Corridor

KotH Corridor 0.6

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Why'd you post your .vmf? You need to do a full compile and upload the .bsp.
 
M

My bad

It appears you have a leak.
You may accidently have turned this brush in red spawn into a func_detail

Also, the brush in question has an overlay texture applied to it, that caused a leak aswell, change it to an appropriate one.

Edit: also as general feedback, the map is a bit too dark
 

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Noxi

L1: Registered
Sep 15, 2017
18
2
i tried to /change/ the file to .bsp , BUT its still a .vmf . i dont know why
 
M

My bad

You don't just change the file extension, you have to press F9 and click "ok" to have it be compiled as a playable map. Think of it the same way as exporting a photoshop project or rendering a video.
 

Noxi

L1: Registered
Sep 15, 2017
18
2
You don't just change the file extension, you have to press F9 and click "ok" to have it be compiled as a playable map. Think of it the same way as exporting a photoshop project or rendering a video.
i will try to do that :)
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You need to compile your map. Here are the steps:
Hammer2.png
Go to File > Run Map...

Hammer3.png
This dialog box will appear. This gives you options on how to compile your map. If you're going to publish your map, I recommend leaving everything on "Normal". Here's how everything works.

Compiling has 3 main steps: VBSP, VVIS, and VRAD, represented in this dialog box as "Run BSP", "Run VIS", and "Run RAD". VBSP turns all of your level geometry into a base .BSP file that can be run by a game. It is the only part of the compile process that is mandatory to produce a working map. VVIS performs optimization tests. It checks what parts of the map can be seen from other parts of the map. It also does a few other things, such as making water appear (if your map has any). VVIS will not run if you have a leak in your map. VRAD adds light to your map by casting light from any placed light entities. Not running VRAD causes everything to appear super bright, which looks ugly. It's fine for private test compiles, but if you're getting ready to publish your map, definitely include lighting. VRAD will produce weird lighting if VVIS doesn't run, but you can trick VRAD into thinking VVIS has run by setting VVIS to "Fast". After everything is run, the compiler will launch TF2 and immediately put you into your map. (Note: TF2 must be closed for this, otherwise an error message will appear.)

You should basically always run VBSP in normal mode- don't change that. VVIS and VRAD are optional. If you're just looking to do a quick compile to test a part of your map or see it in-game, you can turn VVIS and VRAD off, which will make your compile faster, or you can run them in "Fast" mode. "Fast" VVIS doesn't actually perform optimization, but it still does some other stuff, such as making water appear and allowing VRAD to do proper lighting. "Fast" VRAD produces sloppy lighting, but it's useful for quickly testing your lighting. Setting everything to "Normal" will take the longest, but it is highly recommended for when you publish your map.

The "Don't run the game after compiling" checkbox will do exactly as it says- it won't run your map in TF2 after compiling is completed. If you want to see your map in-game after compiling, leave this unchecked. The "Additional game parameters" is a set of parameters that will be run when your map runs in TF2. They are not required.

To compile your map after selecting your settings, click "OK".

EDIT: Looks like you already did that.
 

Noxi

L1: Registered
Sep 15, 2017
18
2
You need to compile your map. Here are the steps:
Hammer2.png
Go to File > Run Map...

Hammer3.png
This dialog box will appear. This gives you options on how to compile your map. If you're going to publish your map, I recommend leaving everything on "Normal". Here's how everything works.

Compiling has 3 main steps: VBSP, VVIS, and VRAD, represented in this dialog box as "Run BSP", "Run VIS", and "Run RAD". VBSP turns all of your level geometry into a base .BSP file that can be run by a game. It is the only part of the compile process that is mandatory to produce a working map. VVIS performs optimization tests. It checks what parts of the map can be seen from other parts of the map. It also does a few other things, such as making water appear (if your map has any). VVIS will not run if you have a leak in your map. VRAD adds light to your map by casting light from any placed light entities. Not running VRAD causes everything to appear super bright, which looks ugly. It's fine for private test compiles, but if you're getting ready to publish your map, definitely include lighting. VRAD will produce weird lighting if VVIS doesn't run, but you can trick VRAD into thinking VVIS has run by setting VVIS to "Fast". After everything is run, the compiler will launch TF2 and immediately put you into your map. (Note: TF2 must be closed for this, otherwise an error message will appear.)

You should basically always run VBSP in normal mode- don't change that. VVIS and VRAD are optional. If you're just looking to do a quick compile to test a part of your map or see it in-game, you can turn VVIS and VRAD off, which will make your compile faster, or you can run them in "Fast" mode. "Fast" VVIS doesn't actually perform optimization, but it still does some other stuff, such as making water appear and allowing VRAD to do proper lighting. "Fast" VRAD produces sloppy lighting, but it's useful for quickly testing your lighting. Setting everything to "Normal" will take the longest, but it is highly recommended for when you publish your map.

The "Don't run the game after compiling" checkbox will do exactly as it says- it won't run your map in TF2 after compiling is completed. If you want to see your map in-game after compiling, leave this unchecked. The "Additional game parameters" is a set of parameters that will be run when your map runs in TF2. They are not required.

To compile your map after selecting your settings, click "OK".

EDIT: Looks like you already did that.
already did that xd
 

Noxi

L1: Registered
Sep 15, 2017
18
2
3 updates today now...WOW , thanks to Da Spud Lord and My bad
 

Noxi

L1: Registered
Sep 15, 2017
18
2
for someone to edit it of you want
 

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Please add screenshots of this map. I want to know what I'm in for before I give this map a run-through.
 

Noxi

L1: Registered
Sep 15, 2017
18
2
Please add screenshots of this map. I want to know what I'm in for before I give this map a run-through.
how do i make those? when i press F12 in-game i make them , but i dont know where they are or whey they go
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
When you close out of the game, there should be a steam popup with al the screenshots you took. Hit the "Show On Disk" button, and it'll take you to where your screenshots are stored on your computer.
 
M

My bad

You can make screenshots look neater by typing the following commands in the console:
r_drawviewmodel 0
cl_drawhud 0
in case cl_drawhud doesn't work, make sure to change sv_cheats to 1

Also, it's generally better to push out more significant updates or batch the small changes together instead of releasing everything individually. Remember to check the map before uploading if it's all done, as it appears the newest version has a leak in it.

To check whether you have a leak just go through the complie log and look for the following:
**leaked**

Additionally, to check where the leak is in your map go to "Map" and then "Load Pointfile"
if there is a leak it will ask you to load the default pointfile.
Hope this helps