-------------------attac_beta8.bsp-------------------- Title : Attack! (beta8) Filename : attac_beta8.bsp Date: : 27/02/2012 Author : Jordan Fleet (sMeLLyCaT / CaTTa) Email Address : jordfleet ( at ) yahoo (dot) co (dot) uk Description : TeamFortress Classic OvD CTF map Number of Teams : 2 Recommended # of Players: 8 --------------------Technical Details---------------------- Base Used : Original New Textures : Yes, mostly from CS .WADs but also some new wall textures from http://www.davegh.com/index.php (excellent free tileable images here) New Sounds : No. New Environment : No - used bloody-marvelous from xpress2k4 Editor used : Valve Hammer Editor 3.4 Build time : Approx 35mins on phenom II x3 710, 3gb DDR2 RAM with 64 nodesizes (increased VIS time by at least 3 times) Tools : VHLT (build 25) http://forums.svencoop.com/showthread.php?t=38059 **if you're still using zoners tools I -strongly- suggest changing to these.** Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 237/512 15168/32768 (46.3%) planes 9119/32768 182380/655360 (27.8%) vertexes 20708/65535 248496/786420 (31.6%) nodes 11555/32767 277320/786408 (35.3%) texinfos 2355/32767 94200/1310680 ( 7.2%) faces 16580/65535 331600/1310700 (25.3%) clipnodes 31107/32767 248856/262136 (94.9%) leaves 6749/32760 188972/917280 (20.6%) * visleafs 4037/8192 0/0 (49.3%) marksurfaces 18478/65535 36956/131070 (28.2%) surfedges 74537/512000 298148/2048000 (14.6%) edges 37577/256000 150308/1024000 (14.7%) texdata [variable] 3853564/33554432 (11.5%) lightdata [variable] 0/33554432 ( 0.0%) visdata [variable] 558007/8388608 ( 6.7%) entdata [variable] 65580/524288 (12.5%) * AllocBlock 39/64 0/0 (60.9%) 165 textures referenced --------------------Install Information-------------------- Unzip the files to the /steam/steamapps/team fortress classic/tfc directory with paths enabled --------------------Play Information----------------------- Blue team must steal red-teams flag and return it to the Capture Point in their spawn. Deactivate security to allow access to plank and top-way entrances. Beware of the closing Fire Doors. After a set time, restart the map and swap teams. Red may vent the pressure (using the release button in the T) from the pipes in the upper flag room entry every 30 seconds to potentially kill pesky attackers trying to sneak in. There is no blue base. --------------------To do----------------------- Major: *Beta & playability testing *Extensive cliff brushwork still to do - STILL TO DO! :( *Optimisation Minor: *Second Red Respawn (still) needs work *Maybe de-badlands the alternate entrance. *General appearance improvements --------------------Changes Since Last Release------------- Changes from beta7 wpoly in main T area reduced from 2500 to 1700 (max values) to resolve FPS issues raised in playtest. Created overview Got the correct skybox names created info.txt (primarily for o'saft) Changes from beta6 LEAKS FIXED! Outside has major work, new bridge, layout etc. New enviroment lighting New skybox Toying with water cautistics outside (check the reflections under the dam-arch and 'light rays' in water) Changes from beta5 Significant new brushwork, entity work and ambient sounds. Valve release to kill players in upper entry Door override stops players being stuck in upper - allows a surprise attack Players blocked from enterring flag room in prematch spawn with full hp/armour bags provide full hp/armour offence can go through the new 'window' approach to bad-balc without concs (added vine-ladder) Changes from beta4 Created quicker route to bad-balc (see http://www.youtube.com/watch?v=pnAHpMDYINw) Glass in the rocks and thanks to #tfc.pickup inside Added small lip on bad-balc entryway, and slideable red-team decal Pipe-room detail in FR Added floor level red-tex-light, hooked up to security Changed lighting to texture lights, adjusted light levels to (hopefully) work with the new red-tex-lights Slightly improved red respawns detail Minor adjustments to Arch size and mini ramp angles (near plank). changes from beta 2 FR engy window bays made more sg friendly FR water has been deepened Doors now open by trigger, rather than by walking into them Trim on T changed to be more accessible Lasers no longer hurt at all to red team Major lighting overhaul Added bag sounds & security sounds in red base Cliff brushwork improved --------------------Notes and Known Bugs------------------- There is one known bug which I don't want to post in-case of abuse, but it's fairly minor and isn't a big deal if it isn't fixed. FD can get very spammy when the flag moves, hopefully after a bit of play offence will realise taking balc or bad-balc can be more effective and that defence leave themselves very vulnerable to the relay moving all four players to the main ramp, even if the flag gets held an extra minute or so. If FPS seems good on the beta8 playtest then I will consider more detail outside. --------------------Full log------------------------ ** Executing... ** Command: Change Directory ** Parameters: E:\Steam\steamapps\\team fortress classic ** Executing... ** Command: Copy File ** Parameters: "E:\Steam\steamapps\Attac_b7_final2_64_2.map" "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2.map" ** Executing... ** Command: E:\hammer\vhlt\tools\hlcsg.exe ** Parameters: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" hlcsg v3.4 VL25 (Oct 23 2011) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (vluzacn@163.com) ----- BEGIN hlcsg ----- Command line: E:\hammer\vhlt\tools\hlcsg.exe "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" Arguments: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -low -wadautodetect -nowadtextures Entering E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 3 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] reset logfile [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] max lighting memory [ 33554432 ] [ 33554432 ] priority [ Low ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ off ] [ off ] clip hull type [ simple ] [ simple ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] wadcfgfile [ None ] [ None ] nullfile [ None ] [ None ] nullify trigger [ on ] [ on ] min surface area [ 0.000 ] [ 0.000 ] brush union threshold [ 0.000 ] [ 0.000 ] map scaling [ None ] [ None ] light name optimize [ on ] [ on ] UTF8 game_text [ on ] [ on ] Using mapfile wad configuration Wadfiles not in use by the map will be excluded Wadinclude list : [zhlt.wad] CreateBrush: (3.19 seconds) CSGBrush: (3.48 seconds) Including Wadfile: \hammer\cs\cs_cbble.wad - Contains 4 used textures, 2.61 percent of map (61 textures in wad) Including Wadfile: \hammer\cs\de_storm.wad - Contains 6 used textures, 3.92 percent of map (74 textures in wad) Including Wadfile: \hammer\cs\cs_office.wad - Contains 5 used textures, 3.27 percent of map (102 textures in wad) Including Wadfile: \hammer\cs\chateau.wad - Contains 3 used textures, 1.96 percent of map (136 textures in wad) Including Wadfile: \hammer\vhlt\tools\zhlt.wad - Contains 1 used texture, 0.65 percent of map (17 textures in wad) Including Wadfile: \hammer\decompiler\domino_btm.wad - Contains 10 used textures, 6.54 percent of map (92 textures in wad) Including Wadfile: \hammer\wads\attac.wad - Contains 6 used textures, 3.92 percent of map (7 textures in wad) Including Wadfile: \hammer\cs\torntextures.wad - Contains 3 used textures, 1.96 percent of map (162 textures in wad) Including Wadfile: \hammer\wads\wales1.wad - Contains 8 used textures, 5.23 percent of map (58 textures in wad) Including Wadfile: \hammer\wads\halflife.wad - Contains 84 used textures, 54.90 percent of map (3116 textures in wad) Including Wadfile: \hammer\wads\liquids.wad - Contains 2 used textures, 1.31 percent of map (32 textures in wad) Including Wadfile: \hammer\wads\tfc2.wad - Contains 10 used textures, 6.54 percent of map (395 textures in wad) Including Wadfile: \hammer\wads\tfc.wad - Contains 11 used textures, 7.19 percent of map (279 textures in wad) "wad" is "" added 18 additional animating textures. Texture usage is at 3.86 mb (of 32.00 mb MAX) 7.89 seconds elapsed ----- END hlcsg ----- ** Executing... ** Command: E:\hammer\vhlt\tools\hlbsp.exe ** Parameters: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" hlbsp v3.4 VL25 (Oct 23 2011) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (vluzacn@163.com) ----- BEGIN hlbsp ----- Command line: E:\hammer\vhlt\tools\hlbsp.exe "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" Arguments: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -low -chart -maxnodesize 64 Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 3 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] priority [ Low ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] noinsidefill [ off ] [ off ] noopt [ off ] [ off ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 64 ] [ 1024 ] (Min 64) (Max 65536) remove hull 2 [ off ] [ off ] SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...10757 (0.42 seconds) BSP generation successful, writing portal file 'E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2.prt' SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10121 (0.56 seconds) SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...8807 (1.00 seconds) SolidBSP [hull 3] 500...1000...1500...2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (916,808,422)-(920,944,442) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "") 2500...3000...3500...4000...4500...5000...5500...6000...6500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2060,1151,228)-(-2045,1161,238) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "") 7000...7500...8000...8500...9000...9500...10000...10500...10858 (1.17 seconds) **trimmed some abiguous leafnote errors that need addressing but aren't a problem compiling** Reduced 3387 texinfos to 2355 Reduced 170 texdatas to 165 (4044304 bytes to 3853564) Reduced 31286 planes to 9119 **object table in tech info** 165 textures referenced === Total BSP file data space used: 5991548 bytes === 12.16 seconds elapsed ----- END hlbsp ----- ** Executing... ** Command: E:\hammer\vhlt\tools\hlvis.exe ** Parameters: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" hlvis v3.4 VL25 (Oct 23 2011) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (vluzacn@163.com) ----- BEGIN hlvis ----- Command line: E:\hammer\vhlt\tools\hlvis.exe "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" Arguments: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -low -full -chart 4037 portalleafs 12553 numportals -= Current hlvis Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 3 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] max vis distance [ 0 ] [ 0 ] priority [ Low ] [ Normal ] fast vis [ off ] [ off ] full vis [ on ] [ off ] BasePortalVis: (14.20 seconds) LeafThread: (1657.64 seconds) Warning: Leaf portals saw into leaf Problem at portal between leaves 3919 and 3923: (-2883.446 -403.938 147.692) (-2889.143 -384.000 150.857) (-2989.714 -32.000 205.444) (-2989.714 -32.000 15.736) (-2988.638 -35.767 16.203) **damn pesky leafs** average leafs visible: 422 g_visdatasize:558007 compressed from 2038685 165 textures referenced === Total BSP file data space used: 6549555 bytes === 1672.45 seconds elapsed [27m 52s] ----- END hlvis ----- ** Executing... ** Command: E:\hammer\vhlt\tools\hlrad.exe ** Parameters: -extra "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" hlrad v3.4 VL25 (Oct 23 2011) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (vluzacn@163.com) ----- BEGIN hlrad ----- Command line: E:\hammer\vhlt\tools\hlrad.exe -extra "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" Arguments: -extra "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -waddir E:\hammer\CS -waddir E:\hammer\WADs -low -smooth 50 -dlight 6 -customshadowwithbounce -= Current hlrad Settings =- Name | Setting | Default --------------------|---------------------|------------------------- threads [ 3 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] max lighting memory [ 33554432 ] [ 33554432 ] priority [ Low ] [ Normal ] vismatrix algorithm [ Sparse ] [ Sparse ] oversampling (-extra)[ on ] [ off ] bounces [ 8 ] [ 8 ] ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ] circus mode [ off ] [ off ] smoothing threshold [ 50.000 ] [ 50.000 ] smoothing threshold 2[ no change ] [ no change ] direct threshold [ 6.000 ] [ 10.000 ] direct light scale [ 1.000 ] [ 1.000 ] coring threshold [ 0.010 ] [ 0.010 ] patch interpolation [ on ] [ on ] texscale [ on ] [ on ] patch subdividing [ on ] [ on ] chop value [ 64.000 ] [ 64.000 ] texchop value [ 32.000 ] [ 32.000 ] global fade [ 1.000 ] [ 1.000 ] global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ] global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ] global light scale [ 2.000 ] [ 2.000 ] global sky diffusion [ 1.000 ] [ 1.000 ] opaque entities [ on ] [ on ] sky lighting fix [ on ] [ on ] incremental [ off ] [ off ] dump [ off ] [ off ] colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ] monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ] custom shadows with bounce light [ on ] [ off ] rgb transfers [ off ] [ off ] minimum final light [ 0 ] [ 0 ] size of transfer [ 1 (16bit) ] [ 1 (16bit) ] size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ] soft sky [ on ] [ on ] translucent depth [ 2.000 ] [ 2.000 ] block opaque [ on ] [ on ] ignore textures [ off ] [ off ] reflectivity gamma [ 2.200 ] [ 2.200 ] reflectivity scale [ 1.000 ] [ 1.000 ] Load Textures: 165 textures referenced Reading texlights from 'E:\hammer\vhlt\tools\lights.rad' 2 opaque models 420 opaque faces 16580 faces Create Patches : 48326 base patches 848722 square feet [122216080.00 square inches] 935 direct lights 29 light styles BuildDiffuseNormals: (1.45 seconds) BuildFacelights: (322.95 seconds) BuildVisLeafs: (63.20 seconds) visibility matrix : 19.9 megs MakeScales: (82.20 seconds) Transfer Lists : 46946284 : 46.95M transfers Indices : 33001872 : 31.47M bytes Data : 94024364 : 89.67M bytes Bounce 1 GatherLight: (1.97 seconds) Bounce 2 GatherLight: (2.48 seconds) Bounce 3 GatherLight: (2.63 seconds) Bounce 4 GatherLight: (2.56 seconds) Bounce 5 GatherLight: (2.63 seconds) Bounce 6 GatherLight: (2.59 seconds) Bounce 7 GatherLight: (2.64 seconds) Bounce 8 GatherLight: (2.56 seconds) FinalLightFace: (3.73 seconds) 499.05 seconds elapsed [8m 19s] ----- END hlrad ----- ** Executing... ** Command: E:\hammer\vhlt\tools\hlrad.exe ** Parameters: +map "Attac_b7_final2_64_2" --------------------Thank You To the Following------------- snarkpit.net for their various tutorials and prefabs (full links soon) twhl.info for their excellent tutorials and forums Tex links https://developer.valvesoftware.com/wiki/Material_Download_Sites and http://www.davegh.com/index.php Badlands mapper for the alternate balcony inspiration All the players in #tfc.pickup for playtests and phew for constantly re-uploading new versions. More to come Legal Stuff: This map was designed and created by Jordan Fleet, please do not copy this level in any shape or form without permission. Please do not use this level as a base for your own without permission. Cheers, and enjoy!