CP cp_Handyland_b4 (plus Link)

HänÐågeÐÐoñ

L1: Registered
Aug 20, 2011
6
0
Hi All,after lots of time and work i made cp_handageddon smaller and almost identical on both sides,and called it cp_Handyland I kept it more tf2 friendly
features:
2 four way drawbridges
a spinning water wheel with hands that hurt you(press a lever it will stop)
lots of buttons that work and dont work on purpose
a call handy button somewhere on the center checkpoint
hint brushes
clip brushes on all the stairs(i think)

this was alot of hard work but fun i hear people mentioning gimmick this gimmick that call what you want but i like making things that are different and new if i made something already made before if feels like a job.I think thats why some of us like making these gimmick stuff,its a challenge.this is my first test version of this map i will fix any problems in future updates like a b6.i plan on making this a payload and an intel version of some sort.this was alot of work and im exhausted i`ll take a break for now and come back to it in a few weeks. future projects are cp_nohandsland,cp_handagedden_b4(which is a darker version of cp_handyland),and maybe koth_futurama(i like the show) heres the links if they work

http://www.mediafire.com/?djh2dxz3wnqvucs


update:two rounds testing shows (on my favorite server axl)
raining minihands show on my pc on final cap
raining minihands dont show on final cap after packbsp on others
error in console
music sample plays on final cap but shows error in console?
needs more optimization
these are older pics that render error in the screenshot is gone

whew thanks for playing : )
 
Last edited:

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Those hands are actually quite terrifying.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
what the christ
 

HänÐågeÐÐoñ

L1: Registered
Aug 20, 2011
6
0
Also, the entire map, animated objects and all, is rendered at all times.

in a future update i will remove many of the entities and possibly place objects to block view of other things heres: what the compile looks like at 83% entdata im maxed out i will remove and change things and add more detail i will try not to use any hl2 textures,there is however one model the long ladder which fits perfect in my tower.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 2648/8192 31776/98304 (32.3%)
brushsides 26108/65536 208864/524288 (39.8%)
planes 42238/65536 844760/1310720 (64.5%)
vertexes 43861/65536 526332/786432 (66.9%)
nodes 9788/65536 313216/2097152 (14.9%)
texinfos 3828/12288 275616/884736 (31.2%)
texdata 293/2048 9376/65536 (14.3%)
dispinfos 606/0 106656/0 ( 0.0%)
disp_verts 15486/0 309720/0 ( 0.0%)
disp_tris 19968/0 39936/0 ( 0.0%)
disp_lmsamples 94104/0 94104/0 ( 0.0%)
faces 17559/65536 983304/3670016 (26.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10115/65536 566440/3670016 (15.4%)
leaves 9887/65536 316384/2097152 (15.1%)
leaffaces 32545/65536 65090/131072 (49.7%)
leafbrushes 16290/65536 32580/131072 (24.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 130421/512000 521684/2048000 (25.5%)
edges 85069/256000 340276/1024000 (33.2%)
LDR worldlights 253/8192 22264/720896 ( 3.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 2675/32768 26750/327680 ( 8.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48018/65536 96036/131072 (73.3%)
cubemapsamples 42/1024 672/16384 ( 4.1%)
overlays 57/512 20064/180224 (11.1%)
LDR lightdata [variable] 2766776/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5056324/16777216 (30.1%)
entdata [variable] 328893/393216 (83.6%) VERY FULL!
LDR ambient table 9887/65536 39548/262144 (15.1%)
HDR ambient table 9887/65536 39548/262144 (15.1%)
LDR leaf ambient 51346/65536 1437688/1835008 (78.3%)
HDR leaf ambient 9887/65536 276836/1835008 (15.1%)
occluders 2/0 80/0 ( 0.0%)
occluder polygons 20/0 240/0 ( 0.0%)
occluder vert ind 88/0 352/0 ( 0.0%)
detail props [variable] 1/73056 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/103948 ( 0.0%)
pakfile [variable] 4592132/0 ( 0.0%)
physics [variable] 1111122/4194304 (26.5%)
physics terrain [variable] 116344/1048576 (11.1%)

Level flags = 0

i heard of people with 120% and 140%