Cp_Barry_Scrapyard

Hassan Chop!

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Nov 16, 2011
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Ok I got an idea for a cp map. It takes place in Barry Island Scrapyard in North Wales in 1967. The Blu and Red teams start in smelting warehouses while the battlefield is filled with sidings with old ex-GWR and LMS locomotives. The map is divided by a two-track mainline with BR diesels running up and down from the Welsh mainline which could flatten you if you stand in their way. The 4 control points are located in small corrugated huts anywhere on the map. There can even be a Halloween version where ghosts of engine drivers haunt the map and the mainline can be run by the ghosts of the engines in the scrapyard.

There is my idea. Tell me what you think of it.

Sincerely,
Nicholas Webster
 

Hassan Chop!

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Nov 16, 2011
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A scrapyard is a really cool idea, but it would be very hard to optimise- maps with tons of props are difficult to optimise at times.

Yeah because we need British steam/diesel locomotives for the map and all we have is an American Blu/Red SD-40/2 Diesel. :(
 
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Fruity Snacks

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Well no, thats not what he meant.

To optimize means to make the map running better and smoother for something, so you get high FPS. Adding props and using scrap piles would be horrible, you would need to find a way to virtually cut the visleafs down. (in essence, cut down what the person renders)
 

Hassan Chop!

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Nov 16, 2011
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Well no, thats not what he meant.

To optimize means to make the map running better and smoother for something, so you get high FPS. Adding props and using scrap piles would be horrible, you would need to find a way to virtually cut the visleafs down. (in essence, cut down what the person renders)

The engines in Barry Scrapyard weren't put in piles like most scrapyards. They were left in railway sidings to rust and day by day would the scrapmen pull them apart for smeltering. And I was thinking about using new scratchmade 3D models of the engines, I'm an expert in this field. ;)
 

Fruity Snacks

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Expert in the field of modeling? or Mapping?


If you were an expert in mapping, you would've understood what I said. It would be very hard to optimize a map like this, it would have to be very very small, and a lot of people would need high end comps or you'd need very low poly, cheap-to-render models.
 

Hassan Chop!

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Nov 16, 2011
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Well I am in the field of modeling. I don't know how to model Tf2 maps yet, but I know more than a thing or two about modeling steam locomotives. If I can make you an example, you'll see what I mean. ;)
 

English Mobster

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Jul 10, 2011
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The problem with props is that the game's rendering engine has to work harder to keep making them. What you're describing sounds like it would be possible (I take it it's like cp_Well?), if the sightlines were restricted (e.g., you would have probably about 2 sidings with perhaps 2-3 locomotives per siding, then you would have to have a building of some sort to block visibility).

The game can only handle a certain number of props per area, so, while definitely possible, care must be taken to ensure that each area is closed off enough that there are very few overlapping visleaves and thus less props to render.

I honestly don't think you'll have much of a problem if you just emulate the number of tracks visible in cp_Freight or cp_Well, but it's something to consider nonetheless.

E: 4 Control Points? Not 5? There are typically 5 Control Points in a CP map: 1 in each base (the "Spytech" area), 1 in each facade (Smelting Warehouses, as you say), and 1 in the very center of the map (I would guess between the 2 mainlines).

If you're going for A/D, 4 is also a very strange number to have. There are typically either 2 CPs per round (Gorge, Dustbowl) or 3 CPs total (Gravel Pit). If you're going for 2 per round, keep in mind that there are typically 3 rounds per game, so you couldn't have 4 there either, you would have to have 6. Multi-round maps can get very resource-intensive, however, so to avoid issues with that, I would suggest you stick at a 2-or-3 CP single round A/D format, or a 5 CP "Push" map.
 
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Sergis

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Jul 22, 2009
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Well I am in the field of modeling. I don't know how to model Tf2 maps yet, but I know more than a thing or two about modeling steam locomotives. If I can make you an example, you'll see what I mean. ;)

what we're saying here is that a scrapyard sounds like it will be completely rendered at all times, causing low framerates for most people. it makes no difference if the props in question are locomotives, trees, cats, hydroshields or whatever the hell else, if you'll have too many of them rendered at the same time, the framerate will go to shit.

E: 4 Control Points? Not 5? There are typically 5 Control Points in a CP map: 1 in each base (the "Spytech" area), 1 in each facade (Smelting Warehouses, as you say), and 1 in the very center of the map (I would guess between the 2 mainlines).

If you're going for A/D, 4 is also a very strange number to have. There are typically either 2 CPs per round (Gorge, Dustbowl) or 3 CPs total (Gravel Pit). If you're going for 2 per round, keep in mind that there are typically 3 rounds per game, so you couldn't have 4 there either, you would have to have 6. Multi-round maps can get very resource-intensive, however, so to avoid issues with that, I would suggest you stick at a 2-or-3 CP single round A/D format, or a 5 CP "Push" map.

cp_titan, cp_mojave, cp_petrol ... cmon son, be more flexible :p
 

Hassan Chop!

L1: Registered
Nov 16, 2011
6
0
The problem with props is that the game's rendering engine has to work harder to keep making them. What you're describing sounds like it would be possible (I take it it's like cp_Well?), if the sightlines were restricted (e.g., you would have probably about 2 sidings with perhaps 2-3 locomotives per siding, then you would have to have a building of some sort to block visibility).

The game can only handle a certain number of props per area, so, while definitely possible, care must be taken to ensure that each area is closed off enough that there are very few overlapping visleaves and thus less props to render.

I honestly don't think you'll have much of a problem if you just emulate the number of tracks visible in cp_Freight or cp_Well, but it's something to consider nonetheless.

E: 4 Control Points? Not 5? There are typically 5 Control Points in a CP map: 1 in each base (the "Spytech" area), 1 in each facade (Smelting Warehouses, as you say), and 1 in the very center of the map (I would guess between the 2 mainlines).

If you're going for A/D, 4 is also a very strange number to have. There are typically either 2 CPs per round (Gorge, Dustbowl) or 3 CPs total (Gravel Pit). If you're going for 2 per round, keep in mind that there are typically 3 rounds per game, so you couldn't have 4 there either, you would have to have 6. Multi-round maps can get very resource-intensive, however, so to avoid issues with that, I would suggest you stick at a 2-or-3 CP single round A/D format, or a 5 CP "Push" map.

Why not have the map as a KOTH map to simplify the numbers of CPs in the map? Sound better? I just thought up a map for Barry Scrapyard.



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I was thinking about what you guys said and I was thinking it should be nearly the size of the cp_ballparkv2 map to reduce poly count. If I figure out how to get GMAX models into Tf2, I could help with some of the scenery items. I was planning on doing the following engines:

http://en.wikipedia.org/wiki/GWR_4073_Class
http://en.wikipedia.org/wiki/LMS_Jubilee_Class
http://en.wikipedia.org/wiki/SR_Merchant_Navy_Class
http://en.wikipedia.org/wiki/LSWR_S15_class
http://en.wikipedia.org/wiki/BR_Standard_Class_9F

At least 2 or 3 could go into the sidings, and maybe in some of the cabs there could be medikits/ammunition, and for fun in the respawing area there could be a smeltering area where you can jump into the fiery furnace during the game. :p
 

Fruity Snacks

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:| Mate you keep missing the point of what we are saying.

You CAN NOT USE PROPS ALONE in a map. you MUST have some brushes cutting up visibility rendering, props do NOT cut the visbility renders. This idea could work, but NO ONE would play it, because their FPS would absolutely horrible.

Do you like playing on maps with 5 FPS?
 

Wilson

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May 4, 2010
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Well sorry to break this to you, but we are not going to make map for you and the idea is not going to work unless you want people play with 5 fps.