Sandblast

KotH Sandblast a2

JargonJC

L1: Registered
Dec 1, 2015
22
25
Some wonderful people bugtested my map and now it's a full-blown update!

Full of clipping additions and subtractions, some roofs are now accessible or passable! Lighting fixes abound, and no more holes in the world to be found (that you can get into)

Enjoy!

Read the rest of this update entry...
 

JargonJC

L1: Registered
Dec 1, 2015
22
25
I'm working on updating this map, an A2 release should be out soon. Most likely within the next week. Here's some sneeky peekies. Also, map will be known as Sandpoint from now on.
VNeIz8r.jpg


kcOXbEp.jpg
 
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JargonJC

L1: Registered
Dec 1, 2015
22
25
HUGE amount of stuff changed between this release and the last, including but not limited to:
  • Spawn Redesign: It is as sleek as a baby's behind compared to the unsightly behemoth that was A1's spawn.
  • MANY central point changes, notably the complete redesign of the barns around the point.
  • Turned down the capture time from 12 seconds to 10 seconds.
  • Worked on optimization (It no longer renders the entire map at once, hooray!)
  • Subsequently killed optimization somewhat with removal of areaportals. They were breaking things, and I couldn't fix it.
  • Maaany many many many displacement changes. Not really special, but it's there.
Known issues are:
  1. small bits of Z-fighting in places
  2. Small bits of nodraw-wall syndrome in places (notably the Large Barns)
  3. Misplaced healthpacks (Inconsistent locations {I was tired dangit})
  4. Misaligned textures (not really a biggie for an A2)
  5. No cubemaps in the map (will be added soon but not now)
And now, for your dose of images.
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20180208080625_1.jpg

PS the map is now Sandpoint instead of Sandblast.

Read the rest of this update entry...
 

LethalDumpster

L1: Registered
Apr 22, 2018
6
0
Pro tip: dont compile with Default HDR. It sounds like a great addition to hammer that everyone should use, but its honestly not all that. It can make your game gorgeous but It makes light colors very bright, and entering different areas shifts the brightness of the game in an unsightly manner. If you couldn't already tell, official TeamFortress 2 maps dont often use Default HDR lighting for the reasons I've listed, people often compile with *custom HDR settings for a pitch perfect compile. Heck I still use it from time-to-time with special scenes that only exist to look pretty.

Also I've noticed that some of your props have some funny lighting. A great way to fix this is to use the compilers Expert mode with some special commands. Heres a resource I've used and often use when hammer decides to forget my compile settings: http://www.nodraw.net/2010/12/lighting-compile-options/
I highly suggest reading the whole thing, but if your feeling lazy and dont wanna do too much reading, then on the website just scroll down to the "How do we use these features?" section. There it will tell you how to do it.-ofcourse. I found it a little confusing my first time trying it out. So FYI the compile menu screenshot on the website, ignore the unchecked boxes. You only need the checked ones. Do that and it may help alot of your props. Though sometimes some props look funky with this, and you may have to set other special settings described on the webpage under the "Wait, there's more!" section.

Thats all I've got for you, good luck. Neat map btw! :p
 
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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Pro tip: dont compile with HDR. Its sounds like a great addition to hammer that everyone should use, but its honestly not all that. It can make your game gorgeous but It makes light colors very bright, and entering different areas shifts the brightness of the game in an unsightly manner. If you couldn't already tell, official TeamFortress 2 maps dont often use HDR lighting for the reasons I've listed, other then the few occasions where some people compile with *custom HDR settings for a pitch perfect compile. Heck I still use it from time-to-time with special scenes that only exist to look pretty.

Official TF2 maps most definitely always use HDR, they can be adjusted very easily to tone down the bloom.

Overall though, this map is an a2 so visuals aren't probably the biggest concern right now.
 

LethalDumpster

L1: Registered
Apr 22, 2018
6
0
Oh, another thing. Idk if your already aware, but for quality of life reasons you should put clip brushes on stairs. This keeps player from getting an annoying jittery motion when walking up them, and if a player happens to jump up the stairs their foot wont slam into a step stopping them in their tracks anymore. Many experienced mappers do this, and is even a huge deal in competitive source engine games like CS:GO.
 

JargonJC

L1: Registered
Dec 1, 2015
22
25
I appreciate the concern, however I know all of this. It is simply not important while this map is in development.

Also, I have been mapping for a little over 4 years. I know about tonemapping, and custom-build them to each of my maps. That is what HDR is for. Official maps DO use HDR.
Don't assume you know everything. It's almost rude that your first comment from an account created less than a few hours ago is one going off on a spiel like that.
 

LethalDumpster

L1: Registered
Apr 22, 2018
6
0
Official TF2 maps most definitely always use HDR, they can be adjusted very easily to tone down the bloom.

Overall though, this map is an a2 so visuals aren't probably the biggest concern right now.
Omg, thankyou for catching that. When I first typed that out I went back to correct myself saying that custom HDR settings are used but I didnt clean up some bad info. XD
 
Dec 2, 2012
42
109
Pro tip: dont compile with HDR. Its sounds like a great addition to hammer that everyone should use, but its honestly not all that. It can make your game gorgeous but It makes light colors very bright, and entering different areas shifts the brightness of the game in an unsightly manner. If you couldn't already tell, official TeamFortress 2 maps dont often use Default HDR lighting for the reasons I've listed, people often compile with *custom HDR settings for a pitch perfect compile. Heck I still use it from time-to-time with special scenes that only exist to look pretty.

Also I've noticed that some of your props have some funny lighting. A great way to fix this is to use the compilers Expert mode with some special commands. Heres a resource I've used and often use when hammer decides to forget my compile settings: http://www.nodraw.net/2010/12/lighting-compile-options/
I highly suggest reading the whole thing, but if your feeling lazy and dont wanna do too much reading, then on the website just scroll down to the "How do we use these features?" section. There it will tell you how to do it.-ofcourse. I found it a little confusing my first time trying it out. So FYI the compile menu screenshot on the website, ignore the unchecked boxes. You only need the checked ones. Do that and it may help alot of your props. Though sometimes some props look funky with this, and you may have to set other special settings described on the webpage under the "Wait, there's more!" section.

Thats all I've got for you, good luck. Neat map btw! :p

All the official tf2 maps use HDR. All the things you're listing is due to improper tonemapping. Once you have a tonemapper, you can change the shifting with SetTonemapRate to create a more slower gradual transition. You can set SetAutoExposureMin to something like .7 or 1 to prevent outside areas from being overblown with bright light when coming from a dark area. You can also use SetBloomScale to prevent really really bright hotspots.
 

LethalDumpster

L1: Registered
Apr 22, 2018
6
0
I appreciate the concern, however I know all of this. It is simply not important while this map is in development.

Also, I have been mapping for a little over 4 years. I know about tonemapping, and custom-build them to each of my maps. That is what HDR is for. Official maps DO use HDR.
Don't assume you know everything. It's almost rude that your first comment from an account created less than a few hours ago is one going off on a spiel like that.
I sincerely apologize for coming off rude. It was not my intent. The biggest reason I jumped the gun to say what I did, was because your 2cart map has made a presence among the VNN community. The Default HDR was a large distraction, though you mentioned no longer working on it so I checked your other posts to see if it was a common situation. None of your few listed maps have had any of the spoken settings. Crash noted an error in my writing, and ive sinced corrected it -it seemed that was true, so i wanted to help out. Again, im very sorry...
 
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LethalDumpster

L1: Registered
Apr 22, 2018
6
0
All the official tf2 maps use HDR. All the things you're listing is due to improper tonemapping. Once you have a tonemapper, you can change the shifting with SetTonemapRate to create a more slower gradual transition. You can set SetAutoExposureMin to something like .7 or 1 to prevent outside areas from being overblown with bright light when coming from a dark area. You can also use SetBloomScale to prevent really really bright hotspots.
You are correct. I made a mistake, and it has since been corrected.
 
Dec 2, 2012
42
109
Ah I just now read what you corrected. Sorry if I came across as rude. I just don't like it when people dispose of hdr entirely because they don't like the default settings. (which is what I thought you were doing)
 

LethalDumpster

L1: Registered
Apr 22, 2018
6
0
Ah I just now read what you corrected. Sorry if I came across as rude. I just don't like it when people dispose of hdr because they don't like the default settings. (which is what I thought you were doing)
Completely understandable, I dont blame you.