever logic you're trying to and start referring to confirmed and true knowledge
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Well I get these statements from myself. I am just useing logic. If you think about it. If there are more of smaller things there are more things to compile. If there is one big brush to compile then there is only one.

Kind of, yes. But the compiler is designed to be able to compile lots of small brushes quickly, thats what it does. Don't just use your own internal logic - look this kind of thing up. If your compile is taking a long time, this is probably for other reasons. Have you used func_detail correctly? Have you textured faces players can't see with nodraw?
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Kind of, yes. But the compiler is designed to be able to compile lots of small brushes quickly, thats what it does. Don't just use your own internal logic - look this kind of thing up. If your compile is taking a long time, this is probably for other reasons. Have you used func_detail correctly? Have you textured faces players can't see with nodraw?
I used func_details correctly. I have textured the faces that players could not see but then on the other side from a different part of the map players could see the no draw. So I just changed it all back to dev textures.
Edit: This is also due to the different hights within the map.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
The way you've designed your map - with players able to move around the outside - means that you can't nodraw a lot of it. You also can't have the skybox fit closely to the map, instead being forced to have it as a box around. This means compiles will take longer. You can definitely move the skybox floor up to the bottom of the map - look at the picture below. All of those faces are calculating light, all of those little bumps and edges are calculating visibility!

jSL1ULK.png



I'm not sure what these big outside paths represent or do, but I would seriously consider getting rid of them or turning them into corridors, they're an optimisation nightmare (And too flat and open to play very well anyway). Combine that with the sheer vast size of the map, and no wonder compilation takes a long time - you must practically have two maps in one file from a VVIS perspective.

Where you haven't used huge brushes (8500 units long!), you've split them up very strangely. Look at this:
iKQSlRe.png


That's probably not actually making your compile longer but it is baffling inefficiency.

You also haven't func_detailed nearly enough. Some things that don't block player visibility much so should be func_detailed:
TqZ3md8.png


pKEGCp1.png


PZUJwtZ.png


dXhf5an.png

c4yB7mi.png

upload_2017-9-4_15-45-11.png
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
The way you've designed your map - with players able to move around the outside - means that you can't nodraw a lot of it. You also can't have the skybox fit closely to the map, instead being forced to have it as a box around. This means compiles will take longer. You can definitely move the skybox floor up to the bottom of the map - look at the picture below. All of those faces are calculating light, all of those little bumps and edges are calculating visibility!

jSL1ULK.png



I'm not sure what these big outside paths represent or do, but I would seriously consider getting rid of them or turning them into corridors, they're an optimisation nightmare (And too flat and open to play very well anyway). Combine that with the sheer vast size of the map, and no wonder compilation takes a long time - you must practically have two maps in one file from a VVIS perspective.

Where you haven't used huge brushes (8500 units long!), you've split them up very strangely. Look at this:
iKQSlRe.png


That's probably not actually making your compile longer but it is baffling inefficiency.

You also haven't func_detailed nearly enough. Some things that don't block player visibility much so should be func_detailed:
TqZ3md8.png


pKEGCp1.png


PZUJwtZ.png


dXhf5an.png

c4yB7mi.png

upload_2017-9-4_15-45-11.png
The outside path are like the ones on Upward. It's suppose to be a cliff edge.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
The way you've designed your map - with players able to move around the outside - means that you can't nodraw a lot of it. You also can't have the skybox fit closely to the map, instead being forced to have it as a box around. This means compiles will take longer. You can definitely move the skybox floor up to the bottom of the map - look at the picture below. All of those faces are calculating light, all of those little bumps and edges are calculating visibility!

jSL1ULK.png



I'm not sure what these big outside paths represent or do, but I would seriously consider getting rid of them or turning them into corridors, they're an optimisation nightmare (And too flat and open to play very well anyway). Combine that with the sheer vast size of the map, and no wonder compilation takes a long time - you must practically have two maps in one file from a VVIS perspective.

Where you haven't used huge brushes (8500 units long!), you've split them up very strangely. Look at this:
iKQSlRe.png


That's probably not actually making your compile longer but it is baffling inefficiency.

You also haven't func_detailed nearly enough. Some things that don't block player visibility much so should be func_detailed:
TqZ3md8.png


pKEGCp1.png


PZUJwtZ.png


dXhf5an.png

c4yB7mi.png

upload_2017-9-4_15-45-11.png
Also how i made this map was i had a scrapped map that was very small. So i just that map and smashed them together. It was much faster then creating a entire part of the map.