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.
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!