deathrun_metal_city
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If you make or convert a map make a new topic for each one that you submit so comments or problems can be discussed.
If you make or convert a map make a new topic for each one that you submit so comments or problems can be discussed.
deathrun_metal_city
Heyo everyone...
I have made a new map: deathrun_metal_city.
It's 80/90% done.
Screenshots coming soon, so stay up to date.
Over a mounth of work.
Epicness.
Also, due to the lightmap scale, map size has gone to 60 mb.
Map has been compiled on full HDR, but I'm still thinking about it because of your slow computers.
The map is not too hard, not too easy.
It is perfectly optimized (1 sec of vvis),
Rendered in "Expert Compile mode", map has been compiled with Full HDR Compile (-slow),
Over 5 endings + 1 secret.
1 Secret.
Lots of entities work.
Good design imo.
3D Skybox.
Dynamic lighting (and yeah, used a env_projected_texture)
14 traps + 1 automatic.
Displacement cave
The map has:
Ending 1 - BHOP
Ending 2 - Deathmatch
Ending 3 - Survival
Ending 4 - Noob
Ending 5 - Old
No worries, not hard at all the bhop level.
If you have any questions, ask.
Screenshots coming soon.
PS: Making deathrun_2013
I have made a new map: deathrun_metal_city.
It's 80/90% done.
Screenshots coming soon, so stay up to date.
Over a mounth of work.
Epicness.
Also, due to the lightmap scale, map size has gone to 60 mb.
Map has been compiled on full HDR, but I'm still thinking about it because of your slow computers.
The map is not too hard, not too easy.
It is perfectly optimized (1 sec of vvis),
Rendered in "Expert Compile mode", map has been compiled with Full HDR Compile (-slow),
Over 5 endings + 1 secret.
1 Secret.
Lots of entities work.
Good design imo.
3D Skybox.
Dynamic lighting (and yeah, used a env_projected_texture)
14 traps + 1 automatic.
Displacement cave
The map has:
Ending 1 - BHOP
Ending 2 - Deathmatch
Ending 3 - Survival
Ending 4 - Noob
Ending 5 - Old
No worries, not hard at all the bhop level.
If you have any questions, ask.
Screenshots coming soon.
PS: Making deathrun_2013
Last edited by Peter Brev on Sun Dec 23, 2012 4:07 am, edited 1 time in total.
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Re: deathrun_metal_city
Dont worry about the map size. It will be a lot smaller when compressed on the fastdl server for download.
Re: deathrun_metal_city
I have formated pc and all is reinstalled. I have saved files and I'll continue when all will be up to date.ant_8490 wrote:Dont worry about the map size. It will be a lot smaller when compressed on the fastdl server for download.
PC Up to date.
Steam is updating.
Re: deathrun_metal_city
Hammer Error
MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair
MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair
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- Server Admin
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Re: deathrun_metal_city
Reason for error: Shit design. c:Cpt. Goomba wrote:Hammer Error
MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair
Re: deathrun_metal_city
Nah, it's pro map.Demon wrote:Reason for error: Shit design. c:Cpt. Goomba wrote:Hammer Error
MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair
Last edited by Peter Brev on Wed Dec 26, 2012 2:41 pm, edited 1 time in total.
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- 500+ Posts
- Posts: 633
- Joined: Sun Oct 30, 2011 4:45 pm
Re: deathrun_metal_city
Not surprised your response.Cpt. Goomba wrote:Die please. You're really poor.Demon wrote:Reason for error: Shit design. c:Cpt. Goomba wrote:Hammer Error
MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair
Re: deathrun_metal_city
Because of a month and a half of work.
Re: deathrun_metal_city
Hopefully finished, this is probably my last compile log:
Releasing soon...
Code: Select all
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1"
Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\\half-life 2 deathmatch\hl2mp\gameinfo.txt
Patching WVT material: maps/deathrun_metal_city_v1/nature/blenddirtgrass001a_wvt_patch
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 196 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_01_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_01_hdr*.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 (1) (490137 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1889 texinfos to 1007
Reduced 229 texdatas to 197 (12156 bytes to 10586)
Writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.bsp
6 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1"
Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.bsp
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.prt
390 portalclusters
850 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 (3)
Optimized: 79 visible clusters (0.15%)
Total clusters visible: 53363
Average clusters visible: 136
Building PAS...
Average clusters audible: 198
visdatasize:27806 compressed from 43680
writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.bsp
3 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -final -both -StaticPropPolys -TextureShadows -staticproplighting -game "c:\program files (x86)\steam\steamapps\\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.bsp
Setting up ray-trace acceleration structure... Done (6.64 seconds)
7964 faces
8169816 square feet [1176453504.00 square inches]
37 Displacements
26479 Square Feet [3813074.75 Square Inches]
7964 patches before subdivision
176764 patches after subdivision
98 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (240)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 23530964, max 711
transfer lists: 179.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(99313, 219608, 200673)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(17707, 46646, 40923)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(2965, 9383, 8044)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(573, 2141, 1777)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(111, 488, 397)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(23, 117, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(5, 28, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 7, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0605 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (16)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 344/1024 16512/49152 (33.6%)
brushes 1050/8192 12600/98304 (12.8%)
brushsides 8153/65536 65224/524288 (12.4%)
planes 4724/65536 94480/1310720 ( 7.2%)
vertexes 11475/65536 137700/786432 (17.5%)
nodes 4432/65536 141824/2097152 ( 6.8%)
texinfos 1007/12288 72504/884736 ( 8.2%)
texdata 197/2048 6304/65536 ( 9.6%)
dispinfos 37/0 6512/0 ( 0.0%)
disp_verts 2997/0 59940/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 52812/0 52812/0 ( 0.0%)
faces 7964/65536 445984/3670016 (12.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3907/65536 218792/3670016 ( 6.0%)
leaves 4777/65536 152864/2097152 ( 7.3%)
leaffaces 9864/65536 19728/131072 (15.1%)
leafbrushes 2551/65536 5102/131072 ( 3.9%)
areas 12/256 96/2048 ( 4.7%)
surfedges 52077/512000 208308/2048000 (10.2%)
edges 29291/256000 117164/1024000 (11.4%)
LDR worldlights 98/8192 8624/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 9/32768 108/393216 ( 0.0%)
waterstrips 541/32768 5410/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10836/65536 21672/131072 (16.5%)
cubemapsamples 29/1024 464/16384 ( 2.8%)
overlays 32/512 11264/180224 ( 6.3%)
LDR lightdata [variable] 15420344/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 27806/16777216 ( 0.2%)
entdata [variable] 402218/393216 (102.3%) VERY FULL!
LDR ambient table 4777/65536 19108/262144 ( 7.3%)
HDR ambient table 4777/65536 19108/262144 ( 7.3%)
LDR leaf ambient 7864/65536 220192/1835008 (12.0%)
HDR leaf ambient 4777/65536 133756/1835008 ( 7.3%)
occluders 6/0 240/0 ( 0.0%)
occluder polygons 36/0 432/0 ( 0.0%)
occluder vert ind 160/0 640/0 ( 0.0%)
detail props [variable] 1/400992 ( 0.0%)
dtl prp lght [variable] 1/624 ( 0.2%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/39190 ( 0.0%)
pakfile [variable] 7407739/0 ( 0.0%)
physics [variable] 490137/4194304 (11.7%)
physics terrain [variable] 12127/1048576 ( 1.2%)
Level flags = 1
Total triangle count: 20029
Writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.bsp
5 minutes, 23 seconds elapsed
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.bsp
Setting up ray-trace acceleration structure... Done (6.62 seconds)
7964 faces
8169816 square feet [1176453504.00 square inches]
37 Displacements
26479 Square Feet [3813074.75 Square Inches]
7964 patches before subdivision
176764 patches after subdivision
98 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (244)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 23530964, max 711
transfer lists: 179.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(99313, 219608, 200673)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(17707, 46646, 40923)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2965, 9383, 8044)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(573, 2141, 1777)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(111, 488, 397)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(23, 117, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(5, 28, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 7, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0957 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (16)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 344/1024 16512/49152 (33.6%)
brushes 1050/8192 12600/98304 (12.8%)
brushsides 8153/65536 65224/524288 (12.4%)
planes 4724/65536 94480/1310720 ( 7.2%)
vertexes 11475/65536 137700/786432 (17.5%)
nodes 4432/65536 141824/2097152 ( 6.8%)
texinfos 1007/12288 72504/884736 ( 8.2%)
texdata 197/2048 6304/65536 ( 9.6%)
dispinfos 37/0 6512/0 ( 0.0%)
disp_verts 2997/0 59940/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 52812/0 52812/0 ( 0.0%)
faces 7964/65536 445984/3670016 (12.2%)
hdr faces 7964/65536 445984/3670016 (12.2%)
origfaces 3907/65536 218792/3670016 ( 6.0%)
leaves 4777/65536 152864/2097152 ( 7.3%)
leaffaces 9864/65536 19728/131072 (15.1%)
leafbrushes 2551/65536 5102/131072 ( 3.9%)
areas 12/256 96/2048 ( 4.7%)
surfedges 52077/512000 208308/2048000 (10.2%)
edges 29291/256000 117164/1024000 (11.4%)
LDR worldlights 98/8192 8624/720896 ( 1.2%)
HDR worldlights 98/8192 8624/720896 ( 1.2%)
leafwaterdata 9/32768 108/393216 ( 0.0%)
waterstrips 541/32768 5410/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10836/65536 21672/131072 (16.5%)
cubemapsamples 29/1024 464/16384 ( 2.8%)
overlays 32/512 11264/180224 ( 6.3%)
LDR lightdata [variable] 15420344/0 ( 0.0%)
HDR lightdata [variable] 15420344/0 ( 0.0%)
visdata [variable] 27806/16777216 ( 0.2%)
entdata [variable] 402218/393216 (102.3%) VERY FULL!
LDR ambient table 4777/65536 19108/262144 ( 7.3%)
HDR ambient table 4777/65536 19108/262144 ( 7.3%)
LDR leaf ambient 7864/65536 220192/1835008 (12.0%)
HDR leaf ambient 7864/65536 220192/1835008 (12.0%)
occluders 6/0 240/0 ( 0.0%)
occluder polygons 36/0 432/0 ( 0.0%)
occluder vert ind 160/0 640/0 ( 0.0%)
detail props [variable] 1/400992 ( 0.0%)
dtl prp lght [variable] 1/624 ( 0.2%)
HDR dtl prp lght [variable] 1/624 ( 0.2%)
static props [variable] 1/39190 ( 0.0%)
pakfile [variable] 11587959/0 ( 0.0%)
physics [variable] 490137/4194304 (11.7%)
physics terrain [variable] 12127/1048576 ( 1.2%)
Level flags = 3
Total triangle count: 20029
Writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.bsp
5 minutes, 30 seconds elapsed
N
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\\sourcesdk_content\hl2mp\mapsrc\deathrun_metal_city_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\\half-life 2 deathmatch\hl2mp\maps\deathrun_metal_city_v1.bsp"
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Re: deathrun_metal_city
screenshots?
Re: deathrun_metal_city
The map is full optimized. I reach 500 fps on this computer!
So if you can't reach 50 fps, then there's nothing I can do, buy a new pc.
So if you can't reach 50 fps, then there's nothing I can do, buy a new pc.
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Re: deathrun_metal_city
Unknown_Daddy wrote:screenshots?
Re: deathrun_metal_city
Unknown_Daddy wrote:Unknown_Daddy wrote:No need of screenshots!
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Re: deathrun_metal_city
Yes.
Screenshots?
Screenshots?
Re: deathrun_metal_city
Maybe.