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CP Whaterfall v1

Worf=Rowf

L1: Registered
Feb 9, 2021
2
2
Whaterfall - A 3cp map with a triple deckered mid, water below

My first map still in development.

I just started learning Hammer last month, and I've already playtested the map on earlier versions a couple of times. My main interest in developing maps is to host community events. I already have one planned soon after the time of posting this.

I am new to this, and am unsure about rules pertaining to advertising. I recently created a discord to help manage map and event updates. If it's alright for me to share, I'd like to post a link to it here.

I plan on making a koth variant of this map soon to see how it plays, which will require me to reduce the distance between spawn and mid. Whether or not I do this will also depend on player feedback.

Scheduled playtest events:

v1 - 2/12/21
 
Last edited:

Xbmann

aa
Jul 8, 2019
63
52
A few technical issues with the map in it's current state:

The resupply cabinet models are not associated properly with the func_regenerate, apparent by the lack of animation and the errors in console:
TriggerProximity - Missing measure target or measure target with no origin!
TriggerProximity - Missing measure target or measure target with no origin!
TriggerProximity - Missing measure target or measure target with no origin!
TriggerProximity - Missing measure target or measure target with no origin!
func_regenerate(func_regenerate) has no associated model.
func_regenerate(func_regenerate) has no associated model.
func_regenerate(func_regenerate) has no associated model.
func_regenerate(func_regenerate) has no associated model.
Make sure that your resupply models are named prop_dynamics and their names are specified in the associated model property of the func_regenerate.

Secondly, the map is far more open than it needs to be. My first concern would be the abundance of sightlines and long range combat, but even if the generally large scale was kept, the map desperately needs to be sealed off into different areas rather than the massive open skybox it features currently.

Having a skybox this open causes the optimization process to assume that most of the map will be visible from almost all areas, resulting in far more of the map rendering at once than is needed. While it might seem like an alpha doesn't have much to render, it is important that the map is still split cleanly into different areas as a basic optimization since just having all players rendered at once can be very expensive.

20210209234748_1.jpg


In mat_wireframe you can see that pretty much all of mid is rendering from spawn which is wasteful. These two areas should be sealed off seperately with skybox brushes.

If you're curious about why this happens, I suggest taking a look at the optimization tutorial on interlopers.
 
Last edited:

Worf=Rowf

L1: Registered
Feb 9, 2021
2
2
I'll look into sealing off different areas of the map with skybox brushes. That isn't something I considered before. As far as segmenting more areas of the map, I did have a couple ideas already as to what areas could benefit from that. Really my biggest issue is figuring out how to do that while best integrating the end aesthetic I have in mind. I might have to adjust those ideas to better optimize the map.

Thank you!