Snarkpit Maps Archive

Team Fortress Classic (HL) 99 ways

Beta
This was first started back in 06-07 and was the basic layout I used as a plan for Attac. Looking back I kind of liked its funky disregard for general floorspace and overuse of dinky ramps. After spending a few days (well, hours) fixing up the core architecture which was broken I finally finished it off and found it quite a different beast to Attac, despite the same floor plan (effectively).

Anyway, maybe we'll play it at some point. Maybe we wont - but it should be interesting to try it.

PS. Don't worry, all my maps wont be Attac clones.

99 ways (to die) by CaTTa

Beta 1

Objective
You must first disable the security
to access the enemy flag.

As standard bring the flag home to
the small cap point in the ramp room.

The computer in the security room
can be detpacked to remove the
chemical effect of the industrial
waste water in order to allow access
to the FR via a small tunnel in the
ramp room

An engineer may fix the computer
with his trusty wrench and bring back
the toxic side effects.

Credits
Tex-creator for the map domino (I will
track you down honest)

Security_r author whose entities I used
to recreate my dettable computer.

Compile Info (oooh its messy still)
hlcsg v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: E:\hammer\vhlt\tools\hlcsg.exe "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6"
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6" -low -wadautodetect -nowadtextures
Entering E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 3 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wadcfgfile [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.48 seconds)
CSGBrush:
(1.16 seconds)

Including Wadfile: \hammer\cs\de_storm.wad
- Contains 4 used textures, 7.14 percent of map (74 textures in wad)
Including Wadfile: \hammer\vhlt\tools\zhlt.wad
- Contains 1 used texture, 1.79 percent of map (17 textures in wad)
Including Wadfile: \hammer\decompiler\domino_btm.wad
- Contains 8 used textures, 14.29 percent of map (92 textures in wad)
Including Wadfile: \hammer\cs\torntextures.wad
- Contains 2 used textures, 3.57 percent of map (162 textures in wad)
Including Wadfile: \hammer\wads\wales1.wad
- Contains 4 used textures, 7.14 percent of map (58 textures in wad)
Including Wadfile: \hammer\wads\halflife.wad
- Contains 16 used textures, 28.57 percent of map (3116 textures in wad)
Including Wadfile: \hammer\wads\liquids.wad
- Contains 1 used texture, 1.79 percent of map (32 textures in wad)
Including Wadfile: \hammer\wads\tfc2.wad
- Contains 4 used textures, 7.14 percent of map (395 textures in wad)
Including Wadfile: \hammer\wads\tfc.wad
- Contains 16 used textures, 28.57 percent of map (279 textures in wad)

"wad" is ""

added 7 additional animating textures.
Texture usage is at 1.71 mb (of 32.00 mb MAX)
1.86 seconds elapsed

----- END hlcsg -----

hlbsp v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: E:\hammer\vhlt\tools\hlbsp.exe "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6"
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6" -low -chart -maxnodesize 64

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 3 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 64 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1500...2000...2500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (496,-2192,-832)-(912,-2189,-736) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
3000...3500...4000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2080,1882,-294)-(-2048,1912,-272) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
4500...5000...5500...5745 (0.19 seconds)
BSP generation successful, writing portal file 'E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6.prt'
SolidBSP [hull 1] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-0,575,-690)-(0,1357,-636) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-0,575,-700)-(1,2432,-690) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-0,544,-1724)-(1,2432,-700) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...1500...2000...2500...3000...3500...4000...4500...4975 (0.17 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-16,528,-1728)-(-16,704,-1056) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
4000...4500...4683 (0.22 seconds)
SolidBSP [hull 3] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-0,575,-672)-(0,1357,-654) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-0,575,-718)-(1,2432,-672) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-0,544,-1742)-(1,2432,-718) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5152 (0.27 seconds)
Reduced 887 texinfos to 602
Reduced 62 texdatas to 60 (1797856 bytes to 1675184)
Reduced 9466 planes to 2808

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 72/512 4608/32768 (14.1%)
planes 2808/32768 56160/655360 ( 8.6%)
vertexes 9497/65535 113964/786420 (14.5%)
nodes 4588/32767 110112/786408 (14.0%)
texinfos 602/32767 24080/1310680 ( 1.8%)
faces 7443/65535 148860/1310700 (11.4%)
clipnodes 12359/32767 98872/262136 (37.7%)
leaves 2193/32760 61404/917280 ( 6.7%)
  • visleafs 1647/8192 0/0 (20.1%)
marksurfaces 8198/65535 16396/131070 (12.5%)
surfedges 33895/512000 135580/2048000 ( 6.6%)
edges 16993/256000 67972/1024000 ( 6.6%)
texdata [variable] 1675184/33554432 ( 5.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 30740/524288 ( 5.9%)
  • AllocBlock 29/64 0/0 (45.3%)
60 textures referenced

Total BSP file data space used: 2543932 bytes

2.91 seconds elapsed

----- END hlbsp -----

hlvis v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: E:\hammer\vhlt\tools\hlvis.exe "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6"
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6" -low -full -chart
1647 portalleafs
4639 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 3 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
(1.44 seconds)
LeafThread:
(69.64 seconds)
average leafs visible: 197
g_visdatasize:112403 compressed from 339282

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 72/512 4608/32768 (14.1%)
planes 2808/32768 56160/655360 ( 8.6%)
vertexes 9497/65535 113964/786420 (14.5%)
nodes 4588/32767 110112/786408 (14.0%)
texinfos 602/32767 24080/1310680 ( 1.8%)
faces 7443/65535 148860/1310700 (11.4%)
clipnodes 12359/32767 98872/262136 (37.7%)
leaves 2193/32760 61404/917280 ( 6.7%)
  • visleafs 1647/8192 0/0 (20.1%)
marksurfaces 8198/65535 16396/131070 (12.5%)
surfedges 33895/512000 135580/2048000 ( 6.6%)
edges 16993/256000 67972/1024000 ( 6.6%)
texdata [variable] 1675184/33554432 ( 5.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 112403/8388608 ( 1.3%)
entdata [variable] 30740/524288 ( 5.9%)
  • AllocBlock 29/64 0/0 (45.3%)
60 textures referenced

Total BSP file data space used: 2656335 bytes

71.28 seconds elapsed [1m 11s]

----- END hlvis -----

hlrad v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: E:\hammer\vhlt\tools\hlrad.exe -extra "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6"
Arguments: -extra "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\newtehagain6" -waddir E:\hammer\CS -waddir E:\hammer\WADs -low -smooth 50

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 3 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 2.200 ] [ 2.200 ]
reflectivity scale [ 1.000 ] [ 1.000 ]

Load Textures:
60 textures referenced
Reading texlights from 'E:\hammer\vhlt\tools\lights.rad'
0 opaque models
0 opaque faces
7443 faces
Create Patches : 32890 base patches
874439 square feet [125919288.00 square inches]
757 direct lights
1 light styles

BuildDiffuseNormals:
(1.53 seconds)
BuildFacelights:
(167.56 seconds)
BuildVisLeafs:
(33.91 seconds)
visibility matrix : 10.7 megs
MakeScales:
(30.28 seconds)
Transfer Lists : 27261012 : 27.26M transfers
Indices : 14561044 : 13.89M bytes
Data : 54616689 : 52.09M bytes
Bounce 1 GatherLight:
(1.09 seconds)
Bounce 2 GatherLight:
(0.88 seconds)
Bounce 3 GatherLight:
(0.89 seconds)
Bounce 4 GatherLight:
(0.86 seconds)
Bounce 5 GatherLight:
(0.88 seconds)
Bounce 6 GatherLight:
(0.84 seconds)
Bounce 7 GatherLight:
(0.88 seconds)
Bounce 8 GatherLight:
(0.88 seconds)
FinalLightFace:
(2.23 seconds)
244.50 seconds elapsed [4m 4s]

----- END hlrad -----

Team Fortress Classic (HL) Attac

Update: 11:07 23/08/12 FINAL VERSION released for attac (4v4), download link is for this. Hurray, hurray!

Update: 21:50 BST 04/07/12 minor change to the .bsp but still released as "attac_8v8"

Update: Download link is now for the new 8v8 version. Here by demand. Not all of it popular. :D

Update: Beta 10 released 17/05

Blue team must steal red-teams flag and return it to the Capture Point in their spawn. Deactivate security to allow access to plank and top-way entrances. Beware of the closing Fire Doors.

After a set time, restart the map and swap teams.

Red may vent the pressure (using the release button in the T) from the pipes in the upper flag room entry every 30 seconds to potentially kill pesky attackers trying to sneak in.

There is no blue base.

-------------------attac_beta10.bsp--------------------
Title : Attack! (beta10)
Filename : attac_beta10.bsp
Date: : 10/05/2012
Author : Jordan Fleet (sMeLLyCaT / CaTTa)
Email Address : jordfleet ( at ) yahoo (dot) co (dot) uk
Description : TeamFortress Classic OvD CTF map
Number of Teams : 2
Recommended # of Players: 8

--------------------Technical Details----------------------
Base Used : Original
New Textures : Yes, mostly from CS .WADs but also some new wall textures from

http://www.davegh.com/index.php (excellent free tileable images here)
props to cryaxx (domino maker) for the excellent TFC wall textures
New Sounds : No.
New Environment : No - used bloody-marvelous from xpress2k4
Editor used : Valve Hammer Editor 3.4
Build time : Approx 10mins on phenom II x3 710, 3gb DDR2 RAM with 128 nodesizes (increased

VIS time by at least 3 times)
Tools : VHLT (build 25) http://forums.svencoop.com/showthread.php?t=38059 **if you're

still using zoners tools I -strongly- suggest changing to these.**

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 237/512 15168/32768 (46.3%)
planes 9119/32768 182380/655360 (27.8%)
vertexes 20708/65535 248496/786420 (31.6%)
nodes 11555/32767 277320/786408 (35.3%)
texinfos 2355/32767 94200/1310680 ( 7.2%)
faces 16580/65535 331600/1310700 (25.3%)
clipnodes 31107/32767 248856/262136 (94.9%)
leaves 6749/32760 188972/917280 (20.6%)
  • visleafs 4037/8192 0/0 (49.3%)
marksurfaces 18478/65535 36956/131070 (28.2%)
surfedges 74537/512000 298148/2048000 (14.6%)
edges 37577/256000 150308/1024000 (14.7%)
texdata [variable] 3853564/33554432 (11.5%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 558007/8388608 ( 6.7%)
entdata [variable] 65580/524288 (12.5%)
  • AllocBlock 39/64 0/0 (60.9%)
165 textures referenced

--------------------Install Information--------------------

Unzip the files to the /steam/steamapps/team fortress classic/tfc directory with paths enabled

--------------------Play Information-----------------------

Blue team must steal red-teams flag and return it to the Capture Point in their spawn. Deactivate

security to allow access to plank and top-way entrances. Beware of the closing Fire Doors.

After a set time, restart the map and swap teams.

Red may vent the pressure (using the release button in the T) from the pipes in the upper flag

room entry every 30 seconds to potentially kill pesky attackers trying to sneak in.

There is no blue base.

--------------------To do-----------------------

Major:
*Beta & playability testing
*Optimisation

Minor:
*General appearance improvements

--------------------Changes Since Last Release-------------
changes from beta9
Complete texture overhaull of inside (floors, roofs, walls etc)
Added an extra T at FD to make the initial offy entry slightly harder
this also reduces r_speeds in the main spam area dramatically
this also creates an improved access to balc (concs to FR possible in one movement)
Reduced main FD ramp width to (hopefully) make it more defendable
also reduces grate size (upwards) to give a clearer view on offy going "Upper"
Reduced FR width by 200 units (approx 15%) & increased bags cell count from 50 to 75 in an

attempt to make engineer viable.
Increased width of balc access doorway as it is now a major choke point.
Simplified geometry futher to increase r_speeds
More nulling of unseen faces to increase r_speeds

changes from beta8
Opened up bad-balc way from Offy spawn
Changed some layout to improve VIS blocking
NULL textured all non-visible planes (ergh)
Reduced geometry complexity throughout the map and overhauled outside layout
fingers crossed
wpoly in T area down to 1400 max

Changes from beta7
wpoly in main T area reduced from 2500 to 1700 (max values) to resolve FPS issues raised in

playtest.
Created overview
Got the correct skybox names
created info.txt (primarily for o'saft)

Changes from beta6
LEAKS FIXED!
Outside has major work, new bridge, layout etc.
New enviroment lighting
New skybox
Toying with water cautistics outside (check the reflections under the dam-arch and 'light rays'

in water)

Changes from beta5
Significant new brushwork, entity work and ambient sounds.
Valve release to kill players in upper entry
Door override stops players being stuck in upper - allows a surprise attack
Players blocked from enterring flag room in prematch
spawn with full hp/armour
bags provide full hp/armour
offence can go through the new 'window' approach to bad-balc without concs (added vine-ladder)

Changes from beta4
Created quicker route to bad-balc (see http://www.youtube.com/watch?v=pnAHpMDYINw)
Glass in the rocks and thanks to #tfc.pickup inside
Added small lip on bad-balc entryway, and slideable red-team decal
Pipe-room detail in FR
Added floor level red-tex-light, hooked up to security
Changed lighting to texture lights, adjusted light levels to (hopefully) work with the new

red-tex-lights
Slightly improved red respawns detail
Minor adjustments to Arch size and mini ramp angles (near plank).

changes from beta 2
FR engy window bays made more sg friendly
FR water has been deepened
Doors now open by trigger, rather than by walking into them
Trim on T changed to be more accessible
Lasers no longer hurt at all to red team
Major lighting overhaul
Added bag sounds & security sounds in red base
Cliff brushwork improved

--------------------Notes and Known Bugs-------------------
There is one known bug which I don't want to post in-case of abuse, but it's fairly minor and

isn't a big deal if it isn't fixed.

FD can get very spammy when the flag moves, hopefully after a bit of play offence will realise

taking balc or bad-balc can be more effective and that defence leave themselves very vulnerable

to the relay moving all four players to the main ramp, even if the flag gets held an extra minute

or so.

FPS may still be an issue

--------------------Full log------------------------

hlcsg v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: E:\hammer\vhlt\tools\hlcsg.exe "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team

fortress classic\tfc\maps\Attac_b10_9_128"
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress

classic\tfc\maps\Attac_b10_9_128" -low -wadautodetect -nowadtextures
Entering E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress

classic\tfc\maps\Attac_b10_9_128.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 3 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wadcfgfile [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(1.56 seconds)
CSGBrush:
(1.92 seconds)

Including Wadfile: \hammer\cs\cs_cbble.wad
- Contains 4 used textures, 3.03 percent of map (61 textures in wad)
Including Wadfile: \hammer\cs\de_storm.wad
- Contains 5 used textures, 3.79 percent of map (74 textures in wad)
Including Wadfile: \hammer\cs\cs_office.wad
- Contains 5 used textures, 3.79 percent of map (102 textures in wad)
Including Wadfile: \hammer\cs\chateau.wad
- Contains 3 used textures, 2.27 percent of map (136 textures in wad)
Including Wadfile: \hammer\vhlt\tools\zhlt.wad
- Contains 1 used texture, 0.76 percent of map (17 textures in wad)
Including Wadfile: \hammer\decompiler\domino_btm.wad
- Contains 10 used textures, 7.58 percent of map (92 textures in wad)
Including Wadfile: \hammer\wads\attac.wad
- Contains 6 used textures, 4.55 percent of map (8 textures in wad)
Including Wadfile: \hammer\cs\torntextures.wad
- Contains 2 used textures, 1.52 percent of map (162 textures in wad)
Including Wadfile: \hammer\wads\wales1.wad
- Contains 6 used textures, 4.55 percent of map (58 textures in wad)
Including Wadfile: \hammer\wads\halflife.wad
- Contains 69 used textures, 52.27 percent of map (3116 textures in wad)
Including Wadfile: \hammer\wads\liquids.wad
- Contains 2 used textures, 1.52 percent of map (32 textures in wad)
Including Wadfile: \hammer\wads\tfc2.wad
- Contains 9 used textures, 6.82 percent of map (395 textures in wad)
Including Wadfile: \hammer\wads\tfc.wad
- Contains 10 used textures, 7.58 percent of map (279 textures in wad)

"wad" is ""

added 18 additional animating textures.
Texture usage is at 3.35 mb (of 32.00 mb MAX)
4.58 seconds elapsed

----- END hlcsg -----

hlbsp v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: E:\hammer\vhlt\tools\hlbsp.exe "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team

fortress classic\tfc\maps\Attac_b10_9_128"
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress

classic\tfc\maps\Attac_b10_9_128" -low -chart -maxnodesize 128

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 3 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 128 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0]

500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...

7500...8000...8386 (0.28 seconds)
BSP generation successful, writing portal file 'E:\Steam\steamapps\jordfleet@yahoo.co.uk\team

fortress classic\tfc\maps\Attac_b10_9_128.prt'
SolidBSP [hull 1]

500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...

7500...8000...8201 (0.36 seconds)
SolidBSP [hull 2]

500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...

7500...7537 (0.53 seconds)
SolidBSP [hull 3] 500...1000...1500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at

(916,808,422)-(920,944,442) in hull 3 of model 0 (entity: classname "worldspawn", origin "",

targetname "")
2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500..

.8638 (1.48 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-789,1403,615)-(-779,1456,632) in

hull 1 of model 231 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-789,1403,633)-(-779,1456,650) in

hull 3 of model 231 (entity: classname "func_wall", origin "", targetname "")
Reduced 2166 texinfos to 1834
Reduced 149 texdatas to 145 (3518528 bytes to 3400684)
Reduced 22930 planes to 6804

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 244/512 15616/32768 (47.7%)
planes 6804/32768 136080/655360 (20.8%)
vertexes 15370/65535 184440/786420 (23.5%)
nodes 8865/32767 212760/786408 (27.1%)
texinfos 1834/32767 73360/1310680 ( 5.6%)
faces 11520/65535 230400/1310700 (17.6%)
clipnodes 25090/32767 200720/262136 (76.6%)
leaves 5219/32760 146132/917280 (15.9%)
  • visleafs 2684/8192 0/0 (32.8%)
marksurfaces 12720/65535 25440/131070 (19.4%)
surfedges 51999/512000 207996/2048000 (10.2%)
edges 27183/256000 108732/1024000 (10.6%)
texdata [variable] 3400684/33554432 (10.1%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 54621/524288 (10.4%)
  • AllocBlock 32/64 0/0 (50.0%)
145 textures referenced

Total BSP file data space used: 4996981 bytes

6.17 seconds elapsed

----- END hlbsp -----

hlvis v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: E:\hammer\vhlt\tools\hlvis.exe "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team

fortress classic\tfc\maps\Attac_b10_9_128"
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress

classic\tfc\maps\Attac_b10_9_128" -low -full -chart
2577 portalleafs
7675 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 3 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
(3.22 seconds)
LeafThread:
(214.06 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 2486 and 2490:
(-2883.446 -403.938 147.692)
(-2889.143 -384.000 150.857)
(-2998.857 0.000 210.406)
(-2998.857 0.000 11.769)
(-2988.638 -35.767 16.203)

average leafs visible: 252
g_visdatasize:229620 compressed from 832371

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 244/512 15616/32768 (47.7%)
planes 6804/32768 136080/655360 (20.8%)
vertexes 15370/65535 184440/786420 (23.5%)
nodes 8865/32767 212760/786408 (27.1%)
texinfos 1834/32767 73360/1310680 ( 5.6%)
faces 11520/65535 230400/1310700 (17.6%)
clipnodes 25090/32767 200720/262136 (76.6%)
leaves 5219/32760 146132/917280 (15.9%)
  • visleafs 2684/8192 0/0 (32.8%)
marksurfaces 12720/65535 25440/131070 (19.4%)
surfedges 51999/512000 207996/2048000 (10.2%)
edges 27183/256000 108732/1024000 (10.6%)
texdata [variable] 3400684/33554432 (10.1%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 229620/8388608 ( 2.7%)
entdata [variable] 54621/524288 (10.4%)
  • AllocBlock 32/64 0/0 (50.0%)
145 textures referenced

Total BSP file data space used: 5226601 bytes

217.58 seconds elapsed [3m 37s]

----- END hlvis -----

hlrad v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: E:\hammer\vhlt\tools\hlrad.exe -extra

"E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b10_9_128"
Arguments: -extra "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress

classic\tfc\maps\Attac_b10_9_128" -waddir E:\hammer\CS -waddir E:\hammer\WADs -low -smooth 50

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 3 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 2.200 ] [ 2.200 ]
reflectivity scale [ 1.000 ] [ 1.000 ]

Load Textures:
145 textures referenced
Reading texlights from 'E:\hammer\vhlt\tools\lights.rad'
20 opaque models
934 opaque faces
11520 faces
Create Patches : 36851 base patches
697397 square feet [100425168.00 square inches]
921 direct lights
27 light styles

BuildDiffuseNormals:
(1.41 seconds)
BuildFacelights:
(258.42 seconds)
BuildVisLeafs:
(36.00 seconds)
visibility matrix : 12.7 megs
MakeScales:
(38.27 seconds)
Transfer Lists : 28458342 : 28.46M transfers
Indices : 21055132 : 20.08M bytes
Data : 57019590 : 54.38M bytes
Bounce 1 GatherLight:
(1.16 seconds)
Bounce 2 GatherLight:
(1.58 seconds)
Bounce 3 GatherLight:
(1.59 seconds)
Bounce 4 GatherLight:
(1.56 seconds)
Bounce 5 GatherLight:
(1.58 seconds)
Bounce 6 GatherLight:
(1.61 seconds)
Bounce 7 GatherLight:
(1.55 seconds)
Bounce 8 GatherLight:
(1.58 seconds)
FinalLightFace:
(2.69 seconds)
354.94 seconds elapsed [5m 54s]

----- END hlrad -----

--------------------Thank You To the Following-------------
snarkpit.net for their various tutorials and prefabs (full links soon)
twhl.info for their excellent tutorials and forums
Tex links https://developer.valvesoftware.com/wiki/Material_Download_Sites and

http://www.davegh.com/index.php
Badlands mapper for the alternate balcony inspiration
All the players in #tfc.pickup for playtests and phew for constantly re-uploading new versions.
More to come

Legal Stuff:
This map was designed and created by Jordan Fleet, please do not copy this level in any shape or

form without permission.
Please do not use this level as a base for your own without permission.
Cheers, and enjoy!

Team Fortress Classic (HL) Xen Invasion - Part 1 (Standalone release)

by Sim
A cooperative escape map for TFC. My biggest project so far, and the one that caused the most headaches. From the readme:
November 19th, 2016
Seven years after the Black Mesa incident which destroyed the facility and prompted a military operation to hide its existence, the same threat has again emerged.

Two members of the military team dispatched to destroy all evidence of Black Mesa came across details of the original experiment encrypted on a hard drive locked in a safe.

Attracted by the huge value of such data, the contents of the hard drive were sold to Mobile Frontier, a leading technology company looking for profitable lines of research. The contents were too strongly encrypted to be cracked, until in 2014 the company finally had powerful enough machines and inside information to break the encryption.

Within 2 years the experiment was recreated under the strongest safety conditions ever used. Again, the experiment went out of control. Xen organisms have spread rapidly throughout the facility, and action is needed quickly to have a chance of closing the portal.

Underestimating the threat, a relatively inexpensive team was sent out to take care of Xen. We lost contact before they got close to the test area.

The threat has since increased dramatically, and the Hazardous Enviroment Combat Unit have been dispatched again, along with a private clearance squad using a large portion of the company's budget.

Enter the facility and shut down this portal at all costs. You are the most experienced personnel alive.

We only get one chance at this.
This is the first map in a three part series, but since they take so long (and I can't guarantee I'll finish the other parts) I've released this one by itself for now.

Recommended 3-8 players, but possible with 2 very skilled players. More than 8 is fine as long as people are patient or you have some way of kicking idiots ;)

Team Fortress Classic (HL) XCore

by Sim
A small CTF map with plenty of room for concs and bhopping. Recommended 4-16 players.

Team Fortress Classic (HL) assault

by Sim
ASSAULT
UT assault-style Attack & Defend

Objective: Blue team defends against Red team, who try and score
in each of 3 rounds with a different objective.

Round 1 - Destroy the seal at the top of the building, then
shatter the crystal inside.

Round 2 - Pull the lever inside the castle to unlock the throne
room above, reach the throne to win. Extra points for breaking
through the gatehouse.

Round 3 - Destroy the mech by pressing the self-destruct button
on the balcony overhead. Attackers can activate a teleport for
fast transport.

Scoring: Blue team gains 5 points per minute until the game
ends. Read team gains a possible 45 points for Round 1, 50
points for Round 2 and 65 points for Round 3.

Good luck!

Team Fortress Classic (HL) conc_redux

by Sim
First map release, I hope you'll enjoy it. Easy concmap, 9 jumps. Thanks to Demon, ErR0r, Gallzy and span_ for testing and suggestions.

You can also play as a soldier or demoman, but they do not have any powerups. It's much harder to finish the map as these, and you'll need some cunning, but it IS possible!

Team Fortress Classic (HL) ancient_climb

by Sim
A climb map this time. It has a few tricky bits in it so I recommend you play jumpskillz or a handful of kz's first. Thanks go out to span_, Spaz, gargamel and CountOmAlly for testing and suggestions, and everyone else at Euroskillz for the encouragement of course.

People with slower machines be warned the r's get pretty high! If you can play the other kz's you should be fine though.

Team Fortress Classic (HL) Nightrun

by MJ
Updated: 9-10-06

Ok It's about time I updated this map...

First off I change the gamestyle. It now plays like Avanti. It has 4 cap points that are place well. It plays way better now I think. Also I added signs to help people out too. Made some changes on the layout too for gameplay. Check it out.

Team Fortress Classic (HL) be_sniped

by jpiolho
This is my first TFC fun map, so if there is any bug it's normal.
The map have 2 teams: Runners (Blue), Snipers (Red)
Runners must reach STOP sign before snipers hit them. The best way to play this map is with timelimit, and at end see who score more.

There can only be a max of 5 snipers, and unlimited to runners.

Runners Classes:
--
Scout - 1 point when reach end
Medic - 2 points when reach end
Engineer - 3 points when reach end

Snipers Classes:
--
Sniper - 1 point per frag

In scoreboard, the blue team score is how much guys have escaped (end).

Team Fortress Classic (HL) Earth Vs...

by Nugs
Beta
Started this a night or two ago to refamiliarize myself with hammer.

Team Fortress Classic (HL) x7rushdown

Beta
5/30/05:

While I abandoned this map for a few months, I've decided to come back to it with the ultimate goal of releasing a final version.

A small map best suited for 5 on 5 gameplay. Shutdown style.

Stay tuned for a final version soon.