surf_facewank

Discussion in 'Counter-Strike: Global Offensive Servers' started by Furchee, Apr 18, 2016.

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  1. Furchee Yiff Staff Member

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    So as I've stated before I've been making a csgo map for the server since all the current maps are garbage.
    No, the title is not the name of the actual map. Suggestions are welcome! If I like it enough I'll use it and reward you.

    This map will include:
    40 spawn points
    BLOCKED spawn ramps so you cant spawn kill/shoot (rekt fucking scrubs l337 hex)
    A theme similar to year3k (The farther you surf the better your rewards!)
    A large scaled jail with beneficial floors based on SURF skill
    Sexy textures and lighting (with one being a little different ;D)
    Smooth ramps (courtesy of Krazy; MAH NIGGA)

    DONE:
    Spawn section (with all spawn points)
    Spawn protection
    All platforms to reward those who can't complete the hardest difficulty
    Skybox (Using the same one for my latest css map that's yet to be released :( )
    Environmental lighting
    Surf ramps applied
    Lightmap grid
    Most teleport triggers
    Landmark teleport
    Teleporters tweaked and applied properly in case you're as good as surfing as I
    Highest tier reward section (end of map)
    Hint textures applied. (Didn't find a good use for areaportals in such a map)
    -Got the custom FGD to import guns/gun spawners/strippers and so on
    Complete lighting all across the map
    Jail design / teleporters based on skill
    Added weapons based on surf length / secret room

    Last screenshot:
    [​IMG]

    Latest full compile:
    Code:
    ================== VBSP ==================
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_push/knife_push.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_survival_bowie/knife_survival_bowie.vmt.
    materialPath: D:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
    Loading I:\HammerAutosave\surf_endlessblue.vmf
    Map revision 505
    Patching WVT material: maps/surf_endlessblue/stone/blend_building_sidewalk_wvt_patch
    Patching WVT material: maps/surf_endlessblue/de_nuke/nukblenddirtgrass_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 944 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing I:\HammerAutosave\surf_endlessblue.prt...Building visibility clusters...
    done (0)
    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 (5) (809487 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3224 texinfos to 1652
    Reduced 50 texdatas to 42 (1469 bytes to 1055)
    Writing I:\HammerAutosave\surf_endlessblue.bsp
    10 seconds elapsed
    
    ================== VVIS ==================
    6 threads
    reading i:\hammerautosave\surf_endlessblue.bsp
    reading i:\hammerautosave\surf_endlessblue.prt
    2801 portalclusters
    7343 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 273 visible clusters (0.00%)
    Total clusters visible: 1212880
    Average clusters visible: 433
    Building PAS...
    Average clusters audible: 588
    visdatasize:663944  compressed from 1971904
    writing i:\hammerautosave\surf_endlessblue.bsp
    6 minutes, 9 seconds elapsed
    
    ================== VRAD ==================
    [Reading texlights from 'lights.rad']
    [17 texlights parsed from 'lights.rad']
    
    Loading i:\hammerautosave\surf_endlessblue.bsp
    18532 faces
    36 degenerate faces
    65119604 square feet [9377222656.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    18496 patches before subdivision
    613038 patches after subdivision
    140 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 167958691, max 1668
    transfer lists: 1281.4 megs
    0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(164427, 202510, 219704)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(15086, 18197, 19572)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(2074, 2503, 2696)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #4 added RGB(297, 358, 386)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #5 added RGB(45, 54, 58)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #6 added RGB(7, 8, 9)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #7 added RGB(1, 1, 2)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #8 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<2.4916 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 282/1024        13536/49152    (27.5%) 
    brushes               1738/8192        20856/98304    (21.2%) 
    brushsides           21091/65536      168728/524288   (32.2%) 
    planes               30230/65536      604600/1310720  (46.1%) 
    vertexes             25430/65536      305160/786432   (38.8%) 
    nodes                 9534/65536      305088/2097152  (14.5%) 
    texinfos              1652/12288      118944/884736   (13.4%) 
    texdata                 42/2048         1344/65536    ( 2.1%) 
    dispinfos                0/0               0/0        ( 0.0%) 
    disp_verts               0/0               0/0        ( 0.0%) 
    disp_tris                0/0               0/0        ( 0.0%) 
    disp_multiblend          0/0               0/0        ( 0.0%) 
    disp_lmsamples           0/0               0/0        ( 0.0%) 
    faces                18532/65536     1037792/3670016  (28.3%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             6428/65536      359968/3670016  ( 9.8%) 
    facebrushes           1485/0            2970/0        ( 0.0%) 
    facebrushlists       18532/0           74128/0        ( 0.0%) 
    leaves                9817/65536      314144/2097152  (15.0%) 
    leaffaces            23762/65536       47524/131072   (36.3%) 
    leafbrushes           9055/65536       18110/131072   (13.8%) 
    areas                    6/1024           48/8192     ( 0.6%) 
    surfedges           108616/512000     434464/2048000  (21.2%) 
    edges                60705/256000     242820/1024000  (23.7%) 
    LDR worldlights        140/8192        14000/819200   ( 1.7%) 
    HDR worldlights          0/8192            0/819200   ( 0.0%) 
    leafwaterdata            8/32768          96/393216   ( 0.0%) 
    waterstrips            925/32768        9250/327680   ( 2.8%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         14127/65536       28254/131072   (21.6%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/1024            0/360448   ( 0.0%) 
    LDR lightdata         [variable]    39207172/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      663944/16777216 ( 4.0%) 
    entdata               [variable]      225003/393216   (57.2%) 
    LDR ambient table     9817/65536       39268/262144   (15.0%) 
    HDR ambient table     9817/65536       39268/262144   (15.0%) 
    LDR leaf ambient     35370/65536      990360/1835008  (54.0%) 
    HDR leaf ambient      9817/65536      274876/1835008  (15.0%) 
    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]      151551/0        ( 0.0%) 
    physics               [variable]      809487/4194304  (19.3%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 1c
    
    Total triangle count: 45157
    Writing i:\hammerautosave\surf_endlessblue.bsp
    14 minutes, 16 seconds elapsed
    
    
     
    Last edited: Aug 1, 2016
  2. Bflatmusic Member

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    This sounds amazing. I like the idea of having more than 1 spawn point. You may have already solved this but I do have one question. What happens if there is an afk player. You will not be able to just go to the T spawn and kill the afk terrorists. If there are 40 spawn points, will they be pushed off a ledge after a certain amount of time or will you have to shoot them in each spawn? Also, will the weapons in your hand be reset after each round like on year3000? I am very excited to have a new map into the rotation as well as curved ramps in the map!
     
  3. Furchee Yiff Staff Member

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    Yes, there will be a spawn -pusher- along with the whole map turning into a mass teleport to the jail if not completed by a certain time to discourage "sitting" on ramps or camping sections outside of jail.
    The guns could be removed and most likely will. It's not fair to just jump straight into jail with a gun you may have stolen from a previous round or obtained by yourself. It does nothing but encourage jail camping so I'm afraid I'll force a strip every round.
     
  4. Furchee Yiff Staff Member

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    Pardon the double post, but here is a current screen shot of the map's basic design.
    This is WITHOUT and WITH everything stated in the first post. First post will update every time I work on the map.
     
    Last edited: Apr 20, 2016
  5. cheenis FaceWAN Premium Full

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    Hype. Great to finally see some new maps.
     
  6. Furchee Yiff Staff Member

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    Finished the map, finally. Design wise at least.

    Adding that new section took a looot of time. With that said, it's much nicer now.
    I followed up with the performance hint textures. Now I'm going to compile it and test it out. If it deems worthy, I'll apply the lighting and weapons.

    I'll compile and test it now. I will update the screen shot and move it into the first post.
    As long as dear old VRAD doesn't tell me to go fuck myself. (Lighting calculations at my lightmap scale can be a little touchy)

    Edit:
    Compiled and ready to test!

    Edit2:
    It's perfect. A slight ramp adjustment and then I'm moving onto lighting.
    This will be done tomorrow, I do not have the time tonight :)

    Edit3:
    Ran into slight problems with a teleport and fixed it as of tonight.
    Placed a few lights and fixed a few bugs + added two ramps.

    Edit4:
    Added a few lights and props (eye candy) so lighting is slowly on its way!

    Edit5:
    May be adding a screen shot or two now that I have lighting in place.
    Full compile (at full settings) posted in the first post!

    Edit6:
    A teaser. https://steamcommunity.com/sharedfiles/filedetails/?id=674750881

    Edit7:
    Map is complete!
    Onto beta testing ...

    Edit8:
    Map problems discovered and the list is:
    -Make a surf ramp a func_illusionary and NOT a func_detail entity
    -Assign jail buttons to actually OPEN the damn jail doors
    -Fix/Tweak jail count down timer and triggers
    -Fix incorrect texture around jail exit
    -Fix weapon spawners incorrectly spawning guns. (Guns are invisible unless picked up and "hot touched"
    -Jail secret teleporter is not assigned to the correct destination and is missing a name (?)
    -Ambient_generic entities are being pricks and not playing what they were assigned to play (I may have found a fix for this by using a # before the sound dir)
    -Teleporter assigned an incorrect or missing filter
    -Secret lighting in jail is fully illuminated even when hidden using a brush entity. Will try to disable the lights but csgo can be a prick when you have toggle-able lighting fixtures.
    -Secret room tweaking and button fixes
     
    Last edited: May 4, 2016
  7. matthaios Chicken nuggers Staff Member

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    I'm really looking forward to playing on the map. So please finish it quickly.
     
  8. Furchee Yiff Staff Member

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    Previous post fixes :

    Map problems fixed:
    -Make a surf ramp a func_illusionary and NOT a func_detail entity
    -Fix incorrect texture around jail exit
    -Jail secret teleporter is not assigned to the correct destination and is missing a name (?)
    -Ambient_generic entities are being pricks and not playing what they were assigned to play (I may have found a fix for this by using a # before the sound dir)
    -Teleporter assigned an incorrect or missing filter
    -Secret lighting in jail is fully illuminated even when hidden using a brush entity. Will try to disable the lights but csgo can be a prick when you have toggle-able lighting fixtures. (?)
    -Secret room tweaking and button fixes
     
  9. Bflatmusic Member

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    Have you decided on the name of the map yet?
     
  10. Furchee Yiff Staff Member

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    Afraid not. Please think of something people!
     
  11. Bflatmusic Member

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    I am still a fan of surf_furchee<3bflat
     
  12. cheenis FaceWAN Premium Full

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    surf_Ilikemakingpeople_banthemselves
     
  13. Furchee Yiff Staff Member

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    I mean you're on the right track ?
    (Please read in chinese racist accent)> The first step is to ban self young one
     
  14. Bflatmusic Member

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    surf_faceclan
     
  15. Black Jesus New Member

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    Yeah it's very nice :)
     
  16. Furchee Yiff Staff Member

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    To do:

    -Gun spawners now fixed and provide SKINNED weapons! (except for p2k that still gives the incorrect weapon)
    -Jail teleporter to be fixed / adjusted
    -Fix sound emitters
    -Fix secret room textures
    -Relocate secret room teleporter
     
    Last edited: Jul 25, 2016
  17. Uragan Veteran Stalker

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    posting because furchee wants to shamelessly bump this thread
     
  18. Furchee Yiff Staff Member

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    You know it!

    Bumping because this is basically done.
    All of the secrets were redone, jail works properly, gun spawners are fine and most importantly the secrets are in order!
    Now I just need to make sure my sounds work and we're good to go !
     
  19. *sNAFU Member

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    Taking forever...
     
  20. Furchee Yiff Staff Member

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    When you create a map let me know how long it takes you ?
    I have little to no free time and I'd rather spend it on something I enjoy more.

    With that said, the map will be released tomorrow afternoon since I'm almost positive Espeon is getting some beauty sleep right now.
     
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