Seeking adventurous beta testers (and server space to playtest)!

Kestrel

I made one post
Joined
Aug 30, 2008
Messages
13
Hey, folks.

I've put together a simple map idea -- another take on the same ol' control-point schema. I'm looking for some comprehensive feedback and critique on all facets of the level design (mechanics, aesthetics, ludemics, etc.) as well as some overall how-does-it-play information.

Here are a few teaser shots; it's a three-point linear symmetrical CP map. Any admins who might be interested in a-hosting this map for sampling can reach me at kestrel at gmail dot com. Additionally, I'm looking for some help from knowledgeable mappers for some serious issues (low FPS in the spawn, occluders hiding players, etc.). I've scoured the Valve dev wiki, Google, and several (great) tutorial & optimization sites, but to no avail.

Thanks!

subbase1.png


subbase2.png


subbase3.png


subbase4.png
 
Now that looks like a fun map.

When your ready to test it, please let me know.
 
The look if it reminds me of Fortress Forever...
Looks great! Can't wait to play on it.


-Calle
 
if you wanna give it a go...i can set up a dedicated server and we can give it a test...prolly shouldn't FILL it...i don't think my machine can hold all that...but a few people to give it a run should be fine...let me know what you think!! i really like it so far...the screen shots look like its gonna be a really fun map..
 
I'm in, let me know when you get it on a server and i'll be more than happy to test it
 
Yea, i would like to test it aswel. Let me know the time (gmt time please) date and server!
 
dude im in if i not busy (im tired of the same maps all day long gotten bored with steel already)
 
Gotten a lot of positive feedback; thanks!

At this point, there's still the major issue of the occluders making people invisible that I don't know how to fix. Barring that, though, all we need is server space to make this available for testing. Jugg's been kind enough to set up a small, interim server, but does anyone have anything more hardy?

Thanks!
 
Secondary issue: switched over to areaportals instead of occluders, and now I can't get a full compile to work. [Tertiary issue with a 'leak' in the middle of the map, no idea there either] Can anyone shed some light here?


Code:
** Executing...
** Command: "c:program filessteamsteamappsiacobossourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsiacobosteam fortress 2tf" "C:Program FilesSteamSteamAppsiacobossourcesdk_contenttfmapsrcsubbasev11_exp"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:program filessteamsteamappsiacobosteam fortress 2tfmaterials
Loading C:Program FilesSteamSteamAppsiacobossourcesdk_contenttfmapsrcsubbasev11_exp.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (296.97 -71.85 137.40) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 3072.0 51.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7168.0 2560.0 51.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6304.0 1024.0 -460.9)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6816.0 1024.0 -460.9)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6304.0 1024.0 735.6)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 1024.0 735.6)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7008.0 1024.0 735.6)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7168.0 1536.0 51.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...WARNING: areaportal entity 970 (brush 109441) touches > 2 areas
WARNING: areaportal entity 972 (brush 109475) touches > 2 areas

Brush 109407: areaportal brush doesn't touch two areas

Brush 109411: areaportal brush doesn't touch two areas

Brush 109499: areaportal brush doesn't touch two areas

Brush 109463: areaportal brush doesn't touch two areas

Brush 73237: areaportal brush doesn't touch two areas

Brush 109484: areaportal brush doesn't touch two areas

Brush 109484: areaportal brush doesn't touch two areas

Brush 109493: areaportal brush doesn't touch two areas

Brush 109493: areaportal brush doesn't touch two areas

Brush 73245: areaportal brush doesn't touch two areas

Brush 109499: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 496 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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 (3) (373594 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2332 texinfos to 1311
Reduced 121 texdatas to 104 (3932 bytes to 3486)
Writing C:Program FilesSteamSteamAppsiacobossourcesdk_contenttfmapsrcsubbasev11_exp.bsp
16 seconds elapsed
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -2.337347 -1.299201 0.000000
  -2.337347 -1.278825 0.000000
  2.063540 1.299201 0.000000
  -2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsiacobossourcesdk_contenttfmapsrcsubbasev11_exp.bsp" "c:program filessteamsteamappsiacobosteam fortress 2tfmapssubbasev11_exp.bsp"
 
i "attempted" to use them in blackmesa in the elevator shaft area..had same problem,,they would leak back onto themselves because they where not sectioning off a dead end room

i try to use blocking geometry and smart hint brushes

good luck..

~D
 
Spent three hours on this damn thing, splitting areaportals up smaller and smaller. I'm to the point where I can't proceed with these endemic leaks and might have to scrap the project entirely. Ugh.
 

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