---------------------------------------------------------------- Entropy TFC Map April 28, 2002 ---------------------------------------------------------------- ================================================================ Information ================================================================ ---------------------------------------------------------------- Title : Entropy Version 1.3 Filenames : entropy.bsp [the map] entropy.txt entropy-info.txt [this file] Game Type : Capture the Flag with a laser system Recommended Players : 12+ I'd guess, more the better Author : Peregrine Other Levels by Author : HL: Infestation Meh Email Address : peregrine72206@hotmail.com Meh Website : http://clamimp.recongamer.com Installation : Extract all files to your tfc/maps directory. Thanks : Everyone who helped in anyway All the Beta Testers (and Alpha Testers) My Family, for putting up with me! Atlas64, for providing the server for the map to be hosted on and playtested on. God, for giving me this ability ================================================================ DESCRIPTION ================================================================ 2 bases. A Generator that hurts enemy team if on. Lasers. Need Anything else? Oh, theres a flag as well. ================================================================ CONSTRUCTION ================================================================ Base : My Cwazy Mind Editor(s) Used : WorldCraft 3.3/ Hammer 3.4 Build Time : A long long time on and off Compile Machine : AMD Duron 701mhz / 256 MB RAM / GeForce2 New Sky? : Nope Sounds : Nothing New, Some HL Sounds Textures : Nothing New, HL/TFC Textures Prefabs : I used a CTF prefab set, the rest I made, I used BigEmergencyLight prefab from Valve Compile Time : About 2 Hours and 30 Minutes Extra Parameters : I used -high and and -full (vis) also chop 76, -extra for RAD. ================================================================ Changes in 1.3 ================================================================ Bridge has less of a chance to stop movement. (still has a change to though) Lower FR Bag can be used by any team. Generator button reset value at 77 Fixed some minor bugs Respawn Door Message Broadcast Fixed. ================================================================ Changes in 1.2 ================================================================ Added Water Patches down Main Bridge Route to Detpack Tunnel, to eliminate fall damage. Okay, the blue lights were a tad too bright! Added some details Made Roof-Elev Non-Team Specific. Now, both sides get bags in their generator. Aligned Some lasers Added ElseGoal values back to the respawn door system. Fixed some minor bugs Alignment of the Generator lasers. Added more ammo to some of the bags. Got rid of the stupid Blue-Respawn in Red's Respawn room. Optimized. ================================================================ Changes in 1.1 ================================================================ Lights Leading to Detpack Tunnel Reflect which base you are entering. Elevators sped up, in general. Extra Bags. One In Alcove in the canyon. One In Generator Room. One Extra one near Roof area, and an extra one in the Upper FR. All are team-specific, besides the alcove one. A grenade bag in the Flag Room For FR Defenders. Lots of little bugs fixed. Optimized a bit. Fixed some clipping problems Some More Signs Easier on the Defense. Extra Sentry Gun Placement. Added func_nogrenades in the respawn to lessen respawn spam. The Odd Friendly-On-Flag Sound Glitch fixed. Blue Button Reset Value corrected. Added New Respawn Door System. Added Crates in Basement. Added Details. ================================================================ Other Stuff you Should know ================================================================ This map = big. You may say "Oh it takes too long to get to the enemy base!" Who said you had to get to enemy base in x seconds? There is no rule for big maps. Most classes can get to the other base in less than 30 seconds. You might think this is a disadvantage for the Offense, but if the Offense attacks in good groups, taking advantage of the secondary entrances, they can easily defeat the defense. Elevators in Flag Room are team specific. R_speeds Do get High. If you use an older computer which barely runs HL, this map might not run great. R-speeds aren't too terribly bad for people's Advanced Computers nowadays, but, they still get on the high side. The highest spike is 800 wpolys (only if you stand a certain way in a certain spot) The average is 400-500 wpolys. The Highest it usually ever gets is 500. In a recent survey done by valve, it seemed the majority of people had decent comps, so it should be okay. Plus, there are other popular maps which get on the high side. (avanti comes to mind) If you are even remotely thinking about putting this map into a league be sure to contact me. peregrine72206@hotmail.com DO NOT ENTER ENEMY RESPAWNS! Well, you can, if you want the enemy team to get a good laugh. There is a detpackable wall that leads to the basement, you'll know it once you come across it. The generator room will contain radiation that will hurt the enemy team if they enter when the generator is on. ================================================================ Known Bugs ================================================================ Seems that people running software may have crashes. If you have any information regarding to why it does this, please contact me. I think I might've eliminated it. Sometimes, Elevator triggers can go screwy. Just hang on, it will come back. Try moving back over the area that is the trigger if it gets "stuck." Not really much of a bug, but you can jump on top of the battlement area. ================================================================ COPYRIGHT / PERMISSIONS ================================================================ Authors MAY NOT use this level as a base to build additional levels. No Decompiling, Please! [besides, that causes ugly brushes] You MUST NOT distribute this level UNLESS you INCLUDE THE ENTIRE ZIP FILE WITH NO MODIFICATIONS!!!. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. -Peregrine, 2002 ----------------------------------------------------------------- ======================= = The Entropy Log = ======================= hlcsg v2.5.1 rel (Mar 10 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlcsg ----- Command line: "C:\Program Files\Worldcraft\hlcsg.exe"-high "C:\Program Files\Valve Hammer Editor\entropy.map" -= Current hlcsg Settings =- Name | Setting | Default ---------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ High ] [ Normal ] noclip [ off ] [ off ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Wadinclude list : [zhlt.wad] entering C:\Program Files\Valve Hammer Editor\entropy.map CreateBrush: (178.24 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (21.77 seconds) Using WAD File: \sierra\half-life\valve\gfx.wad Using WAD File: \sierra\half-life\valve\halflife.wad Using WAD File: \sierra\half-life\valve\liquids.wad Using WAD File: \sierra\half-life\valve\tfc.wad Using WAD File: \sierra\half-life\valve\xeno.wad added 12 additional animating textures. Texture usage is at 1.41 mb (of 4.00 mb MAX) 203.69 seconds elapsed [3m 23s] ----- END hlcsg ----- hlbsp v2.5.1 rel (Mar 10 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlbsp ----- Command line: "C:\Program Files\Worldcraft\hlbsp.exe"-high "C:\Program Files\Valve Hammer Editor\entropy.map" -= Current hlbsp Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ High ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096) BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\entropy.prt' 86.61 seconds elapsed [1m 26s] ----- END hlbsp ----- hlvis v2.5.1 rel (Mar 10 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlvis ----- Command line: "C:\Program Files\Worldcraft\hlvis.exe"-full -high "C:\Program Files\Valve Hammer Editor\entropy.map" -= Current hlvis Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ High ] [ Normal ] fast vis [ off ] [ off ] full vis [ on ] [ off ] 3078 portalleafs 9565 numportals BasePortalVis: (183.69 seconds) LeafThread: (1333.38 seconds) average leafs visible: 158 g_visdatasize:182910 compressed from 1185030 1518.21 seconds elapsed [25m 18s] ----- END hlvis ----- hlrad v2.5.1 rel (Mar 10 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlrad ----- Command line: "C:\Program Files\Worldcraft\hlrad.exe"-extra -chop 76 -high "C:\Program Files\Valve Hammer Editor\entropy.map" -= Current hlrad Settings =- Name | Setting | Default --------------------|---------------------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ High ] [ Normal ] vismatrix algorithm [ Original ] [ Original ] oversampling (-extra)[ on ] [ off ] bounces [ 1 ] [ 1 ] ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ] maximum light [ 256.000 ] [ 256.000 ] circus mode [ off ] [ off ] smoothing threshold [ 45.000 ] [ 45.000 ] direct threshold [ 25.000 ] [ 25.000 ] direct light scale [ 2.000 ] [ 2.000 ] coring threshold [ 1.000 ] [ 1.000 ] patch interpolation [ on ] [ on ] texscale [ on ] [ on ] patch subdividing [ on ] [ on ] chop value [ 76.000 ] [ 64.000 ] texchop value [ 32.000 ] [ 32.000 ] global fade [ 1.000 ] [ 1.000 ] global falloff [ 2 ] [ 2 ] global light scale [ 1.000 ] [ 1.000 ] global gamma amount [ 0.500 ] [ 0.500 ] global sky diffusion [ 1.000 ] [ 1.000 ] sky lighting fix [ on ] [ on ] incremental [ off ] [ off ] dump [ off ] [ off ] [Reading texlights from 'C:\Program Files\Valve Hammer Editor\lights.rad'] [55 texlights parsed from 'C:\Program Files\Valve Hammer Editor\lights.rad'] 13599 faces Create Patches : 61856 base patches 20 opaque faces 1210122 square feet [174257632.00 square inches] 5259 direct lights BuildFacelights: (5710.56 seconds) visibility matrix : 228.1 megs BuildVisLeafs: (996.19 seconds) MakeScales: (1285.78 seconds) SwapTransfers: (104.73 seconds) Transfer Lists : 35742378 transfers Indices : 24279388 bytes Data : 142969512 bytes GatherLight: (4.54 seconds) FinalLightFace: (24.69 seconds) 8146.00 seconds elapsed [2h 15m 46s] ----- END hlrad -----