1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

CP_foothills: advice and help

Discussion in 'Mapping Questions & Discussion' started by Remnic, Jan 8, 2010.

  1. Remnic

    Remnic L2: Junior Member

    Messages:
    95
    Positive Ratings:
    16
    Hello

    I'm working on a push CP map that I started about 2 months ago (1 month of progress and 3 weeks of hiatus) and it's nearing its Alpha release. However, there are several bugs and lighting errors that I need the community's help with. I have some lighting texture problems and some advice from some of the experienced TF2 mappers here. Here is the link

    EDIT: Just to warn you, I haven't set up any lights within other parts of the map. They don't seem to be working properly. Use the map's fog to guide you if you enter the interiors.

    EDIT#2: Updated the download link.

    [ame=http://www.zshare.net/download/70977873b52ae5c5/]cp_foothills_a1.bsp - 12.80MB[/ame]

    Here are some screenshots I took before uploading the map for help and such.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    I know the visuals might look a bit empty, but that's the least of my concerns once I've found some ways to fix up my lighting issues and such.

    NOTE: Cubemap has not been initiated on the map yet.
     
    Last edited: Jan 9, 2010
  2. Numerous

    Numerous L4: Comfortable Member

    Messages:
    150
    Positive Ratings:
    72
    If this is beta, then it'll cover up any lack of optimisation (some people don't optimise till RC). Just make sure when you do optimise, you focus around where people wll be looking (extra detail round doors and windows, you don't need a lot high up on the outside of a 3 storey building, most people don't look up much anyways).

    I'd test it but I'd need TF2 to test it, and that would take approximately a year and a half, assuming I blew this computer's download limit every month. YAY FOR 300MB DOWNLOAD LIMIT!
    95% of it gets used for bitching about said download limit anyways.

    This isn't necessary, by the way, but it'd be nice if you cold show a top-down shot of the layout of the map, I know quite a few mappers release a screenshot like that with their map.

    Also, I can't see anything remotely gameplay-related in those screenshots, apart from possible routes to somewhere or other.
     
    • Thanks Thanks x 1
    Last edited: Jan 9, 2010
  3. Remnic

    Remnic L2: Junior Member

    Messages:
    95
    Positive Ratings:
    16
    Alright sure.

    [​IMG]

    I wasn't able to get a proper screenshot of the entire map ingame.

    Red lettered circles are RED's Control Points (meaning A comes right after the middle CP if BLU captures it) and vice versa for the BLU side.

    Also, is there a way to undo func_details and revert them back into standard world geometry?
     
  4. Remnic

    Remnic L2: Junior Member

    Messages:
    95
    Positive Ratings:
    16
    I know I really shouldn't double post in my own thread but...

    I have fixed the lighting and func_detail issues I was dealing with previously. However, now BOTH lighting and func_detail are giving me this hassle.

    [​IMG]

    I think I'm supposed to add nodraw to the brush that goes behind the func_detail corners in my respawn room. Any other ideas that might be causing this?
     
  5. Retroid

    Retroid L5: Dapper Member

    Messages:
    206
    Positive Ratings:
    22
    Jesus?
     
    • Thanks Thanks x 1
  6. Tydax

    Tydax L1: Registered

    Messages:
    21
    Positive Ratings:
    1
    I think you can fix it with the smoothing groups.