[WIP] ctf_Aerospace

DasMatze

L2: Junior Member
May 17, 2008
87
31
Cool. Finally some useful textures and models from another theme. I always waited for better looking grass.

The hangar is pretty cool. The lighting in it is nice and gives it a nice ambience. I wish I could map like that. Keep it up!

DasMatze
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Code:
** Executing...
** Command: "e:steamsteamappsarhurtsourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "e:steamsteamappsarhurtteam fortress 2tf" "E:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: e:steamsteamappsarhurtteam fortress 2tfmaterials
Loading E:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04.vmf
Patching WVT material: maps/ctf_aerospace_a4_04/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_aerospace_a4_04/stonecave/stonecave_wvt_patch
Patching WVT material: maps/ctf_aerospace_a4_04/stonecave/stonecave_rock_musgo1_wvt_patch
Patching WVT material: maps/ctf_aerospace_a4_04/stonecave/aerograss1_wvt_patch
Patching WVT material: maps/ctf_aerospace_a4_04/stonecave/trunks_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 236 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_badlands_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_badlands_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (688784 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3982 texinfos to 2069
Reduced 111 texdatas to 97 (4147 bytes to 3648)
Writing E:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04.bsp
14 seconds elapsed

** Executing...
** Command: "e:steamsteamappsarhurtsourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "e:steamsteamappsarhurtteam fortress 2tf" "E:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading e:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04.bsp
reading e:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04.prt
1385 portalclusters
4533 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (632)
Optimized: 3139 visible clusters (0.00%)
Total clusters visible: 413208
Average clusters visible: 298
Building PAS...
Average clusters audible: 846
visdatasize:315591  compressed from 487520
writing e:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04.bsp
10 minutes, 35 seconds elapsed

** Executing...
** Command: "e:steamsteamappsarhurtsourcesdkbinorangeboxbinvrad.exe"
** Parameters: -both -game "e:steamsteamappsarhurtteam fortress 2tf" "E:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04"



Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  15/1024          720/49152    ( 1.5%) 
brushes               1872/8192        22464/98304    (22.9%) 
brushsides           12058/65536       96464/524288   (18.4%) 
planes                4784/65536       95680/1310720  ( 7.3%) 
vertexes             14867/65536      178404/786432   (22.7%) 
nodes                 2783/65536       89056/2097152  ( 4.2%) 
texinfos              2069/12288      148968/884736   (16.8%) 
texdata                 97/2048         3104/65536    ( 4.7%) 
dispinfos              250/0           44000/0        ( 0.0%) 
disp_verts            9738/0          194760/0        ( 0.0%) 
disp_tris            14144/0           28288/0        ( 0.0%) 
disp_lmsamples     2132599/0         2132599/0        ( 0.0%) 
faces                 9018/65536      505008/3670016  (13.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             6383/65536      357448/3670016  ( 9.7%) 
leaves                2799/65536       89568/2097152  ( 4.3%) 
leaffaces            11808/65536       23616/131072   (18.0%) 
leafbrushes           4734/65536        9468/131072   ( 7.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            70211/512000     280844/2048000  (13.7%) 
edges                43186/256000     172744/1024000  (16.9%) 
LDR worldlights        189/8192        16632/720896   ( 2.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1129/32768       11290/327680   ( 3.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         21309/65536       42618/131072   (32.5%) 
cubemapsamples          33/1024          528/16384    ( 3.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    16000356/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      315591/16777216 ( 1.9%) 
entdata               [variable]       94845/393216   (24.1%) 
LDR ambient table     2799/65536       11196/262144   ( 4.3%) 
HDR ambient table     2799/65536       11196/262144   ( 4.3%) 
LDR leaf ambient     15223/65536      426244/1835008  (23.2%) 
HDR leaf ambient      2799/65536       78372/1835008  ( 4.3%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/91754    ( 0.0%) 
pakfile               [variable]     3608974/0        ( 0.0%) 
physics               [variable]      688784/4194304  (16.4%) 
physics terrain       [variable]       57970/1048576  ( 5.5%) 

Level flags = 0

Total triangle count: 26635
Writing e:steamsteamappsarhurtsourcesdk_contenttfmapsrc04-remake2ctf_aerospace_a4_04.bsp
5 minutes, 28 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)


Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  15/1024          720/49152    ( 1.5%) 
brushes               1872/8192        22464/98304    (22.9%) 
brushsides           12058/65536       96464/524288   (18.4%) 
planes                4784/65536       95680/1310720  ( 7.3%) 
vertexes             14867/65536      178404/786432   (22.7%) 
nodes                 2783/65536       89056/2097152  ( 4.2%) 
texinfos              2069/12288      148968/884736   (16.8%) 
texdata                 97/2048         3104/65536    ( 4.7%) 
dispinfos              250/0           44000/0        ( 0.0%) 
disp_verts            9738/0          194760/0        ( 0.0%) 
disp_tris            14144/0           28288/0        ( 0.0%) 
disp_lmsamples     2132599/0         2132599/0        ( 0.0%) 
faces                 9018/65536      505008/3670016  (13.8%) 
hdr faces             9018/65536      505008/3670016  (13.8%) 
origfaces             6383/65536      357448/3670016  ( 9.7%) 
leaves                2799/65536       89568/2097152  ( 4.3%) 
leaffaces            11808/65536       23616/131072   (18.0%) 
leafbrushes           4734/65536        9468/131072   ( 7.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            70211/512000     280844/2048000  (13.7%) 
edges                43186/256000     172744/1024000  (16.9%) 
LDR worldlights        189/8192        16632/720896   ( 2.3%) 
HDR worldlights        189/8192        16632/720896   ( 2.3%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1129/32768       11290/327680   ( 3.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         21309/65536       42618/131072   (32.5%) 
cubemapsamples          33/1024          528/16384    ( 3.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    16000356/0        ( 0.0%) 
HDR lightdata         [variable]    16000356/0        ( 0.0%) 
visdata               [variable]      315591/16777216 ( 1.9%) 
entdata               [variable]       94845/393216   (24.1%) 
LDR ambient table     2799/65536       11196/262144   ( 4.3%) 
HDR ambient table     2799/65536       11196/262144   ( 4.3%) 
LDR leaf ambient     15223/65536      426244/1835008  (23.2%) 
HDR leaf ambient     15223/65536      426244/1835008  (23.2%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/91754    ( 0.0%) 
pakfile               [variable]     3608974/0        ( 0.0%) 
physics               [variable]      688784/4194304  (16.4%) 
physics terrain       [variable]       57970/1048576  ( 5.5%)

Just trying to figure out if something is wrong :)
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
OMG this map is full of winrar :D
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Have been quietly working on some details around the entrance. I'm not going to make any major detailing on the hangers until I get a chance to play it on gameday.

I'm also modelling some stuff to go on the 3D-skybox.

I made a special light for the cave area, see what you think of it. It's based on a lightstick I saw on the The Fifth Element movie. I added a couble wardwired batteries to fit the TF2 theme better, see if you like it!

Here are a couple screenies of my current progress.

ctf_aerospace_a4_090000.jpg

ctf_aerospace_a4_090001.jpg

ctf_aerospace_a4_090002.jpg

ctf_aerospace_a4_090003.jpg

ctf_aerospace_a4_090004.jpg

ctf_aerospace_a4_090005.jpg

ctf_aerospace_a4_090006.jpg

ctf_aerospace_a4_090007.jpg

ctf_aerospace_a4_090008.jpg

ctf_aerospace_a4_090009.jpg

ctf_aerospace_a4_090010.jpg

ctf_aerospace_a4_090011.jpg

ctf_aerospace_a4_090012.jpg

ctf_aerospace_a4_090013.jpg

ctf_aerospace_a4_090014.jpg


Looking at it now I definately need to enhance the red hangar lights. The Blue Hangar has a major flood of sunlight, but the Red one does not.
 
Last edited:

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Awesome outside and hangar but the intel area looks uneventful in comparison.

Also, you have made a nice light prop but you have repeated it far too much.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
for a cave? No way, it needs all those lights to light it up, but the cave still feels a bit realistic
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Hey thanks!

I don`t think I overused it, as it is a very faint light and supposed to be like that, I`ll dig the scene I took inspiration from, at the end of the Fifth element movie, when Korben brings Leeloo back to earth and the temple is all prepared for them, they are lined up like that and make for a nice effect.

I also used them around the death pit edges to sort of bring them out and warn players where they can walk safetly and where they might slip in and fall down, as well as bringing attention to the pick-ups on the cave.

Thanks for the feedback, I look forward to playing on Gameday!
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
well they are a bit repeated, you can mayby make like 2 models? 2 different, but still keep the same amount
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Phew, Arhurt, you've really stepped it up with this latest level of polish. This map is going to be a great resume' piece with all of the CC you've constructed. I love the stylistic changes you've incorporated to differentiate between Red's and Blue's side.

The intel office room definitely puts more importance on getting to that location, in terms of graphics. Talk about gameplay and style going hand in hand!

I think at this point you should get a basic 3d skybox into the game. You've really improved the graphics all around and I know the skybox is probably one of the last concerns, but I think the skybox and real world geometry should be developed concurrently. For example, the new facades of both Red and Blue's "sides"/bases definitely distinguish between the two and look great as I said. But, at the moment, it feels like these are just two very different buildings thrown up next to each other. I'm not sure if you're going to stick to a rainforesty theme throughout the map, but having more buildings in both red and blue style as well as some transitional buildings between the two in the skybox would help to lessen the currently overwhelming contrast in the middle of the map without diminishing the gameplay effect of that contrast.

If you are sticking to the rainforest theme, consider using a gradient in height from blue's side to red in the skybox. For example, Red's side could scale up into a mountainside, allowing you to use a red/rock pallet in the distance, while blue's could slope downwards into a watershed,with a nice river coursing through it. You could even expand on your awesome waterfall by having a similarly eyepleasing one in the background.

Also, if you need some work done on optimization, I'd be willing to set up all the hints/areaportals/occluders if you'd like. I've gotten pretty good at it but I'm always looking for more exercises to practice with. But if you want to do that stuff yourself, I'd also be able to help in the form of diagrams tailored from your layout. Weird offer, don't have to take me up on it, just tryin' to help this map any way I can.

Sorry for the long post but the depth of consideration you're putting into this project warrants a lengthy response. Hope I helped and I definitely think this should be on Valve's consideration list for community map sponsoring ;)
 
Last edited:

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Also, if you need some work done on optimization, I'd be willing to set up all the hints/areaportals/occluders if you'd like. I've gotten pretty good at it but I'm always looking for more exercises to practice with. But if you want to do that stuff yourself, I'd also be able to help in the form of diagrams tailored from your layout. Weird offer, don't have to take me up on it, just tryin' to help this map any way I can.

Sorry for the long post but the depth of consideration you're putting into this project warrants a lengthy response. Hope I helped and I definitely think this should be on Valve's consideration list for community map sponsoring ;)

Sorry in advance, but this is not a total thread hijack....

Mangy - any chance you could point me in the right direction regarding hints / areaportals etc...just need to be put on the right track....read tuts and still cannot get my head around it....

And getting BACK on topic, I wholeheartedly agree with your last point above - Valve should certainly consider this map for sponsoring......bloody great effort Arhurt.

Nosh.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Beauttyful! This should be an official map!
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Thanks everyone for the good feedback!

I've been playing with the skybox for this release, and here is the current progress that is going up for gameday:

ctf_aerospace_a50000.jpg


ctf_aerospace_a50001.jpg


ctf_aerospace_a50002.jpg


Mind you that these are the good looking parts, the rest is just a major WIP and really just put togheter for the gameday. All this is going trough a major rework to really be pretty the way I want it!

Cheers!
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
This map is looking really great so far. Now you can actually tell that its in a jungle/forest. detail everywhere is amazing. Some minor issues though:

On BLU's side, there seems the be a bunch of random respawn visualizers placed there. They look horrible and... random

Now with all these extra walls and such cluttering up th play field, this map could defiantly benefit from some arrows directing you where to go.

The cat walks in the hangars, in my opinion, need to be a bit wider, as I have as a tendency to fall off them.

some detail contradicts the teams "stlye", like the hangar doors on red's side.

Otherwise, great looking map! can't wait to see all of it detailed.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Played well on Gameday and got a ton of compliments. Battles out front are really fun, but sometimes the gameplay gets too spread out because the caves/tunnels underneath each base are too big. I'd say keep the cavern area but have only one exit on each side straight up to the in-between room between the outside and the hangar's outside.
 

roninmodern

L3: Member
Feb 5, 2008
124
5
This really looks amazing, I can't wait to see it.

I bet Valve picks it up like they did with Turbine once you release it.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
There is an explosion of HDR from the outside when going from the concrete area into the cave area underground. Its like BOOM. You know what I mean.