[WIP] cp_venice

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
First Alpha Release

So, I wrapped things up today and came to a state where the map should be playable enough to tell if the gameplay is as appealing as I hoped it would get. The map might seem unfinished here and there, but I have to get some gameplay feedback before I go too much into detail, otherwise I could end up having to change everything again. Mostly I'm looking for fps-chockpoints and blancing, but any kind of feedback is welcome.

Before you donwnload the map, le me apologize, that I released it as a fast compile. Any attempt to do a full compile ended up in Hammer crashing after a while. I already ordered 2 extra GByte of Ram. I hope that does a difference.

Since this is my first TF2 map you may also run into some "newbie mistakes". If you comment sth like "you have to bypass the trigger_bla with an func_shit", please be so kind to post a link with further details to the subject.

Have fun with the current version of the map.

cp_venice_a3.zip

cp_venice_a3.rar

If you're uploading it to any server for a round with your friends, then give me the chance to join you by posting when and where right here!
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
I set up a dedicated Server with the current version of the map on my PC.

91.63.68.168:27015

server side map download works, but it is kinda slow ;-) !

The ping should be fine for europeans. I don't know if it is good enough for the US.

If the server isn't reachable anymore or you want to play against me, just give me a hint in Steam. (same nick as in the forum)

Server closed
 
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S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Hey,

just doing minor stuff now:



After the gameplay test on saturday, I'll do some layout changes if necessary and then I'll go into detailing. So, be there on saturday ;-)
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Alpha 4 Released:

Download

Updates:

- minor optical changes
- spwan rooms now have doors on each exit.
- more ammo, health

This version is also a fast compile. Even though I now have 4 Gbyte Ram and changed from vista to XP. The vvis.exe still was @ 30% after 5 hours of compiling. Is that normal?

System:

Intel Core 2 Duo 2,33 GHz @ 2,8 GHz
4 GB DDR2 Ram 800 Mhz
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
This version is also a fast compile. Even though I now have 4 Gbyte Ram and changed from vista to XP. The vvis.exe still was @ 30% after 5 hours of compiling. Is that normal?

You have a lot of pretty brush work. But have you been func_detailing that brushwork? If you were only at 30% after 5 hours, I'm guessing the answer is no.

In hammer, go Map->Load Portalfile (note, not Pointfile). You'll see how the map is getting cut up during vvis. If you see tons of lines in certain areas, that's exactly whats going on. Func_details don't block vvis, so the pretty stuff that isn't meant to block vvis should be details.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
It shouldn't matter, a fast VVIS basically does nothing more than the original BSP cuts. It's only used to have ambient lighting work in the VRAD phase.

VRAD will take forever to light maps that aren't squary, though (that's a problem I have with my Cathedrals map). And this one is particularly not squary. But if I correctly understood Sebbo's message, the issue happens earlier.
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
You have a lot of pretty brush work. But have you been func_detailing that brushwork? If you were only at 30% after 5 hours, I'm guessing the answer is no.

In hammer, go Map->Load Portalfile (note, not Pointfile). You'll see how the map is getting cut up during vvis. If you see tons of lines in certain areas, that's exactly whats going on. Func_details don't block vvis, so the pretty stuff that isn't meant to block vvis should be details.



You just made my day!


Managed a full compile now, but everything is way to bright.

cp_venice_a4a0000.jpg


I used sky: sky_hydro_01

any ideas? I mean I could look myself, but I know how you guys like to help and I'll have to go off now :)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
You want to add a bloom control.. it's not your skybox that's doing this.

env_tonemap_controller. Take a look at some of the variables in decompiled maps, you'll obviously wanna check hydro for appropriate settings. Look under the input tab for what you need.
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
k, going to compile it again in the morning!

Thank you guys for the good answers!
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Some shots of how badly my map was build before:


before:



after:




before:



after:




Still a lot of things to improve, but vvis now only takes an hour ^^

current lighting:




I think it looks ok!
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
I was quite confused on this map today. I think I need to learn the map better, but I also think there's an overall lack of "funneling" on the map. Most good maps funnel players where they're supposed to go and require very few signs. I found myself wandering with no clue as to which side of the map I was on.

I think the 5CP layout will be rough for a map that seems to be less linear than most. Like I said, I'm not familiar enough with the map to say for sure. However, I did think it would be kind of fun as a domination map. Otherwise adding some gates that open/close with certain caps, or even lighting that makes it obvious where people should be going would help.

Final note... I found I was always searching for a spot to get out of the water. You might want to add a couple more ways out, perhaps using some methods besides the current ramps. Maybe a boat or two that people could climb out on, some junk piled up on a platform in a corner that could be climbed, etc.

EDIT: Also got massive FPS drops, from 90's on most stock maps to 30's in some areas on yours.
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
Wowser, really severly droping framerate on the bridges, from an average of 120 ish on valves maps down to 40 on your bridges D:

Needs signs like mad, even after the half hour of finding my way around I still couldnt find the middle cap point reliably every time and I don't expect this to change when its textured.
There are some brick and wood textures that change colour when you walk past them, notice that? They're model textures and have model/ or prop/ in the front of their name. You need to change them for textures that dont have model/ or prop/ at the front of their names.
http://www.flickr.com/photos/28746141@N08/3051484900/
 
Aug 19, 2008
1,011
1,158
you should definately have some landmarks in you map, extra tall buildings.
like i mentioned ingame its like a giant maze without orientational signs and i got confused as soon as i left the spawnroom

what i loved was how water was a good part of the map, although i normally dislike it.
only downer with the water is that you need more places where the player can exit the canals

framerates dropped from 120 to 20-40 in open areas
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
Fun map, but a little confusing for a first time play.

I spy model texture!
cpvenicea40016by9.jpg


The map is a little bit too dark. Look how dark the grays and blues get. Also, we were all getting that Warning you see in the top right corner.
cpvenicea40010yw9.jpg


If you fall in the water here, there's no way up unless you go back quite a bit :(
cpvenicea40019tz5.jpg



Above all, the most important thing imo to include for next version is arrows. It helps not only for gameplay, but for the sake of testing, it saves you a lot of time if players are following the correct paths and giving you feedback in proper locations instead of some remote corner of the map.

bob+M|M+
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
The warning means that you have too many things to render (I don't know for sure what group 7 is, but I'd bet money on detail brushes). You probably won't want to use hint brushes that soon, so maybe you should try with simple fog.
 
Aug 19, 2008
1,011
1,158
open your console and type
sv_cheats 1
+showbudget
mat_wireframe 1

this will show you a window with bars showing the things the engine has to render
mat_wireframe will show you the wireframe of the things you can see from the place you stand

this helped me a lot pumping up the framerate by sealing things correctly off
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
ABOUT THE FPS DROPS: - The current (unreleased) version doesn't have those anymore ;-)

I was quite confused on this map today. I think I need to learn the map better, but I also think there's an overall lack of "funneling" on the map. Most good maps funnel players where they're supposed to go and require very few signs. I found myself wandering with no clue as to which side of the map I was on.

You're absolutely right about the "funneling". This probably happened, because I didn't have any obstacles placed where players shouldn't go.

I think the 5CP layout will be rough for a map that seems to be less linear than most.....

Have to wait for a proper alpha with signs and all. It definatly plays different, but I kinda like that.

Final note... I found I was always searching for a spot to get out of the water. You might want to add a couple more ways out, perhaps using some methods besides the current ramps. Maybe a boat or two that people could climb out on, some junk piled up on a platform in a corner that could be climbed, etc.

Yes. There definatly be more in the next version.

There are some brick and wood textures that change colour when you walk past them, notice that? They're model textures and have model/ or prop/ in the front of their name. You need to change them for textures that dont have model/ or prop/ at the front of their names.

I'm not sure, but I think that was because of the release being a fast compile. I have an full HDR version now and if I remember correctly this doesn't happen there anymore. Have to check to be sure though.

what i loved was how water was a good part of the map, although i normally dislike it...

thx

The map is a little bit too dark. Look how dark the grays and blues get. Also, we were all getting that Warning you see in the top right corner.

already made it brighter.

If you fall in the water here, there's no way up unless you go back quite a bit

This is actually a nice shortcut. Saw another Scout follow me there, but he fell down because he didn't time his jump well enough.
2 Comments:

- you won't get that far out in the final
- the building where the other player is will be accessible only by water and you'll be able to shot down on CP2&4 that way. But yeah you should also be able to get back to the right.

The warning means that you have too many things to render (I don't know for sure what group 7 is, but I'd bet money on detail brushes). You probably won't want to use hint brushes that soon, so maybe you should try with simple fog.

The problem was that the version we played had like only 2 stairs as func_detail and the rest was all brushes. Changed most of that already. Error doesn't show anymore.
So lets sum it all of:

- more signs
- more "funneling"
- more water exits
- more difference in architecture for better orientation

All things considered I kinda got the feeling from the voice chatter that people liked the map even though it was in a very early state.

BTW who was the player talking about he got out of the playable area?