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 -----