Scoville

Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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Yarp yarp
scoville-detail.png

Yarg yarp
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
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plr_scoville_a50000.png


plr_scoville_a50002.png


plr_scoville_a50003.png


Gasp! A Void map can start to be detailed!

Edit:

Forgot this one!

plr_scoville_a50001.png
 
Last edited:

YM

LVL100 YM
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Dec 5, 2007
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Bit confused here.. your fourth alpha is 41 MB, i took a look in the bsp and it seems you only have a dozen cubemaps or so, two models with no textures and a skybox texture..

So how the heck is it so large o_O lightmap scale 1 on all faces???

skybox is 5mb, cubemaps are 2mb, entities are 240k, it seems lumps 8 and 53 take up most of your space (10mb each), which are *Cracks open the VDC*
...... (drumroll please)....... Lighting and Lighting HDR

Lump 40 is close after at a little under 8mb which is the pakfile
and lump 4 is the last one to take up more than 2 mb (3) which is vis information.

Now lets open a similar map for comparison, say, plr_cornfield_a6 wich uses a custom sky and is probably at a similar level of visual detail.

Cornfield is totally 36 MB
1.5mb for a sound
2mb for my custom dev textures... (he didn't delete them from his PC so pakrat automatically paks them in... doh!)
Only one cubemap.
About 2 mb for some other textures for his cart
4mb for my skybox

His biggest lump is 40, at 13mb (pakfile)
8 and 53 each at 6.7 (lighting + HDR)
His next biggest is 29 which is some physics ino, his vis (4 ) is at .5mb

Since you probably dont know what lump 40 is, the pakfile (well i didn't) it's basicly all the content packed in with pakrat.

Just some food for thought.
 

YM

LVL100 YM
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Dec 5, 2007
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Sorry I took the decision to skip scoville after just 10 minutes, but both the carts got stuck (stage 2 I belive) and it was just going to turn into a deathmatch.
 

littleedge

L1111: Clipping Guru
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Mar 2, 2009
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Jindo

L3: Member
Aug 6, 2009
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Indeed, we played through both stages just fine the first time, but when we got to stage 2 on the second play through, they both got stuck at the same positions as each other (relative to their place on the track).

In terms of game-play, I did manage to get alot out of the first play through, I have previously played stage 1 of scoville (first map I tested on the TF2M servers) and it proved to be very fun, besides clipping issues, the game play on this stage was near flawless, a perfect set of flanks for both teams, spawns were reasonable distances from the final points, and the overall layout of the stage was just fun and playable for every class I saw.

Stage 2 proved no different today when I tested it, the fans in the pit in the centre of the stage were particularly fun to airblast people in to (and to jump in to of course), it seemed alot more open than the first stage, but regardless, it was a solid layout with great game play.

I hope Stage 3 proves as solid and as flawless as the first 2 stages have been so far!

Keep it up!
 

Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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Scoville's Second Stage seems to get nervous on Gamedays...

Stage 2 never bugs out outside of Gamedays.

I honestly don't know why.
 

YM

LVL100 YM
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Dec 5, 2007
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Scoville's Second Stage seems to get nervous on Gamedays...

Stage 2 never bugs out outside of Gamedays.

I honestly don't know why.

Volume of people pushing the cart causes it to roll an extra point? (this was an issue in hoodoo, it rolled into an adjacent path_track and was given new inputs sometimes because it doesn't stop instantly)

Test with a bazillion bots and bot_mimic_1
 

Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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Hurm... interesting.

I'll consult the Entity Guru to solve this conundrum.
 

Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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SS-2009.08.30-04.27.55.png


Now all Stage 3 needs is it's entities and it's ... Main Attraction...

Don't worry, it's constructed, just needs Nova to finish the particles.
 

Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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SS-2009.08.30-13.04.23.png


Must push leetle cart into big thermonuclear fusion generator of impending death!
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
2,039
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The Cart Intersection fault is back with a vegnace.

Also, your "thermonuclear reactor" looks off. The locking mechanisims at the top wouldn't mesh, as there are 3 of them.
 

Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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4, and they don't lock. There's going to be a huge fusion particle in the center of it all. Players can get sucked into it and be burned to smitheroons if they get too close to it.

I still have no clue how to fix the crossover bug. Stage 1's was fixed for A4, but Stage 2... I don't know.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Oh, there are 4. Cool. So it's like a stand for a crystal ball.

Only, by "crystal" I mean "Thermonuclear Fireball" and by "ball" I mean "Of Death"
 

Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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layout2.png


Come the weekend, you will play this final stage. And you will like it.

Now, onward! To Sophomore year!
 

Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
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The cart speed will be lowered and those hills are tougher than they look. You'll see.