cp_drill

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
koth_drill

Hi all, I'm new to these forums and pretty damn new to mapping too.

So far I've mainly been testing the basics of TF2 mapping - Getting all the entities known and how to easily create an optimized area.
However, recently I randomly began to test myself on developing cover around a control point, I started to enjoy the mapping more and got carried away until I developed a full layout.

My map is called cp_drill_b2. The name just relates to the mines on either end of the map where both teams spawn (there is no actual drilling involved :) ) The map focuses round a single CP - Which I was planning to expand on but I may now edit the map to make it part of the new KoTH gamemode. This thread is mainly for you guys to test it out, see what you think and discuss the layout. Please note this is my first ever finished map so go easy on me :D

Also tell me if you think the map would work better as a KoTH. I am aware this has some bugs which I plan to fix in the future :)


EDIT after b3 release
The map is now fully KoTH, many bugs have been repaired and the map is now truly ready for a play test on game day. Version beta3 is available via the download link!

Thanks :D
 
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The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
so...what's its current gametype?KoTH?
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
The current gamemode is CP, because I havn't edited and recompiled it yet, but I might change it to KoTH.

And yeah I had problems with the darkness of it, I wanted it much darker than Pipeline but that's just not a good base for gameplay. I've been considering changing the lighting to that of a brightness of 2fort.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
If any of you could download the map and try to locate bugs for me that would be a great help as it takes several hours to compile thanks to a big mistake copy and pasting one of the large buildings.

Bugs I am aware of:
-The timer reaches 0 and then stops without the round ending
-The cap HUD is bugged and needs to be repaired
-Cube map bug which sometimes prevents them from working
-Both spawn rooms are too small and players spawn close to the resupply cabinets
-No 3D Skybox
-Map is too dark

Thanks, any other finds would be great :)
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
Okay I ran though this map and this is FPS hell, right when I walked outdoors (don't know why). And everything that's supposed to have a shiny gloss became super shiny. I think you compiled with HDR on since I got lots of HDR errors.

For the time being, there's no need to compile with HDR.

You also need to buildcubemaps. As I read from above, you did and it won't work. Before you build them cubes, go to console and then type sv_cheats 1. Then do buildcubemaps. Re-run the map again and it should be working now.

Anyway, in Hammer try compiling without HDR. It wouldn't take a few hours, but if this persists (even w/o HDR) your map may have a leak, I believe.

On to the pictures!

Cubemaps issue...
cp_drill_b20000.jpg


HDR issues...
cp_drill_b20001.jpg

cp_drill_b20003.jpg

cp_drill_b20004.jpg


The balcony is super dark. Please add lights to it if you're going to keep the night time theme.
cp_drill_b20002.jpg


The light in this room is flickering, but the corresponding florescent light thingy up there isn't flickering. Check your light entities...
cp_drill_b20005.jpg
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Thanks for the help, the first 4 screenshots are the same problem which I am aware of. The 5th screenshot I have no idea where that is and why it is so dark - I'm going into TF2 in a moment to find that area and fix it. And the last screenshot was because I accidentally modified the lighting in that room and forgot to readd a light entity.

EDIT: And I will probably be making this map day light anyway - Clearly my original idea about a dark map hasn't gone to plan.

EDIT again: I'm testing the map at the moment and my version has no HDR bugs or cubemap errors - Obviously I fixed this after uploading
 
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PenPen

L5: Dapper Member
Apr 24, 2008
207
136
Sorry, that'd be the balcony by the CP. But since you're making it daytime instead, I don't think this will be as big of an issue. The area I'm standing at is the corner of that balcony.

Edit: By the way, I think the map 'feels' fine in terms of gameplay, but I'm only by myself. I also noticed that the hud for the midpoint is somehow below the screen, which is weird.

Once this is fixed along with the FPS issues I mentioned earlier you can get more people to test your map (eg gameday).
 
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Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
I'm currently working on the map as I type. I've already...

- Made the map daytime
- Changed the skybox
- Removed unnecassery lighting (because of daytime lighting)
- Fixed a few bugs
- Optimized the map further using nodraws
- Reduced brightness of most lighting (e.g. inside the spawn rooms)
- Turned off shadows on innappropriate props to reduce black shadow spots
- Opened the alternate spawn tunnel up so the stairs cover the entire mine shaft
- Enlarged both spawn rooms
- Removed pointless small displacements and replaced them with larger ones

And I still have to...

+ Add area portals
+ Add some more nodraw textures
+ Finish displacements
+ Fix HUD bug
+ Get timer working
+ Change gamemode to KoTH
+ Possibly create a simple 3D skybox
+ Compile and test
 

Peterm

Banned
Jun 1, 2009
171
8
ye mainly lighting i wouldn't lighten it too much unless it looks pitch black and also ur reflections need help and hdr needs off
(dot env_cubemaps everywhere mwahahahha)
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
The map has as many cube maps as it needs, this was just uploaded before I built them. And the map has been entirely lightened to about the same brightness and colour as 2fort. Alot of lights have been removed and I'll upload the new map tomorrow with a full changelog. :)
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Beta 3 is now released! Changelog has been listed and download link is available - Many bugs have been repaired. Download and comment.

Also, do I have to arrange for my map to be played on a game day or what? :)
Thanks :D

EDIT: And if its possible could an admin please change the gametype to KoTH instead of CP, that would be great, cheers! :)
 
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Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
MAP TEST THREAD BUMP

Psy has put my map on the Euro server for random testing, just so you know, if you happen to play my map - Remember to post your comments etc here. Thanks :D
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
Since you told me that you remade the map again I finally got some time to go through this new version. Sorry for the lateness.

It's weird, I'm still getting cubemap issues.

Also the blu spawn has a flashing light which doesn't appear in the red spawn.
http://dl.getdropbox.com/u/1806760/koth_drill_b30000.jpg

Outside the spawn my fps is somewhere around 60, while everyone's fps may vary, I think this is going to be an issue eventually.

But other than this, I think it's fine. Optimization is the next step!
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Thanks PenPen, I was originally going to make the lights softly flicker as if the underground spawnrooms were damaged (hence the use of the new stained wall texture) But I thought it wasn't necassery so I didn't add it to both, I'm currently trying to quickly optimize and fix all known bugs in the map for Wednesday's gameday, I've fixed displacement and lighting issues and added a nice 3D skybox.

All I have to do now is repair a bug I have with the skybox, optimize the buildings and spawn areas and if I have time left - edit the textures of the 2 buildings to make them appear separate. Then you can play the new version Wednesday Gameday 5pm GMT! :D

EDIT: Everytime I build the cubemaps, when I upload the version it always seems to bug them - Should I replace the cubemaps?
 
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Cylence

L1: Registered
Sep 5, 2009
38
11
I just ran through your map. You are doing pretty good so far. However, I too am having cubemap issues. I looked through the BSP in Pakrat and noticed a distinct lack of cubemaps. My guess is that you built them in game and uploaded the map from ...\sourcesdk_content\tf\mapsrc as opposed to ...\team fortress 2\tf\maps. If you built the cubemaps in game they would be only on the BSP in that directory. I made just that mistake when uploading my map.

Cubemaps aside, your map seems to be on the right track. Lighting and aesthetics tweaks and additions are needed in certain areas; info_lighting can help with some unrealistically dark props. And, this is just an observation, there is an almost even distribution of farming, industrial, mining, and spytech themed props throughout your map.

Your spawns need some tweaking. The sliding door on the left is floating a bit apart from its frame and if you look straight up while exiting through the door on the right you can see the sky.

The shacks right outside of the spawns look nice from the outside but, on the inside they are very cramped and adding any detail would take up precious space. You have a bit of room to expand them towards the train tracks and I would recommend doing just that.

I liked the interiors of the side buildings. They were detailed and had a good amount of room to maneuver in.

You'll eventually want to place some angled player-clips around the sides of doorways to prevent players from getting stuck. Also, some player-clips on the stairs to make climbing a smooth experience.

I saw a hole in the displacements nearby each of the trucks.

I think that is about everything I noticed on my run through. It looks promising. Keep it up and have fun. Good luck. :)
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
I just ran through your map. You are doing pretty good so far. However, I too am having cubemap issues. I looked through the BSP in Pakrat and noticed a distinct lack of cubemaps. My guess is that you built them in game and uploaded the map from ...\sourcesdk_content\tf\mapsrc as opposed to ...\team fortress 2\tf\maps. If you built the cubemaps in game they would be only on the BSP in that directory. I made just that mistake when uploading my map.

Cubemaps aside, your map seems to be on the right track. Lighting and aesthetics tweaks and additions are needed in certain areas; info_lighting can help with some unrealistically dark props. And, this is just an observation, there is an almost even distribution of farming, industrial, mining, and spytech themed props throughout your map.

Your spawns need some tweaking. The sliding door on the left is floating a bit apart from its frame and if you look straight up while exiting through the door on the right you can see the sky.

The shacks right outside of the spawns look nice from the outside but, on the inside they are very cramped and adding any detail would take up precious space. You have a bit of room to expand them towards the train tracks and I would recommend doing just that.

I liked the interiors of the side buildings. They were detailed and had a good amount of room to maneuver in.

You'll eventually want to place some angled player-clips around the sides of doorways to prevent players from getting stuck. Also, some player-clips on the stairs to make climbing a smooth experience.

I saw a hole in the displacements nearby each of the trucks.

I think that is about everything I noticed on my run through. It looks promising. Keep it up and have fun. Good luck. :)

Thanks for the advice, I can safely say that almost all of these bugs are fixed - the next update is going to be very big. It's about 60% done so far, the bases have been completely redesigned, they are more detailed and better looking than ever. The capture area has been made bigger and completely redesigned. The smaller sheds have been made bigger by about 40%. The door bug you mentioned has been repaired nicely.

The wooden farming style of the main side buildings has been almost completely removed. BLU base is now more 'bulky' and industrial looking, inspired by buildings in Badwater. I am going to start work on recreating RED base to make it look unique this afternoon. I am happy with the progress so far and I look to revealing all these changes to you guys in the next few days. :)
 
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