cp_map_libs

CP cp_map_libs v1

ZungryWare

L3: Member
May 24, 2018
123
109
cp_map_libs - A collaborative map made by 28 people!

Eleven Months and one day ago, I announced the Map Libs project. The idea was simple. Carve up a map into sections, let members of the community fill those sections with whatever they want, then sew it all back together into a finished product! It seemed simple at first, but oh how wrong I was. Here is a brief history of the Map Libs project:

March 1, 2019: The Planning Phase
I created a discord server so I could work out the kinks of the project with some other folks. Some of the first to join were Heron, Dr. Squishy, Maid, and Sandwhip. We all discussed the best way to run the project and and forumalated an announcement and method of letting people sign up for sections.

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March 14, 2019: The Project is Announced
The people who helped set up the project were given first-dibs over sections. (With Maid specifically requesting the long trench at point A.) And some of the early adopters were already posting screenshots of their sections as people started entering the server to join in.

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March 23, 2019: All sections are claimed!

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April 14, 2019: The Special Compilation Taskforce
After realizing just how much post-work was going to be needed to get this project to compile, I created the Special Compilation Taskforce to whip the sections into shape! The team was made up of Maid, Dr. Squishy, Aapelikaeki, YoshiMario2000, and myself, with each member cleaning up one fifth of the map. This was all to be done after the deadline was hit.

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April 20, 2019: The Deadline Arrives
But not every section was submitted. Several people who had claimed sections ended up forgetting about the project. This meant that some sections had to be done by new people. They ended up getting picked up by Da Spud Lord, Dr. Squishy, Aapelikaeki, and myself.

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May 10, 2019: Compilation Troubles

In the past month, I had been struggling very hard to get the map to compile. The main problem was the brushside limit. Before starting the project, I did not realize just how ridiculously low TF2's brushside limit was. For reference, cp_steel (which is a pretty compact map) uses about two-thirds of the game's brushside limit. And Map Libs didn't just reach the limit, it smashed it to pieces. It was clear that there was a lot of work to be done to get the map to compile.

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May 20, 2019: Retroactive Rules
There was no two ways about it, we had to do a phase 2, where participants were required to resubmit their sections. The new rule was that each section had an allotment of engine limits. Each section was allowed to go to a fullness value of 1.4%. Participants were given another month to get their revised sections in.

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July 7, 2019: VBSP Crashes
I think I may have decided that VBSP is the single worst piece of software ever created. It crashes easily, doesn't directly tell you if it crashes, doesn't always tell you what caused the crash, and reports false information about map statistics if it does crash. I spent hours upon hours of my life identifying what part of the map was causing VBSP to crash. I eventually had to resort to just binary searching through the map until I zeroed in on what parts of the map were causing it. But even after that, everyone who tried to compile the map would just hang on the "writing bsp" phase for an unreasonable amount of time.

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August 18, 2019: Cursed Project
The brushsides were still over the limit. We had forgotten to account for the fact that compiling the sections together results in more brushsides than the total of compiling them each individually. Since brushsides will cut up other brushsides. The only solution that seemed reasonable was to cut up the map into two smaller maps. What's worse, was that even in these two smaller maps, we were still unable to get the map to compile! At this point, it seemed that all hope was lost for getting the project to compile properly.

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February 1, 2020: The Coveted In-Game Screenshot
It had been nearly six months since anything of note had happened with the project. It's fair to say that nobody had any expectations that the project would ever reach completion. But then, out of nowhere, Da Spud Lord posts a screenshot of the map in-game and fully compiled.

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February 4, 2020: Da Spud Lord Rescues the Project
After the server came together to fix some final compilation issues, the bsp's were made available! The map still had been split into two smaller maps, but they both played properly in-game! Participants were given just over a week to fix up their sections in the full map and file any other greivances. We were in the home stretch. We finally got to play the map in-game too! We loaded it up on a server and had some laughs over the process and the wacky things people did with their sections.

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Februrary 15, 2020: The Project is Released
It's finally over. Through the pain, and through the grief. Through the lies. Through the storms. Through the cries, and through the wars. It was all done. So no matter what you say about the end-result, this was truly a labor of love. This is an art-project that will go down in TF2 mapmaking history as the greatest two maps built by 28 people to ever grace the Team Fortress 2 servers!
 
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That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
Very epic. I am proud to have been part of this project. Same for everyone else!

GG gamers
 

Aapelikaeki

L4: Comfortable Member
Feb 24, 2018
152
141
Fuck yeah, seeing all my sections again seems almost surreal.

Thanks to all the people insane enough try and get this map working and under source's caveman-era limits.

I'm definitely down for Map Libs 2!
(and for the special compilation taskforce but i'm hoping that won't be needed again)
 

Spanospy

L1: Registered
Oct 20, 2019
4
4
Damn, this is insane! Is this going to be in the April Fools competition or just something for the hell of it?
 

Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Awesome work guys!! Can't wait for the Gameday!!
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
I am amazed at the sheer scope of this project and the fact that it actually came through... but these maps aren't finished. Everywhere I look there's some visible nodraw or edge of the world, and that was kinda sad because I would have loved for these maps to be polished after the collaboration had finished. Will the original team continue updating these maps to fix these issues? If not, would it be possible to release the custom content and Hammer projects so other people can clean the maps up themselves?
 

Yoshark

L3: Member
Jul 29, 2016
128
137
@Jack5 unfortunately, due to the fact that we did run into the limits of source hard, we're not going to be able to give this map a skybox or merge these two maps into one. I think even as two separate maps, there's was a quite long time when separately they'd run into the limits. There are plans from the team to give the map updates, but don't expect too much.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
I am amazed at the sheer scope of this project and the fact that it actually came through... but these maps aren't finished. Everywhere I look there's some visible nodraw or edge of the world, and that was kinda sad because I would have loved for these maps to be polished after the collaboration had finished. Will the original team continue updating these maps to fix these issues? If not, would it be possible to release the custom content and Hammer projects so other people can clean the maps up themselves?

I would say the unfinished nature is part of the charm of maplibs. The fact that it compiled at all is a feat of its own.