DARKLY Trade Map - Mappers Needed!

Fourty7

A Little Darkly
:D Thanks again, will have a new vid for you guys tomorrow. Almost 100% done the blue spawn point, perfecting the "secret item hunt" (12 items hidden around the map to be found and claimed by either team), then copying, mirroring, and replacing textures for red spawn (Will take like 20 mins to fix up the copy). Once I have both spawns (And maybe the DM area there) Ill post a new vid to show what it all looks like.

After the vid tomorrow, it'll take a day or two to make the small subsections of the map.. Then I'll PM a 'beta' for admins to test, more so to judge and if necessary have me change something, or add something I missed.

And the spy crab thing, this look okay? And should it be like in somewhere both teams can get to / completely access? If so should I put like "No shooting" signs out front of it or whatnot?
spycrab.png


P.S. No worries for doing this, I enjoy doing maps for so many reasons, but the main would be the metaphor of your signature Budget.. So true and so hard to accept, if only it wasn't.

New vid. 99% done spawn area, just testing the "Occupied" signs, no team filter on them for vid to make sure they showed in correct colors. The secret items are currently separated for when I copy to red side and have to rename 120 entity properties, lol. Will post again either later tonight or tomorrow. Fraps cut vid at 60fps, runs between 250-300fps without fraps on, after completing spawn area an enclosing vis-areas assumed 200fps average, I'll never accept anything below 150 in most detailed areas lol.

http://www.youtube.com/watch?v=JjcSC9si5Fo&hd=1
 

Fourty7

A Little Darkly
Almost done, was working on making sure everything would work smooth the last few days. At first I had used 37% of the geometry (faces) available in HL2 engine maps, having only built the blue spawn area. So I cut down the detail majorly, still looks pretty much the same.. But regrettably instead of 12 mini areas, I'm only going to put 6.

A few more days we'll be good.

---EDIT---

Okay, spawn is 100% done. I may add more to the fighting area, depends how much space I have left in the map after making the mini areas. Only bug in video is the computers in red spawn (Have to rotate them 180 degrees). The lighting is not as dark as it appears on video, caused by fraps. Fraps records at 1.5 million kbps, which was 16.3 gigs for 5 mins 1 second.. Converting it down to 690 megs for 5 minutes (@16k kbps) causes the darkness, due to compression mixing closest colors (which in this video would be the darker areas).

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\akira_canada_811@hotmail.com\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\akira_canada_811@hotmail.com\team fortress 2\tf" "F:\Editing\trade_darkly (tf2 trade map)\trade_darkly_v1.vmf"


Valve Software - vbsp.exe (Apr 26 2012)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\akira_canada_811@hotmail.com\team fortress 2\tf\materials
Loading F:\Editing\trade_darkly (tf2 trade map)\trade_darkly_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1766 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing F:\Editing\trade_darkly (tf2 trade map)\trade_darkly_v1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1489189 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1179 texinfos to 851
Reduced 58 texdatas to 53 (1763 bytes to 1610)
Writing F:\Editing\trade_darkly (tf2 trade map)\trade_darkly_v1.bsp
8 seconds elapsed


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\akira_canada_811@hotmail.com\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\akira_canada_811@hotmail.com\team fortress 2\tf" "F:\Editing\trade_darkly (tf2 trade map)\trade_darkly_v1"


Valve Software - vvis.exe (Apr 26 2012)
8 threads
reading f:\editing\trade_darkly (tf2 trade map)\trade_darkly_v1.bsp
reading f:\editing\trade_darkly (tf2 trade map)\trade_darkly_v1.prt
 416 portalclusters
 901 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 174 visible clusters (0.53%)
Total clusters visible: 33132
Average clusters visible: 79
Building PAS...
Average clusters audible: 253
visdatasize:35973  compressed from 46592
writing f:\editing\trade_darkly (tf2 trade map)\trade_darkly_v1.bsp
1 second elapsed


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\akira_canada_811@hotmail.com\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\akira_canada_811@hotmail.com\team fortress 2\tf" "F:\Editing\trade_darkly (tf2 trade map)\trade_darkly_v1"


Valve Software - vrad.exe SSE (Apr 26 2012)


      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']


Loading f:\editing\trade_darkly (tf2 trade map)\trade_darkly_v1.bsp
Setting up ray-trace acceleration structure... Done (4.56 seconds)
11438 faces
2 degenerate faces
1908819 square feet [274869952.00 square inches]
4 Displacements
36434 Square Feet [5246638.50 Square Inches]
11436 patches before subdivision
180652 patches after subdivision
sun extent from map=0.104528
399 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (87)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (56)
transfers 49118541, max 1614
transfer lists: 374.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(96878, 79661, 82311)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(17615, 13281, 12143)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(3546, 2490, 1958)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(747, 486, 330)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(166, 101, 58)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(39, 22, 11)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(9, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1118 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (26)
FinalLightFace Done
16 of 16 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to Finish


Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 126/1024         6048/49152    (12.3%) 
brushes               3880/8192        46560/98304    (47.4%) 
brushsides           33713/65536      269704/524288   (51.4%) 
planes               12356/65536      247120/1310720  (18.9%) 
vertexes             19722/65536      236664/786432   (30.1%) 
nodes                 3059/65536       97888/2097152  ( 4.7%) 
texinfos               851/12288       61272/884736   ( 6.9%) 
texdata                 53/2048         1696/65536    ( 2.6%) 
dispinfos                4/0             704/0        ( 0.0%) 
disp_verts             324/0            6480/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       87616/0           87616/0        ( 0.0%) 
faces                11438/65536      640528/3670016  (17.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             9231/65536      516936/3670016  (14.1%) 
leaves                3186/65536      101952/2097152  ( 4.9%) 
leaffaces            14743/65536       29486/131072   (22.5%) 
leafbrushes           6069/65536       12138/131072   ( 9.3%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            91321/512000     365284/2048000  (17.8%) 
edges                56103/256000     224412/1024000  (21.9%) 
LDR worldlights        399/8192        35112/720896   ( 4.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1198/32768       11980/327680   ( 3.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         20157/65536       40314/131072   (30.8%) 
cubemapsamples          28/1024          448/16384    ( 2.7%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    10951320/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       35973/16777216 ( 0.2%) 
entdata               [variable]      271893/393216   (69.1%) 
LDR ambient table     3186/65536       12744/262144   ( 4.9%) 
HDR ambient table     3186/65536       12744/262144   ( 4.9%) 
LDR leaf ambient      8654/65536      242312/1835008  (13.2%) 
HDR leaf ambient      3186/65536       89208/1835008  ( 4.9%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/30400    ( 0.0%) 
pakfile               [variable]        4674/0        ( 0.0%) 
physics               [variable]     1489189/4194304  (35.5%) 
physics terrain       [variable]        4470/1048576  ( 0.4%) 


Level flags = 0


Total triangle count: 30418
Writing f:\editing\trade_darkly (tf2 trade map)\trade_darkly_v1.bsp
3 minutes, 5 seconds elapsed


** Executing...
** Command: Copy File
** Parameters: "F:\Editing\trade_darkly (tf2 trade map)\trade_darkly_v1.bsp" "c:\program files (x86)\steam\steamapps\akira_canada_811@hotmail.com\team fortress 2\tf\maps\trade_darkly_v1.bsp"]

That's the compile log after completing spawn + credits. This leaves me with aproximately 50% of the geometry (32,000 faces) to build the mini areas, which should be fine. Here are the most questionable factors.
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
brushes 3880/8192 46560/98304 (47.4%)
brushsides 33713/65536 269704/524288 (51.4%)
vertexes 19722/65536 236664/786432 (30.1%)
waterindices 20157/65536 40314/131072 (30.8%)
entdata [variable] 271893/393216 (69.1%)
physics [variable] 1489189/4194304 (35.5%)

http://www.youtube.com/watch?v=jWRrIRxcclc&hd=1
 

kapil.jayarman

I'm New Here
this is coming along real well.. my suggestion would be a separate heavy boxing ring where only sandwiches and gloves are allowed. and perhaps a plugin to hi 5 the other team and a plugin to see the other team members' names, and perhaps a donator / admin room really high up and jet-packs for admin/ donators to get up there.
 

zackychuu

TD Admin / Wanker
That looks pretty nice.
It was funny watching you try to jump into the credits area at the end though xD

Can't wait to explore when it's done!
 

Fourty7

A Little Darkly
http://www.youtube.com/watch?v=cVH_SlO_Leg&hd=1

Sorry, I didn't die, I've just been being eaten by zombies ( www.dayzmod.com ) lol. Most addictive mod ever.

Adventure will be the best to explore, I wish I could have made it bigger but I'm already gonna be pushing it pretty bad.

@kapil.jayarman, I know how to do jet packs with CSS but that's because you can attach things to weapons which you pick up in CSS, as far as I know there's no items you pick up to keep in tf2? maybe I'm wrong, explain if I am please. The crab battle area could essentially be used for any type of deul, if you guys want a boxing ring I'll put one in but I figured there's been one in the middle of your trade maps for so long you might want to switch it up. An admin room is definately doable, although, possibly unnecessary in this map? Especially since its seperated by areas..

Ill be in touch.
 

Brades

Bailer
Staff member
Wow that map looks insane. You have skills :D I don't think we need a separate area for admins though and boxing is still pretty popular so maybe some of the regular trade guys will let you know if a boxing ring is a good idea.

Awesome work! :rockon:
 

Cock

Cockilicious
Staff member
dude, I'm installing TF2 just to play this map.

Looks wicked man nice work
 

Olst

TD Admin / Queerbécois
I'm really not a fan of Trade but this map looks amazing! You have a really big talent and it shows. The mini games will be awesome. For the spy-crab duel, is it possible to restrict weapons in that area?

I like your "Darkly servers" rotating sign. Does it really shot the current status of the Darkly Servers?

And props for your credit room, for once that it accessible.
 

Starman4xz

DARKLY Regular
When this map goes public on the Darkly servers, I think LB will need more servers...
Ive never seen such a map in TF2 that is this creative and just plain awesome!
 

Low Budget

DGN Staff
Staff member
FAP FAP FAP FAP FAP FAP

This...looks...godly!

Only suggestion I have before the final release. You know where it says the network, Toronto, Chicago, London?
Change it to USA, Canada, England, Germany

FAP FAP FAP FAP FAP FAP...
Seriously tho, AMAZING work. :)
 

Fourty7

A Little Darkly
Lol WOOT! tons of positive feedback instantly. That's always good motivation to do something quicker ;).

I'll chuck a boxing ring in if possible but the compile log is already SUPER intensive. Eg;

physics [variable] 4013657/4194304 (95.7%) VERY FULL!
brushes 4309/8192 51708/98304 (52.6%)
brushsides 38844/65536 310752/524288 (59.3%)

I'll try and fit the ring in there, the brush sides is not bad. I had it up to 78% before and cut it down by removing a ton of detail around the main (Spawn) area. The physics seems to be mostly effected by "Displacements" (smooth terrain), and I don't need to use anymore so I shouuuuuuuuuuld be good. Lol.

Also, I'd still like to do another one (Or 3?) map(s) for you guys after this. Mainly, a map where you are in the CN Tower (With some sat immage for the ground lmfao), but I'd like to make it super realistic. Last time I was there was almost ten years ago so the inside will be pretty made up depending on how good of pics I can find, but I'd like to have 4 glass elevators (2 for each team, that alternate up/down together so theres always one to take.), glass floor, outer viewing perimiter, and rotating restaraunt. Just an idea, we'll see where we can take it?

Yell at me on steam or on here if you got any suggestions, ideas, or just want to say whatsup.

P.S. Did 47 leave? I had no intention on making him loose his status, we actually talked a bunch before? :P
 

Fourty7

A Little Darkly
This is an aproximation of current file size. Pay attention to math after picture and explination.

up10.png


The map file is 27.3 Megabytes.
The sky texture is 4 Megabytes.
The textures I made are 17.5 Megabytes.

27.3 + 4 + 17.5 = 48.8

After including all textures into the bsp, it would currently be 48.8 Mb.
The map will (Approximately) be about 30-35 when completed, and I don't think I will require more textures. Also some of the textures in the folder weren't used so they wont be included (Lets estimate it at 3-5 megs less than expected.)

The BSP is just the part that sits on your hard drive. All good servers, including yours, use a "Fast download" system. This hosts the file on a FTP Domain, and is compressed (.bz2). When you "B-Zip" a map, it is about 1/3 the file size. So download size will be between 17-22 Mb after the map is complete. Also if necessary I can host a download from my domain?

If extremely necessary I can cut down resolution of textures (Make them uglier) and easily save up to 7 Mb in the bsp (2 Mb .bz2), but I'd suggest keeping them high quality.

Hope this helps.
 
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