Discussion in 'Map Factory' started by kobthehawk, Sep 22, 2012.
map i hAVE been working on for my meet up group. elevators need fixing. :O
I wouldn't suggest uploading the .vmf, try compiling it first.
And also, you might want to do something with that 9760 units long open hallway.
Especially since it's the only approach in this map.
Whenever you compile a map and there is a leak a pointfile of the map is made. This happens even if the map isn't finished. If you go to Map then load pointfile and load the latest one, hammer will show you what is leaking and where it is leaking via a red line. Makes it really easy to fix leaks although I have had issues in the past where I have had things leak through solid world brushes. Hope that helps with your leak issues.
Okay, i had a look. Good news: No leak. No lighting issues.
If what's worrying you is the lack of lights in the blu areas, thats because the texture you're using for the lights isn't actually a texture that emits lights. There are a couple of ways to fix this.
1) Duplicate the brush with the light-and-metal texture. Move it one unit down. Convert it to a func_brush. Texture the bottom face the light you've been using in red's base. Set to "don't render". The light is still emitted, but from a brush you can't see. Should get more or less the same effect. Fun fact: this is the l33t way to do Flourescent lights.
2) Duplicate the brush, move it up. Texture bottom of the top brush the light texture. Texture the bottom of the top brush a glass or wire texture. Convert to "func_brush". Set to "Disable Shadows". The light will be a little dimmer, but should reflect well.
One thing that's super important is to texture all the faces of these light brushes that you cant see, such as the ones on the outside, touching the brushes, or any but the bottom face really, as nodraw. Nodraw is best by far, but it NOT being a light texture is important. Basically, light textures are loads and loads and loads of fake light entities. All those entities are completly wasted if you have them facing a wall, or the void. That increases your compile time a fair bit, and your map size.
I had a look around your map.
Five gigantic square rooms all connected by one gigantic sightline, with no spawn protection or respawn room brush, and a secret room that's too dark to do anything in connected by an elevator that doesnt even work.
I want my three minutes back.
I also took the time to type this up, so make that five.
yay lets be rude
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