Shitty DM Map

Discussion in 'FaceWAN Random Discussion Room' started by Furchee, Aug 10, 2013.

  1. Furchee Yiff Staff Member

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    As promised, I said I would base my next map on what users requested / voted for.

    As of now, I've gotten the entire base down and next will most likely be tweaking and adding in ramps here and there.
    I WILL NOT provide any screen shots as of now or any major details about the map, but here's something !

    First, I'll give you my latest test compile log. (Might swap it here and there)
    If you know ANYTHING remotely based around mapping, this might actually tell you what kind of a map it is!
    That said, feel free to pester me. (I like when people pester me)

    ~40x40 spawns
    ~On spawn its possible to be "the leader of the pack" and obtain a p228 instantly.
    ~Push triggers for retards (Yes, it's going to be THAT type of map
    ~Point cap ensures other teams death
    ~Only ONE hard to obtain buy zone
    ~Guns scattered around map
    ~>>>>FALL DAMAGE<<<<
    ~Jail = Middle of the map > Easy kills (I'm beginning to hate myself)
    ~Secrets :3

    As promised, the compile log:
    Code:
    Fast Compile Selected!
    Compile Start Time: Sunday, August 11, 2013,  3:35:36 AM
    
    -------------- Start Compile BSP ----------------
    VBSP Started, Please Wait!
    
    VBSP:  C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe  -game  "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "I:\HammerAutosave\somethingsomething"
    
    Valve Software - vbsp.exe (Jun 18 2013)
    6 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
    Loading I:\HammerAutosave\somethingsomething.vmf
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 188 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing I:\HammerAutosave\somethingsomething.prt...Building visibility clusters...
    done (0)
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/zombiehell*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/zombiehell*.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 (2) (220391 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 346 texinfos to 248
    Reduced 41 texdatas to 25 (1662 bytes to 645)
    Writing I:\HammerAutosave\somethingsomething.bsp
    3 seconds elapsed
    
    Compile Complete for this module.
    VBSP Completed: Sunday, August 11, 2013,  3:35:40 AM
    VBSP:  Compile time: 3 seconds elapsed
    
    -------------- Start Compile VVIS ----------------
    VVIS Started, Please Wait!
    
    VVIS:  C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe -fast  -game  "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "I:\HammerAutosave\somethingsomething"
    
    Valve Software - vvis.exe (Jun 18 2013)
    fastvis = true
    6 threads
    reading i:\hammerautosave\somethingsomething.bsp
    reading i:\hammerautosave\somethingsomething.prt
    2557 portalclusters
    7692 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 256092 visible clusters (4.41%)
    Total clusters visible: 5801326
    Average clusters visible: 2268
    Building PAS...
    Average clusters audible: 2557
    visdatasize:1652757  compressed from 1636480
    writing i:\hammerautosave\somethingsomething.bsp
    4 seconds elapsed
    
    Compile Complete for this module.
    VVIS Completed: Sunday, August 11, 2013,  3:35:45 AM
    VVIS: Compile time: 4 seconds elapsed
    
    -------------- Start Compile VRAD ----------------
    VRAD Started, Please Wait!
    
    VRAD:  C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe  -game  "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "I:\HammerAutosave\somethingsomething"
    
    Valve Software - vrad.exe SSE (Jun 18 2013)
    
          Valve Radiosity Simulator     
    6 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
    
    Loading i:\hammerautosave\somethingsomething.bsp
    Setting up ray-trace acceleration structure... Done (0.32 seconds)
    7538 faces
    18690218 square feet [2691391232.00 square inches]
    12 Displacements
    95420 Square Feet [13740516.00 Square Inches]
    7538 patches before subdivision
    215358 patches after subdivision
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (87)
    transfers 44676423, max 2377
    transfer lists: 340.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1204 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (54)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  54/1024         2592/49152    ( 5.3%) 
    brushes                517/8192         6204/98304    ( 6.3%) 
    brushsides            4155/65536       33240/524288   ( 6.3%) 
    planes                2416/65536       48320/1310720  ( 3.7%) 
    vertexes              9349/65536      112188/786432   (14.3%) 
    nodes                 4707/65536      150624/2097152  ( 7.2%) 
    texinfos               248/12288       17856/884736   ( 2.0%) 
    texdata                 25/2048          800/65536    ( 1.2%) 
    dispinfos               12/0            2112/0        ( 0.0%) 
    disp_verts             748/0           14960/0        ( 0.0%) 
    disp_tris             1152/0            2304/0        ( 0.0%) 
    disp_lmsamples      124080/0          124080/0        ( 0.0%) 
    faces                 7538/65536      422128/3670016  (11.5%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1897/65536      106232/3670016  ( 2.9%) 
    leaves                4762/65536      152384/2097152  ( 7.3%) 
    leaffaces             9500/65536       19000/131072   (14.5%) 
    leafbrushes           3530/65536        7060/131072   ( 5.4%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            41711/512000     166844/2048000  ( 8.1%) 
    edges                23955/256000      95820/1024000  ( 9.4%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata           25/32768         300/393216   ( 0.1%) 
    waterstrips            468/32768        4680/327680   ( 1.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          7371/65536       14742/131072   (11.2%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]    10685128/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]     1652757/16777216 ( 9.9%) 
    entdata               [variable]       19609/393216   ( 5.0%) 
    LDR ambient table     4762/65536       19048/262144   ( 7.3%) 
    HDR ambient table     4762/65536       19048/262144   ( 7.3%) 
    LDR leaf ambient      3009/65536       84252/1835008  ( 4.6%) 
    HDR leaf ambient      4762/65536      133336/1835008  ( 7.3%) 
    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]           1/12       ( 8.3%) 
    pakfile               [variable]      169123/0        ( 0.0%) 
    physics               [variable]      220391/4194304  ( 5.3%) 
    physics terrain       [variable]        2416/1048576  ( 0.2%) 
    
    Level flags = 0
    
    Total triangle count: 18803
    Writing i:\hammerautosave\somethingsomething.bsp
    2 minutes, 36 seconds elapsed
    
    Compile Complete for this module.
    VRAD Completed: Sunday, August 11, 2013,  3:38:24 AM
    VRAD: Compile time: 2 minutes, 36 seconds elapsed
    
    One Line Summary: 8/11/2013 3:38:24 AM, somethingsomething.vmf, Counter-Strike: Source, normal , fast, normal, 00:00:04, 00:00:05, 00:02:38, 00:02:47
    History.csv was updated.
    
    Compile Summary - job mode: FAST
    Map Name: somethingsomething.vmf
    VBSP - mode:normal , 3 seconds, 00:00:04 elapsed
    VVIS - mode:fast, 4 seconds, 00:00:05 elapsed
    VRAD - mode:normal, 2 minutes, 36 seconds(LDR), n/a(HDR), 00:02:38 elapsed
    Total Compile time: 00:02:47
                                                                      
    
    NOTE: old BSP file deleted: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\somethingsomething_old.bsp
    NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\somethingsomething_old.bsp
    
    File copied: I:\HammerAutosave\somethingsomething.bsp to C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\somethingsomething.bsp
    
     
    Last edited: Aug 11, 2013
  2. Uragan Veteran Stalker

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    Waterfalls and a skybox called zombiehell.

    Also I think it may have been my idea for point caps so yay!
     
  3. Furchee Yiff Staff Member

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    Who doesn't love waterfalls ?
    And yes I believe it was !

    >Updated the compile log.
    >Fixed errors.
     
  4. Furchee Yiff Staff Member

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    Mind if I double post ?
    I'm still working on it ... just ... slowly.

    [​IMG]