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
Waterfalls and a skybox called zombiehell. Also I think it may have been my idea for point caps so yay!