[map] Attac

[map] Attac

Re: [map] Attac Posted by sMeLLyCaT on Mon Feb 27th 2012 at 8:49am
sMeLLyCaT
12 posts
Posted 2012-02-27 8:49am
12 posts 231 snarkmarks Registered: Dec 5th 2005 Occupation: Student Location: UK
This is a a discussion topic for the map "Attac" by sMeLLyCaT which can be found here

Map description:

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.

Extra info
-------------------attac_beta8.bsp--------------------
Title : Attack! (beta8)
Filename : attac_beta8.bsp
Date: : 27/02/2012
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)
New Sounds : No.
New Environment : No - used bloody-marvelous from xpress2k4
Editor used : Valve Hammer Editor 3.4
Build time : Approx 35mins on phenom II x3 710, 3gb DDR2 RAM with 64 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
*Extensive cliff brushwork still to do - STILL TO DO! :(
*Optimisation

Minor:
*Second Red Respawn (still) needs work
*Maybe de-badlands the alternate entrance.
*General appearance improvements

--------------------Changes Since Last Release-------------
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.

If FPS seems good on the beta8 playtest then I will consider more detail outside.

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

** Executing...
** Command: Change Directory
** Parameters: E:\Steam\steamapps\\team fortress classic

** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\Attac_b7_final2_64_2.map" "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2.map"

** Executing...
** Command: E:\hammer\vhlt\tools\hlcsg.exe
** Parameters: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2"

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\\team fortress classic\tfc\maps\Attac_b7_final2_64_2"
Arguments: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -low -wadautodetect -nowadtextures
Entering E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2.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:
(3.19 seconds)
CSGBrush:
(3.48 seconds)

Including Wadfile: \hammer\cs\cs_cbble.wad
- Contains 4 used textures, 2.61 percent of map (61 textures in wad)
Including Wadfile: \hammer\cs\de_storm.wad
- Contains 6 used textures, 3.92 percent of map (74 textures in wad)
Including Wadfile: \hammer\cs\cs_office.wad
- Contains 5 used textures, 3.27 percent of map (102 textures in wad)
Including Wadfile: \hammer\cs\chateau.wad
- Contains 3 used textures, 1.96 percent of map (136 textures in wad)
Including Wadfile: \hammer\vhlt\tools\zhlt.wad
- Contains 1 used texture, 0.65 percent of map (17 textures in wad)
Including Wadfile: \hammer\decompiler\domino_btm.wad
- Contains 10 used textures, 6.54 percent of map (92 textures in wad)
Including Wadfile: \hammer\wads\attac.wad
- Contains 6 used textures, 3.92 percent of map (7 textures in wad)
Including Wadfile: \hammer\cs\torntextures.wad
- Contains 3 used textures, 1.96 percent of map (162 textures in wad)
Including Wadfile: \hammer\wads\wales1.wad
- Contains 8 used textures, 5.23 percent of map (58 textures in wad)
Including Wadfile: \hammer\wads\halflife.wad
- Contains 84 used textures, 54.90 percent of map (3116 textures in wad)
Including Wadfile: \hammer\wads\liquids.wad
- Contains 2 used textures, 1.31 percent of map (32 textures in wad)
Including Wadfile: \hammer\wads\tfc2.wad
- Contains 10 used textures, 6.54 percent of map (395 textures in wad)
Including Wadfile: \hammer\wads\tfc.wad
- Contains 11 used textures, 7.19 percent of map (279 textures i
Re: [map] Attac Posted by sMeLLyCaT on Thu May 17th 2012 at 9:53pm
sMeLLyCaT
12 posts
Posted 2012-05-17 9:53pm
12 posts 231 snarkmarks Registered: Dec 5th 2005 Occupation: Student Location: UK
This should be the first image but for some reason the preview isn't working.

http://www.snarkpit.net/maps/17/images/3458_1.jpg

The layout guide doesn't actually clarify all that much. :)
Re: [map] Attac Posted by sMeLLyCaT on Thu May 17th 2012 at 10:03pm
sMeLLyCaT
12 posts
Posted 2012-05-17 10:03pm
12 posts 231 snarkmarks Registered: Dec 5th 2005 Occupation: Student Location: UK
Heh, compile times down from about 40 mins to ~10 mins. Felt like I've not changed all that much considering how long it's taken me but I think that says quite a lot!