- Aug 11, 2014
- 20
- 0
PL_Pit (Feel free to change the name
)
[Open]No need to ask for permission.I started of with the motivation to complete it but.. yea
I myself am great at logic, but I sorta suck at graphical design.. :s (Ima programmer
So the map exists out of 3 "major" parts:
The Top level
The pillars that you see here Break, if they receive enough damage (causing the entire balcony to collapse)
The Ginormous gate goes down when the payload pumbs against it (an alarm goes of).
When it's fully open, the cart is able to move on.
A big ass rotating elevator!
The Hallway
The Cave
(I love how I can't edit the size of these pics in-forum -_-)



The pillars that you see here Break, if they receive enough damage (causing the entire balcony to collapse)



The Ginormous gate goes down when the payload pumbs against it (an alarm goes of).
When it's fully open, the cart is able to move on.

A big ass rotating elevator!
The Hallway


The Cave

(I love how I can't edit the size of these pics in-forum -_-)
- 98% of the payload path is in place and functional
- Two Blue Spawn Rooms
- One Red Spawn Room
- Most (if not all) of the logic
- No leaks
- What's there is there without any issues (That I know of)
Code:
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_pit/nature/blendgroundtograss009_nodetail_wvt_patch
Patching WVT material: maps/pl_pit/nature/blendrockgroundwallforest004_wvt_patch
Patching WVT material: maps/pl_pit/nature/blendgroundtograss009_wvt_patch
Patching WVT material: maps/pl_pit/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 378 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (547085 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
.9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1025 texinfos to 656
Reduced 76 texdatas to 66 (2087 bytes to 1703)
1 second elapsed
540 portalclusters
1492 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 280 visible clusters (0.24%)
Total clusters visible: 117002
Average clusters visible: 216
Building PAS...
Average clusters audible: 397
visdatasize:63960 compressed from 77760
1 minute, 15 seconds elapsed
[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']
4365 faces
7 degenerate faces
2248773 square feet [323823392.00 square inches]
21 Displacements
127378 Square Feet [18342488.00 Square Inches]
4358 patches before subdivision
133450 patches after subdivision
0 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 27713468, max 1004
transfer lists: 211.4 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1166 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 550/8192 6600/98304 ( 6.7%)
brushsides 4082/65536 32656/524288 ( 6.2%)
planes 3598/65536 71960/1310720 ( 5.5%)
vertexes 6397/65536 76764/786432 ( 9.8%)
nodes 1685/65536 53920/2097152 ( 2.6%)
texinfos 656/12288 47232/884736 ( 5.3%)
texdata 66/2048 2112/65536 ( 3.2%)
dispinfos 21/0 3696/0 ( 0.0%)
disp_verts 1797/0 35940/0 ( 0.0%)
disp_tris 2880/0 5760/0 ( 0.0%)
disp_lmsamples 156005/0 156005/0 ( 0.0%)
faces 4365/65536 244440/3670016 ( 6.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2010/65536 112560/3670016 ( 3.1%)
leaves 1740/65536 55680/2097152 ( 2.7%)
leaffaces 5369/65536 10738/131072 ( 8.2%)
leafbrushes 1487/65536 2974/131072 ( 2.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 28372/512000 113488/2048000 ( 5.5%)
edges 16774/256000 67096/1024000 ( 6.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 329/32768 3290/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5076/65536 10152/131072 ( 7.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 8213624/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 63960/16777216 ( 0.4%)
entdata [variable] 89792/393216 (22.8%)
LDR ambient table 1740/65536 6960/262144 ( 2.7%)
HDR ambient table 1740/65536 6960/262144 ( 2.7%)
LDR leaf ambient 970/65536 27160/1835008 ( 1.5%)
HDR leaf ambient 1740/65536 48720/1835008 ( 2.7%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/13210 ( 0.0%)
pakfile [variable] 213589/0 ( 0.0%)
physics [variable] 547085/4194304 (13.0%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 11462
44 seconds elapsed
- One red Spawn room (on the Top level)
- The cave doesn't look like a cave (at all, It's just a box with a rocky texture
)
- The top level needs some environmental work (As in, you'll need to find a way to mark the edges)
- Optimization (e.g: The upper level is boxed into a skybox.., lack of hints)
- Lightning
- Details
Rules
- When you (and your team?) are finished with the map (as in "it's complete")
You have to Post the final bsp file here in this thread (Because I'm curious)
Contact
If you need me for stuff, You can always drop me a message.
I included the .bsp file, In case you just wanna have a look ↓
Attachments
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