Snarkpit2

Snarkpit2

Re: Snarkpit2 Posted by Myrk- on Thu May 27th 2004 at 12:05pm
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Posted 2004-05-27 12:05pm
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Hmmm got so little to do I might actually make a map of my own lol!

/me pets his 4 month holiday...
Re: Snarkpit2 Posted by Yak_Fighter on Thu May 27th 2004 at 5:22pm
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Posted 2004-05-27 5:22pm
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Leperous said:
Dear god people, get someone to retexture that thing :leper: (offers to do so himself as his contribution)
1. Are you insane?

2. It's already gone through a complete texture revision. What more do you want? :razz:
Re: Snarkpit2 Posted by ReNo on Thu May 27th 2004 at 5:34pm
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There are quite a few suspect texture choices to be fair, it could use some better ones in places. Take the lift screenshot you posted in this thread Yak - in the lift the texture used on the wall repeats quite badly vertically, and as such it would be better to replace it with more simple texture such as "c1a4b_w3b" or "c2a4e_w1" (no I don't know those names off by heart, I just had a quick look for something suitable :razz: ).
Re: Snarkpit2 Posted by Leperous on Thu May 27th 2004 at 6:27pm
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I want you to not use poxy 5 year old 128x128 stock textures everywhere, perhaps? :razz:
Re: Snarkpit2 Posted by mazemaster on Thu May 27th 2004 at 6:51pm
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I think one of the origional regulations was that the textures had to be stock.
Re: Snarkpit2 Posted by 7dk2h4md720ih on Thu May 27th 2004 at 6:55pm
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I see no problem using new flashy textures once it's all being done by the one capable person. Our reservations in the beginning were due to the huge .bsp size if everyone went wild. :smile:
Re: Snarkpit2 Posted by Yak_Fighter on Thu May 27th 2004 at 7:01pm
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Posted 2004-05-27 7:01pm
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:cool:

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 351/400 22464/25600 (87.8%)
planes 32076/65535 641520/1310700 (48.9%)
vertexes 27399/65535 328788/786420 (41.8%)
nodes 13277/32767 318648/786408 (40.5%)
texinfos 10052/32767 402080/1310680 (30.7%)
faces 20993/65535 419860/1310700 (32.0%)
clipnodes 30398/32767 243184/262136 (92.8%)
leaves 7428/8192 207984/229376 (90.7%)
marksurfaces 25674/65535 51348/131070 (39.2%)
surfedges 96003/512000 384012/2048000 (18.8%)
edges 49538/256000 198152/1024000 (19.4%)
texdata [variable] 579560/4508672 (12.9%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 323532/2097152 (15.4%)
entdata [variable] 76183/524288 (14.5%)

This is after HLCSG, HLBSP, and HLVIS have been ran. HLRAD crashed with MAX_PATCHES, but that's because I didn't run -sparse. I don't know why, but I'm excited.

Oh, and I think only stock textures should be used. This was supposed to be the biggest and most ambitious map made for HL, and I think it should look like it's from HL. Plus every single author uses textures in a different way and it would be silly for one person to go and retexture everything in their personal style. I think each section has its own character and personality, and I wouldn't want to lose that. The coolest aspect of this map is how 7 mappers with different arcitecture and gameplay styles came together and managed to create a map that is different yet the same.
Re: Snarkpit2 Posted by Yak_Fighter on Fri May 28th 2004 at 8:24pm
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I'll have new pictures up at 2 am central time, and beta5 available for download hopefully at 1pm central time tomorrow.
Re: Snarkpit2 Posted by Yak_Fighter on Sat May 29th 2004 at 7:52am
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Posted 2004-05-29 7:52am
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Boy, you all sure seem really pumped with this long-awaited map nearing completion. Now I'm going to show you all some pictures that we've all seen a hundred times. Maybe I'll stop talking to myself then!

I know the light_environment is too bright for a night sky. That's at the top of my list for tomorrow.

User posted image

User posted image

User posted image

User posted image

User posted image

User posted image
Re: Snarkpit2 Posted by Leperous on Sat May 29th 2004 at 10:00am
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Posted 2004-05-29 10:00am
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Without knowing/caring who made each section- looks great, looks messy, looks boring, looks great, looks ok but please change the textures, looks pretty good :smile: I'm rather impressed by that first screenshot, but in general it really needs some texturing work doing :/
Re: Snarkpit2 Posted by ReNo on Sat May 29th 2004 at 1:05pm
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I preferred Dietz's area (the first shot) with blue light rather than orange in the indents I think...they were blue before right? :smile: I agree Lep, I'm all for you working your ass off to retexture this beast :biggrin:
Re: Snarkpit2 Posted by 7dk2h4md720ih on Sat May 29th 2004 at 2:05pm
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Posted 2004-05-29 2:05pm
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I think they were pink duncan if I recall correctly. Looking good Yak, great job. :smile:
Re: Snarkpit2 Posted by Orpheus on Sat May 29th 2004 at 4:53pm
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i know intimately, who made what, i would prefer to retain the maps individuality, by retaining the default textures.

the map meshed so well,considering 7 unique individuals participated, that to attempt perking it up with custom textures will reduce it drastically IMO.

does this map look awesome from the screenshots?? hardly :sad:

but when taken as a whole, from ingame viewing, it takes on a life of its own.. you can cross from one section to the next and KNOW you are in another authors territory, but the clincher is, the transition is subtle, not drastic as one would expect considering the total talent is far from even across the board... we have mappers with few or no releases to mappers with lots of releases, to mappers with releases from another game totally... and the map WORKS!!!

i can be out voted easy enuff, but i wanted my sentiments clear.. the map was supposed to be stock HL textures.. all who joined agreed it was best to reduce the file sizes..

/ 2 cents
Re: Snarkpit2 Posted by Yak_Fighter on Sat May 29th 2004 at 7:21pm
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Posted 2004-05-29 7:21pm
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My internet is crapping out on me yet again, so I can't upload the map for all to look at. I'll have to go to a library, and I won't get that opportunity until Tuesday at the earliest.

Reno: I didn't touch those lights at all, so I'll assume they were like that at least since beta18 under Orph

Lep: Some of these complaints should have been made maybe around 2002 perhaps? :biggrin: There's not much I can do at this point if you think certain sections look boring or messy construction-wise.

I will look at improving the texture usage across the map, but I'm going to stick with the default textures. Also realize that I'm much better at aligning textures than I am at choosing good ones. :sad:
Re: Snarkpit2 Posted by Orpheus on Sat May 29th 2004 at 8:18pm
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Yak_Fighter said:
Reno: I didn't touch those lights at all, so I'll assume they were like that at least since beta18 under Orph
lights were red, always have been, i altered nothing.. :confused:

i was working on two things remember.. lighting (environmentally) and sounds.. tis why my section was so incomplete.. i couldn't get the thing to compile properly so i was fussing over that..
Re: Snarkpit2 Posted by ReNo on Sun May 30th 2004 at 1:04pm
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Were they red? This is crazy that we all remember it so differently :biggrin: They aren't red now though, thats clearly orange :razz:
Re: Snarkpit2 Posted by Yak_Fighter on Tue Jun 1st 2004 at 4:20pm
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Posted 2004-06-01 4:20pm
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http://yak_fighter.tripod.com/spc_beta5.zip

Please, unless you are going to provide feedback do not download this map. I have limited bandwidth and limited means of uploading it elsewhere. I had to go to between two public libraries across two counties for this as it is. :biggrin: (if tripod gives you an error, just copy and paste the link in a new browser window)

I appreciate all feedback, but I am really interested in any problems or errors you come across, texture/lighting suggestions, and small arcitecture complaints. Weapon placement suggestions are welcome, but realize I haven't changed anything yet from previous versions so don't bitch about the current placement because I know it sucks. I really can't change the layout or add rooms as I've hit most of the engine limits, so don't suggest that either. :wink:
Re: Snarkpit2 Posted by 7dk2h4md720ih on Tue Jun 1st 2004 at 5:07pm
7dk2h4md720ih
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Posted 2004-06-01 5:07pm
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I'm getting it now and shall provide a mirror if I'm able to upload it here. :smile:

Can't do it. Tried it three times. It uploads it but when it refershes it's not there. :wtf:
Re: Snarkpit2 Posted by Orpheus on Tue Jun 1st 2004 at 5:21pm
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Yak_Fighter said:
I have limited bandwidth and limited means of uploading it elsewhere.
puts hands on hips

WHAT THE f**k DO I LOOK LIKE, CHOPPED LIVER?

the damned map has been in my briefcase for nearly a year already, what made you think i wouldn't host it for you in another form??

you disappoint me yak..

yaks new version of Spit

if that link fails, look in here in the "PitCrewMap" folder..

mumbles

i dunno if i even wanna look at the new version now :razz:
Re: Snarkpit2 Posted by Yak_Fighter on Tue Jun 1st 2004 at 5:24pm
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Posted 2004-06-01 5:24pm
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Orph, how was I supposed to get you the map without posting it myself earlier? My internet would have probably disconnected if I tried email. :razz:

Now, less yelling, more comments!
Re: Snarkpit2 Posted by Orpheus on Tue Jun 1st 2004 at 5:55pm
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Posted 2004-06-01 5:55pm
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Yak_Fighter said:
Orph, how was I supposed to get you the map without posting it myself earlier? My internet would have probably disconnected if I tried email. :razz:

Now, less yelling, more comments!
so, now i am a "limited means" huh?

you are just clear f**king full of compliments today aint'cha ol man :lol: :wink:
Re: Snarkpit2 Posted by 7dk2h4md720ih on Tue Jun 1st 2004 at 6:00pm
7dk2h4md720ih
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Posted 2004-06-01 6:00pm
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I'm gonna run through it tonight. :wink:
Re: Snarkpit2 Posted by ReNo on Tue Jun 1st 2004 at 6:22pm
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Its really come along, I particularly like some of your areas Yak. Here are some suggestions however...

User posted image

Its a lot more atmospheric than when it used to be near fullbright, but its MUCH too dark. We need a middle ground :smile:

User posted image

More lights needed here, its a bit too dark. Not just making it
brighter however, it just generally needs more lights, there aren't
enough sources.

User posted image

The teleporters are looking great all round - all a bit different but
still nice and similar. They could use some sound though, just a subtle
hum or whatever.

User posted image

Inside this tunnel from Grim's area, leading to the teleporter, is too dark. Needs more lights.

User posted image

This tunnel in A_S's area should be a little taller, so you don't have to crouch swim through it.

User posted image

I think these lights should emit a little more blue, its a little too white at the moment.

User posted image

Seems much darker in here than it used to be. I think it being a little
darker / more contrasting is nice, but needs to be a little more bright.

User posted image

You can stand on nothing here in Dietz's area, just a little clipping
area and its not a big deal, but I noticed it, so I'm saying it :razz:

Good job all around though, the layout is crazy confusing and I'm one
of the damn designers, but people will get the hang of it after a wee
while playing :smile:
Re: Snarkpit2 Posted by Orpheus on Tue Jun 1st 2004 at 8:24pm
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only 3 things to add at this time..

1) my area has the most r's of the map :sad:

and these 2 teleport destinations are oriented wrong.. they need turned to point out, not to walls.. #1 needs turned to the right 45* , #2 needs turned to the left a bit..

User posted image
User posted image

duncan already mentioned grimlocks duct area being nearly pitch black, so i took no screens..

nice update yak :biggrin:
Re: Snarkpit2 Posted by 7dk2h4md720ih on Wed Jun 2nd 2004 at 2:44am
7dk2h4md720ih
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Posted 2004-06-02 2:44am
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Yak, are you holding on to it and fixing any errors that are found for the time being?
Re: Snarkpit2 Posted by Yak_Fighter on Wed Jun 2nd 2004 at 7:32am
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Reno:
1) I don't know where the lights went in there. Probably from me changing things back in like February and not remembering what I changed. I'm guessing there was an overabundance of red light entities.
2) I was being lazy. I'll make up for it.
3) Forgot about those. That's what I get for playing mp3s while testing.
4) Same as 2
5) Can do.
6) Blue it is
7) I noticed that too, but I didn't touch it, so I don't know why it changed. Me and Orph probably have different values in our lights.rad
8 )I hate that. It will be fixed.

Orph:
1) You should have seen the r_speeds before I changed the sniping point hallway. Through the roof I say! The r_speeds are higher because you went a little overboard with the rockwork and ground in the outdoors sign area and I haven't gotten the time to redo it. I don't know if I even want to though, I hate making rock faces. Don't worry about it, it's not going to run in software anyways. :smile:
2) I meant to write that down to change but forgot.

A_S:
I intend to complete the map, hopefully before Lep can get his grubby hands on it. :razz: Due to my s**tty-ass job my available time is much more suited for making small tweaks on a beta map and letting it compile for as long as it needs, so time is no problem. I'll probably give it up when people are tired of me messing with it.
Re: Snarkpit2 Posted by 7dk2h4md720ih on Wed Jun 2nd 2004 at 3:16pm
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Posted 2004-06-02 3:16pm
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Sorry for the poor image quality, it's easier to upload stuff when they're all small file sizes. :smile:

User posted image

1. The texture around this enterance is really strectched, a simple trim texture would look muhc better.

User posted image

2. A trim texture, or even a better looking concrete one would improve this doorway.

User posted image

3. Small texture error in your section. :smile:

User posted image

4. Go up to that place in my section and you'll notice that the aaatrigger texture shown is scrolling really fast... :wtf:

I'll have a more thorough run through at a later stage. It's looking good guys. :smile: pats Yak on back
Re: Snarkpit2 Posted by Yak_Fighter on Thu Jun 3rd 2004 at 8:04am
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1 and 2) ok, can do

3) :cry: but spotting texture errors was all I had...

4) I don't know how you got up there, but I'll get rid of that :aaatrigger:

I'm going on vacation from the 4th to the 12th and I plan on having another beta soon after I get back with these and any other comments added in along with new weapon placement. After that I hope to declare this bastard finished. What're the odds of that?
Re: Snarkpit2 Posted by Orpheus on Thu Jun 3rd 2004 at 10:16am
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Yak_Fighter said:
What're the odds of that?
depends on if the vacation is in indy or not.

i imagine, going home will put a damper on your mapping.. mom and dad might want a bit of quality time.

have fun.
Re: Snarkpit2 Posted by whiteLegion on Sat Jun 5th 2004 at 10:57pm
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How many brushes does pitcrew map have. I am designing a map now and it has 5300+ brushes. This map is so huge I am wondering if it will even compile. Are you guys using standard compile tools?
Re: Snarkpit2 Posted by Orpheus on Sat Jun 5th 2004 at 11:13pm
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whiteLegion said:
How many brushes does pitcrew map have. I am designing a map now and it has 5300+ brushes. This map is so huge I am wondering if it will even compile. Are you guys using standard compile tools?
i think that was answered someplace within this thread.
yup, thats a bunch alrighty
if you haven't tried yet, you deserve for it to fail. :rolleyes:
a combination of the Xcaget tools and the 253-17 merl build
Re: Snarkpit2 Posted by whiteLegion on Sat Jun 5th 2004 at 11:49pm
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My map won't "fail" I have compiled some of it. I know my brushwork is...clean. When will pitcrew be released? I am curiouse to see which on is will be better, though I know my maps weakness is in lack of new textures. I plan on only using standard hl.

we'll see....
Re: Snarkpit2 Posted by Orpheus on Sat Jun 5th 2004 at 11:53pm
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is your post deliberately cryptic?

there is a download link to our beta, you are more than welcome to view this map in its current form.. it is about 90 to 95% complete, its not going to alter much more before release..

and the pitcrew map is 99% stock HL textures..
Re: Snarkpit2 Posted by Gollum on Sun Jun 6th 2004 at 7:59am
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whiteLegion said:
My map won't "fail" I have compiled some of it. I know my brushwork is...clean. When will pitcrew be released? I am curiouse to see which on is will be better, though I know my maps weakness is in lack of new textures. I plan on only using standard hl.

we'll see....
Erm, you appear to be comparing your map to the Pitcrew map on the basis that they both have a very large number of brushes :lol: How many brushes a map contains bears no relation to how good it is.

By the way, I strongly advise you to compile your map as soon as possible. Very large or complex maps can break engine limitations, and you really don't want to be hitting a load of them all at once. Trust me, I know about these things :razz:
Re: Snarkpit2 Posted by Orpheus on Sun Jun 6th 2004 at 11:42am
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Posted 2004-06-06 11:42am
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Gollum said:
Erm, you appear to be comparing your map to the Pitcrew map on the basis that they both have a very large number of brushes :lol: How many brushes a map contains bears no relation to how good it is.
this is kinda how i read it too, but didn't think it flame worthy.. just in case i was wrong.. since you read it too, i guess i was correct.

pitcrew1 if forking huge.. but not necessarily cause it has a butt load of brushes... i had noticed though.. the largeness had not nearly as much chaotic maziness most large maps have.. pitcrew1 has a layout that can be learned.. and thats always a plus in larger maps.
Re: Snarkpit2 Posted by 7dk2h4md720ih on Sun Jun 6th 2004 at 1:13pm
7dk2h4md720ih
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Posted 2004-06-06 1:13pm
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I had trouble finding my own section. :rolleyes: heh
Re: Snarkpit2 Posted by Orpheus on Sun Jun 6th 2004 at 1:39pm
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Alien_Sniper said:
I had trouble finding my own section. :rolleyes: heh
yeah right dave :lol: if anyone has a section that can be overlooked its yak.. he has like 4 sections all total, but somehow one or two is off the beaten path..

yours on the other hand is directly connected to reno's.. it cannot be lost :biggrin:
Re: Snarkpit2 Posted by $loth on Sun Jun 6th 2004 at 2:50pm
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Is there a download link to pitcrew1?

O btw, jsut before i started compiling one of my maps just now, i found out it has 1600+ brushes :O
Re: Snarkpit2 Posted by Orpheus on Sun Jun 6th 2004 at 3:01pm
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$loth said:
Is there a download link to pitcrew1?
sighs

try the front page perhaps :wink:
Re: Snarkpit2 Posted by mazemaster on Tue Jun 8th 2004 at 7:28am
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Seems pretty good. I'm afraid to ask for another editing pass for fear I may add something that breaks it :\
Re: Snarkpit2 Posted by $loth on Tue Jun 8th 2004 at 11:07am
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

User posted image

Maybe this area could be spiced up a bit, theres a pretty blank area there, maybe some columns?

User posted image

Those windows look a lil bland around the edges.

Over all great work!
Re: Snarkpit2 Posted by Leperous on Tue Jun 8th 2004 at 11:20am
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AAAHHHHH THE TEXTURES AND BLANDNESS IT BURNS :argh:
Re: Snarkpit2 Posted by Yak_Fighter on Tue Jun 8th 2004 at 11:54pm
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Posted 2004-06-08 11:54pm
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I am taking a 5 minute break from my vacation to say this:

Lep: One of these days... :biggrin:

$loth: I'll add a better trim texture around the windows, and I'll look into sprucing up that back room.

Maze: We'll see

whiteLegion: I'm using XP-Cagey's tools only. There's no point to mix and match them :razz:

Brushes: 6433
Faces: 37792
Total Entities: 700+

Bear in mind that this includes a boatload of clip brushes. I have hit the following limits, and I can tell you how I got around them: MAX_MAP_MIPTEX, _PLANES, _CLIPNODES, _MODELS, _FACES, _PATCHES, and _LIGHTING.
Re: Snarkpit2 Posted by GrimlocK on Wed Jun 9th 2004 at 5:32am
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Oh my god have I been reading this thread correctly? The old Snarkpit map is being compleated? :eek:

Never thought I'd see it happen. Good luck to all involved!!!
Re: Snarkpit2 Posted by GrimlocK on Wed Jun 9th 2004 at 5:40am
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386 posts 259 snarkmarks Registered: Mar 7th 2002 Occupation: Self Employed Location: Texas
Yak, this screen shot here you posted earlier, how did you get to this location to take it?

There is actually a little secret there, you are supposed to be able to jump though a small section of the window. You can walk into the water tower/tank to collect a weapon or something, I can't remember what exactly. There might be a warp in the tank also. If I remember correctly its pretty tough to get up there.

I don't think I mentioned that little secret before did I ............ wouldn't be much of a "secret" if I had :lol: .

User posted image
Re: Snarkpit2 Posted by 7dk2h4md720ih on Wed Jun 9th 2004 at 7:06am
7dk2h4md720ih
1976 posts
Posted 2004-06-09 7:06am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
A lot of the faces in that secret area have been covered in null. :smile:
Re: Snarkpit2 Posted by Yak_Fighter on Thu Jun 10th 2004 at 9:46pm
Yak_Fighter
1832 posts
Posted 2004-06-10 9:46pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
GrimlocK said:
Yak, this screen shot here you posted earlier, how did you get to this location to take it?

There is actually a little secret there, you are supposed to be able to jump though a small section of the window. You can walk into the water tower/tank to collect a weapon or something, I can't remember what exactly. There might be a warp in the tank also. If I remember correctly its pretty tough to get up there.

I don't think I mentioned that little secret before did I ............ wouldn't be much of a "secret" if I had :lol: .

User posted image
I was goofing around with tripmines and blew myself up. So far up, in fact, that my body seemed to slightly go through the glass. I went and got a gauss to see if the window was indeed func_illusionary. I gauss jumped from where that dead body is at an angle to get up there. I had no idea it was a secret area, especially since it seemed like a mapping mistake that wasn't on purpose. :biggrin: I changed the glass to func_wall already. I don't think another secret area would be good for this section, as your's and Dietz's areas seriously skew the big weapons to one corner of the map with all these traps/out-of-the-way places.
Re: Snarkpit2 Posted by GrimlocK on Sat Jun 12th 2004 at 8:16am
GrimlocK
386 posts
Posted 2004-06-12 8:16am
GrimlocK
member
386 posts 259 snarkmarks Registered: Mar 7th 2002 Occupation: Self Employed Location: Texas
Yea, too bad the map didn't go the way it was originally intended. It was supposed to be a "trap" map, or atleast have a lot of interactive stuff.
Re: Snarkpit2 Posted by Gollum on Sat Jun 12th 2004 at 11:19am
Gollum
1268 posts
Posted 2004-06-12 11:19am
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
700 entities :eek:

How did you manage that? That's nearly as many as Gmdm2.

/me suspects that number could be cut down a lot with efficient use of entities
Re: Snarkpit2 Posted by Yak_Fighter on Sun Jun 13th 2004 at 3:25am
Yak_Fighter
1832 posts
Posted 2004-06-13 3:25am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
No doubt. I spent about 30 minutes and cut 75 solid entities, and I didn't even bother looking through all the sections.

Since I'm back I'll try to get an update soon.