PL Hat Factory 55

A 3 stage payload that is themed as a whimsical factory where the Mann Co makes hats

  1. r13

    r13 Train God

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    I got a portal issue in the latest version of the hatfactory and i could use some advice on solving it.

    i'll describe the issue and tell you where to stand in the current version on the workshop to the issue.

    i have a medium sized room around my third cap point, C with several doors into it. when you stand outside of the room and look into the main door the back corner will disappear. it seems the bsp tree is culling that leaf. I assume that a hint brush can solve it but i'm a little lost on where i would put it to be efficient with it. i don't want to decorate the whole inside of the room with hints.

    if you stand in the leaf that is getting culled, the whole world gets culled too, so i'm anxious to fix this and get a patched version up.
     
  2. r13

    r13 Train God

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    i'm making a video right now to show the issue too.
     
  3. r13

    r13 Train God

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    and yes that wall is all solid brushes, in the 'real world'. no func_details penetrating the wall even.
     
  4. ics

    aa ics http://ics-base.net

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    Did you look at the case with mat_wireframe 1 on or within hammer with portal file loaded? Something is making it crazy.
     
  5. r13

    r13 Train God

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  6. Vel0city

    aa Vel0city func_fish

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    Tunnel of love? More like tunnel of LSD.

    Should play some Pink Floyd when walking trough that tunnel. The early psychedelic stuff.
     
  7. r13

    r13 Train God

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    Version 50.... The layout from version 48 survives!

    - added a new spawn for blue that opens up after they cap checkpoint alpha
    - added and fixed teleports for the spawns.. it's supposed to teleport any left to the forward spawn
    - since the layout didnt change as much, i detailed a bunch
    - i lied the layout did change some. stage 2 area, the arena like area, has several rooms and paths closed up.
    - more half life 1 announcer voices all the way thru. it'll nag you every 2-3 mins to push the cart.
    - made the transition between satge 2 and 3 a lil more of a event. added fx! wooo. fx.
    - more custom logos cause i made them and i'm using them.
    - optimizing by making several large swaths of trim brushes into models. no more tjunctions.
    - added more player clipping to help the people unable to stop rubbing up on things.
    - toned down the lights in the tunnel of love by 25%. they are still by definition; bright.

    Read the rest of this update entry...
     
  8. r13

    r13 Train God

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    i updated the sign on the front of the blue spawn with some neon

    [​IMG]
     
  9. r13

    r13 Train God

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    Version 51

    Immediate shout out to Egan from TF2Maps for his feedback.

    He taught me the repack bsp command and reduced the bsp to a 1/3. That's saving the planet really.

    He also gave me some thoughts on how to polish up some of the map. Blue's first spawn is noticabley different now.

    The Blue Spawn death pit is more of a crate eater now, finally. And you really have to try to fall in.

    There's a new sign in there too. Yes, i squeezed another in.

    Read the rest of this update entry...
     
  10. r13

    r13 Train God

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  11. r13

    r13 Train God

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    BTW i'm totally using the Crash method of loading stock maps and stealing the lights out of them
     
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  12. Mikroscopic

    aa Mikroscopic

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    Dude you update this map too fast... god damn. Most of this thread is just you making update posts.
     
  13. r13

    r13 Train God

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    i'm sorry.
     
  14. Crash

    aa Crash func_nerd

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    And now also people complaining about too many update posts!

    And people commenting on that!

    Morale of the story is that more of you nerds should be looking at this map and commenting. :p
     
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  15. Crash

    aa Crash func_nerd

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    We played this on my home server earlier tonight. Went pretty well, but I feel like it's really convoluted in places, it could use some slimming down. It's also pretty chaotic visually, I think you could use some refinement on that front as well. You have a LOT of different materials used everywhere, it could use some more cohesiveness. It also feels like you threw in a ton of random ideas that don't necessarily make sense, but that's probably intentional?

    My team on Blu during setup time ran into that open hole like lemmings, for the record. It was great.

    Bonus pictures of the tunnel of love, which was a big hit:
    [​IMG]

    [​IMG]

    [​IMG]
     
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  16. Vel0city

    aa Vel0city func_fish

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    More like tunnel of LSD.
     
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  17. r13

    r13 Train God

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    You are right the map is all of that. as i was building things i was just letting the building happen. i detail it up more to get people to be willing to play it. most of it i would delete in a heartbeat if needed... but that said i'm also I'm currently going thru and doing a serious polish pass... i dont know what a serious pass is really... but it feels serious. [serious face] It'll probably always be a bit of a mess but we'll see what happens..

    in the mean time i made a submarine base mech for the first red base... and a giant mech hand for the 2nd blue spawn... there's a joke in there some where.

    i also want to pull some length out of it.. it is pretty long.. i have some specific ideas on where to cut and bevel on the 2nd and 3rd stage... maybe 1-2k units...

    in the mean time... my fave bit from the shots...

    Yzzzy: That billboard is animated
    Yzzzy: what even


    [​IMG]
    [​IMG]
     
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  18. r13

    r13 Train God

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  19. Yrr

    aa Yrr An Actual Deer

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    For some reason, despite everything else, that was the thing I found unrealistic.

    Looking cool tho!
     
  20. r13

    r13 Train God

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    you cant believe in a submarine heavy assault vehicle?

    sad times we live in these days...

    or was it the planks? cause i thought about doing a mechanized bridge with a lil white fence on each side and you's spawn in a capsule that would raise out of the head of the heavy and puke yah out... it was the planks wasnt it... damn i will get on it right away.

    oh i re-read the post and i see you found the animated billboard too much... yah i had made it and been looking to throw it into something. i tucked it way up there so it wouldnt distract.