Roadstead

KotH Roadstead A1c

Popo

L1: Registered
Jun 13, 2009
43
29
Roadstead - A king of the hill map set in a coal shipping port.

Overview

Anchor your ship in our peaceful waters and take a wander through our lovely port.

But please steer clear of the top of the hill. There's a bunch of mercenaries fighting over some sort of 'rocket' apparently.

Future:

Make use of the bulletcrops project props with existing mining/shipping props for setting.

Improve layout based on feedback.

Known Issues:

Missing spawn room visualiser for both teams.
Poor lighting on the points prop.
Chain fences do not let light through properly.

Thanks

Crash for his video guides, A Boojum Snark for the mapping pack, Ravidge for the lighting, Grazr for the many many tutorials. And many more people I will add here eventually. Sorry if I missed you.
 

Muddy

Muddy
aa
Sep 5, 2014
2,580
4,597
Just so you know, map leaks have nothing to do with water. (I can see where you got confused though ;)) It basically means that your map isn't sealed - there's a hole in it leading to the void that surrounds your map.

Check the compile log for "*** leaked ***" errors (usually at the top of the log), it'll tell you where the leak is. It'll also generate a pointfile which will tell you exactly where the leak is, which you can access through Maps > Load Pointfile.

If the compile log intimidates you too much, just copy and paste it here and it'll tell you everything you need to know.

Further reading
 

Popo

L1: Registered
Jun 13, 2009
43
29
Nah, I get it. The issue was the brush being a water texture, and I didn't have the proper controller entity for it. Therefore it made the map leak because that brush was supposed to be sealing the map. Yeah, a bit silly.

My point in getting rid of the water was to just get it up and get testing, as the water is just part of the non-player part of the level. I'm looking forward to the next test day so I can start iterating. At the moment I'm too tempted to start an artpass which would most likely be wasted.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Nah, I get it. The issue was the brush being a water texture, and I didn't have the proper controller entity for it. Therefore it made the map leak because that brush was supposed to be sealing the map. Yeah, a bit silly.

Water will never seal your map because players can go & see through it.
 

Popo

L1: Registered
Jun 13, 2009
43
29
Water will never seal your map because players can go & see through it.
I made the assumption at the time only because I thought just the water texture applied to the surface wouldn't change the brush's behaviour, just give it a still water texture. Heh anyway, lesson learned and thanks for the tip regarding sealing. I had placed a nodraw brush underneath, but of course forgot about the sides.
 

Muddy

Muddy
aa
Sep 5, 2014
2,580
4,597

Popo

L1: Registered
Jun 13, 2009
43
29
Except your map is still leaking. Telltale signs of a leak include unnaturally dark lighting (as a result of the compile generating direct lighting only, ie no light bounces) and also this happening when you noclip out of the map.

EDIT: berry pls don't ninja me

I'm very puzzled about how hammer isn't always giving me a pointfile then. I had changed the brush before, and generated no pointfile at the time. To test what you're saying I just opened it again and saw it generated a leak, so... not sure how it got there.

Anyway, that's why I got this map out now to find errors early before test day. Thanks all.