[WIP]TC_Ramparts (Territorial Payload Race)

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[WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Wed Sep 16, 2009 8:56 pm

For the latest screens click here!

Update! I have been working on stage C vs D and as its nearly done i made some screens!



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FYI, TC_Lahar is dropped due to the simple issue of being unoptimizable, there is no way of balancing it and its being a stalemate just like hydro because its often just 1 or 2 routes that matter. So because of that i just restarted knowing that i can do it better. And i succeeded in that. it now has somewhat 1 main route and 2 side routes (1 being a major one - 1 is minor). Its also symetrical making balancing easier.







In all screens there was light but as i didnt add any extra light i decided to make some fullbright screens also which should show a bit more.

Dont mind the looks, its the basic dev look which is ideal because it saves time and allows people to give comments faster if there are gameplay issues (in a fully finished map they are less likely to do that)
Last edited by alias on Sun Jun 06, 2010 6:11 pm, edited 6 times in total.
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Re: [WIP]Territorial Payload Race Map

Postby alias on Fri Sep 18, 2009 5:43 pm

And look at how big the map is already :D Im now working on stage 2 (C vs D) which is the yellow U shaped part on the overview. (its yellow because it are the props the track is made with). The C shaped part is stage 1 (A vs C). As you can also see i have a placeholder location for B already but as there is no map leading to it yet its empty.

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If you cant read it: Width = 5888.0, Length = 6720.




The outer box is the entity and payload cart box. Just to make it easier to manage those.

The purple boxes are respawn points and the border arround it the respawnarea

The yellow blur with some purple in it at the center of the C and U shapes are crossover zones. The smaller ones at the ends and between the C and U are CPs.



A vs C has been pretested yesterday on a private server (outside UKCS) with 3 others. The results were that i still had alot of bugs to fix (and they should be fixed now) but other than that the stage was alot of fun. And ofcourse that it looked like poo but what else can you expect from a map in dev looks.

Also, if you notice the tracks are starting to form a bit of a health cross shape. This is done to make optimizing easier and has another advantage of giving a shape where the CPs end up to be balanced to each other no matter what stage. And best of all, it can provide shortcuts to the cart when its far on the track. This prevents endless games a bit more.

Also, if you noticed... the map has a name now: TC_RAMPARTS or TC_RAMPART (later to decide which is best)
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Fri Sep 18, 2009 6:13 pm

Ok, i just made screens. Most are of stage A vs C and look like the state they were tested in yesterday. The stage C vs D part is barely lit though.

Stage A vs C


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Stage C vs D
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Last edited by alias on Wed Sep 30, 2009 5:46 pm, edited 1 time in total.
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Wed Sep 23, 2009 3:54 pm

I just made the first version of my TC_ramparts overview map:

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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Frying Dutchman on Wed Sep 23, 2009 4:03 pm

I can has Jawdrop?
the map looks great, but the overview map looks a bit "messy" maybe use a crayon brush?

Other than that, you're doing an amazing job.
If you work this concept out the right way and finetune it to bits i see it becoming a Community map chosen by Valve. :o
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Thu Sep 24, 2009 4:42 pm

Now on the workshop!
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Wed Sep 30, 2009 5:43 pm

Ok, here an overview of the latest screens of my map! :D Im going to get a test on an other server than ukcs this sunday though (UKCS doesnt test pre alpha maps). If that test passes i will start working on stage 3. If it fails i still will but it will delay stage 3 a bit more.



The complete overview
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Stage A vs C
The main track overview
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Outer side route
Ideal to counter sentries and sniper from the sniper windows (but then again, reaching them as sniper is a risk)
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The crossover
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The inner side route
A side route that allows you to access the cart better when its later in the stage. It also has a route to the the higher balconys on the outer side route.
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The state of the respawn room of A in (C is mirrored) for this round
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Stage C vs D
Main battle zone of this stage
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C Spawnroom
Quite similar as the A one above except you can see diffirent routes are opened
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Inner side route
Same as for A vs C except this one is more crucial due to better access to the track overall
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Cap D area
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Spawn D the unlocked area for this round
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Last edited by alias on Sat Oct 17, 2009 2:14 pm, edited 1 time in total.
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Thu Oct 08, 2009 11:43 am

http://files.ukcs.net/13269/tc_ramparts_t7_round_cd.zip

As A vs C all was fine and i didnt get any negative comment about it at all i made a stage containing just C vs D... As i did get quite alot of comments on that one.

Btw, this version has a fully working hud as the TC system was removed from it (because for a single stage i can)
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sat Oct 10, 2009 12:54 pm

I started the detailing in A vs C (as that stage isnt going to get any major changes anymore)

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This is also a sign that my map soon will reach _a1 status
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sat Oct 17, 2009 2:12 pm

Ofcourse, more screens gives more happy people

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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby GazNET on Sat Oct 17, 2009 4:53 pm

Looks nice, Alias. :)
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Logic3 on Sat Oct 17, 2009 6:08 pm

Looks brilliant! Cant wait to play!
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Deathtaker27 on Sat Oct 17, 2009 7:38 pm

we need a map test the day this is ready for testing;)
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Thanks Podge, speccy and Tao
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Tue Oct 20, 2009 5:02 pm

The compile results on my supercomputer :)


** Executing...
** Command: "e:\program files\steam\steamapps\rfsnake\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\rfsnake\team fortress 2\tf" "e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: e:\program files\steam\steamapps\rfsnake\team fortress 2\tf\materials
Loading e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 84 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.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 (1) (534502 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 544 texinfos to 414
Reduced 95 texdatas to 85 (2499 bytes to 2096)
Writing e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.bsp
6 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\rfsnake\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\rfsnake\team fortress 2\tf" "e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.bsp
reading e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.prt
1938 portalclusters
5016 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (59)
Optimized: 2808 visible clusters (0.00%)
Total clusters visible: 359566
Average clusters visible: 185
Building PAS...
Average clusters audible: 790
visdatasize:598987 compressed from 961248
writing e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.bsp
1 minute, 1 second elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\rfsnake\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -staticproppolys -ldr -game "e:\program files\steam\steamapps\rfsnake\team fortress 2\tf" "e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.bsp
Setting up ray-trace acceleration structure... Done (25.63 seconds)
7719 faces
4433311 square feet [638396800.00 square inches]
30 Displacements
13096 Square Feet [1885960.38 Square Inches]
7719 patches before subdivision
306837 patches after subdivision
sun extent from map=0.087156
128 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (79)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (43)
transfers 21501719, max 594
transfer lists: 164.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2018553, 534061, 84312)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(267595, 66756, 8987)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(82341, 10467, 1124)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(16888, 2060, 236)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(5493, 485, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1747, 147, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #7 added RGB(690, 46, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(286, 16, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(126, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(57, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(26, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1706 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (17)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (206)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 100/1024 4800/49152 ( 9.8%)
brushes 1495/8192 17940/98304 (18.2%)
brushsides 9316/65536 74528/524288 (14.2%)
planes 2136/65536 42720/1310720 ( 3.3%)
vertexes 11357/65536 136284/786432 (17.3%)
nodes 4624/65536 147968/2097152 ( 7.1%)
texinfos 414/12288 29808/884736 ( 3.4%)
texdata 85/2048 2720/65536 ( 4.2%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 974/0 19480/0 ( 0.0%)
disp_tris 1344/0 2688/0 ( 0.0%)
disp_lmsamples 37160/0 37160/0 ( 0.0%)
faces 7719/65536 432264/3670016 (11.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4447/65536 249032/3670016 ( 6.8%)
leaves 4725/65536 151200/2097152 ( 7.2%)
leaffaces 9113/65536 18226/131072 (13.9%)
leafbrushes 3661/65536 7322/131072 ( 5.6%)
areas 10/256 80/2048 ( 3.9%)
surfedges 54594/512000 218376/2048000 (10.7%)
edges 31567/256000 126268/1024000 (12.3%)
LDR worldlights 128/8192 11264/720896 ( 1.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 753/32768 7530/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11583/65536 23166/131072 (17.7%) Something i have to lower, probably removing quite alot of func_details that i thought would lower this value
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 26/512 9152/180224 ( 5.1%)
LDR lightdata [variable] 5918128/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 598987/16777216 ( 3.6%)
entdata [variable] 195481/393216 (49.7%) 250% here we come (yes, this value can go over 100% as goldrush has ~300%)
LDR ambient table 4725/65536 18900/262144 ( 7.2%)
HDR ambient table 4725/65536 18900/262144 ( 7.2%)
LDR leaf ambient 24122/65536 675416/1835008 (36.8%)
HDR leaf ambient 4725/65536 132300/1835008 ( 7.2%)
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] 1/32444 ( 0.0%)
pakfile [variable] 5366/0 ( 0.0%)
physics [variable] 534502/4194304 (12.7%)
physics terrain [variable] 1774/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 21437
Writing e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.bsp
6 minutes, 28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "e:\program files\steam\steamapps\rfsnake\sourcesdk_content\tf\mapsrc\tc_ramparts_a1.bsp" "e:\program files\steam\steamapps\rfsnake\team fortress 2\tf\maps\tc_ramparts_a1.bsp"



Not that such compile is interesting :P but the interesting news is that A1 is allmost done... and then when its far enough that 1 stage is completely detailed i will make a ukcs version for just that stage!
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Wed Nov 18, 2009 1:09 pm

Screens of the new stage!

B vs D
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The purple things are cubemaps that arent built yet. And note that the hud works!
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Frying Dutchman on Wed Nov 18, 2009 2:05 pm

Phew, was thinking this died D:
It's great to see the HUD working, i bet this will help with further map tests (less confusion about the cart)
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Wed Nov 18, 2009 3:22 pm

Frying Dutchman wrote:Phew, was thinking this died D:

It was delayed. reasons:
L4D2
I was sick last week
Busy with school which is more important

Dont expect alot of progress the upcoming week at least. It definitely not dead for sure
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Fri Jan 15, 2010 7:10 pm

Ok, i had time again and a very nice idea for a remake of a stage i personaly didnt realy like... its basicly inspired by pipeline stage 3 but i added my own unique part making it play alot diffirent.

Its going to have 2 medium hills and 1 large one. The 2 medium ones are in the open and the large on is a bit covered. in the end there is a horizontal push. The carts wont crossover.

Image
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Dont mind the traintracks, those are from the old stage.
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sat Jan 16, 2010 4:28 pm

And now a screen of that same area but in a much further state:

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I know you want more.... MOAAAAAAAAAR!!!
For as far as it looks now it wont change alot and i think im going to make a test version of it soon.
Image
Image
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Wed Jan 20, 2010 11:14 am

Ok, i have been able to get a test slot on the tf2maps.net server at 19:32 uk time :). Its only for 15 minutes though. Its only that new stage thats going to be tested.

You will be able to join me for the test later today and after the test is done ill be back on the ukcs servers ofc.
Now on the workshop!
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Currently working on: MvM Intercept (2nd place on phase 1 (layout stage) of the TF2Maps contest)
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