dm_desertification

Maxtasy

2010-09-05 10:52:34

Hi all,
my first map ever and i want some feedback. its a 1v1 map based on dm_feudal, but without the jump pad and a new rpg system.
overall i want this map to be a league 1v1 map with close combat like tigcrik. map is in beta stage at the moment and was already tested in some 1v1.
here some specs and screenshots:
  • - 11 Spawnpoints
    - 1 Supercharger
    - 1 Suitcharger
    - 1 Healthcharger
    - 1 Ammo crate (grenades)

    - 14 Batteries
    - 12 Healthkits
    - 5 Healthvial

    - 4 Magnums + 2 Ammo
    - 4 Shotguns + 3 Ammo
    - 8 Grenades
    - 2 AR2 +2 Ammo + 3 Orbs
    - 2 Crossbows + 2 Ammo
    - 1 RPG + RPG Missile
    - 1 Pistol Ammo
    - 1 SMG Ammo + 4 Spam

    - 10 Props + 4 Barrels
Image

Image

Image

Image

Image

Image

Image

Download dm_desertification_b09 via Rapidshare
Download dm_desertification_b09 via Megaupload

chickenmobile

2010-09-05 17:41:18

Wow this looks very good for a first map, mine was a peice of crap.

Hope it plays well :)

Beef

2010-09-06 22:19:03

Not bad.

What is that box floating in the sky?

Playerclip the stairs.

Maybe delete the small props, like the cinder blocks, and that useless gas container that takes hardly any damage.

A bit more light needed in the area shown in these screenshots.
Attachments
dm_desertification_b010000.jpg
dm_desertification_b010000.jpg (69.13 KiB) Viewed 964 times
dm_desertification_b010001.jpg
dm_desertification_b010001.jpg (85.88 KiB) Viewed 962 times

Maxtasy

2010-09-07 00:43:50

thanks for taking a look in the map.
did you find the rpg yet? then you know what this box is for ;)

i will playerclip stairs and delete some props.
and i will improve this dark area, i had more lights there but it seemed too bright to me, now its too dark.

koncentrate

2010-09-07 16:48:04

i like the map, though didnt play 1v1 in it yet.

things ive noticed:

- maybe add a sound, when u push the button?
- is it possible to shoot opponent when he falls down to rpg?
- maybe clip the path in the center of the map you have to cross from the button to rpg

nice work for a first map

Sacrifist

2010-09-07 20:34:38

Think you could post your compile log? You have something messing up some of your lighting. There are a few things that could be causing it.

Maxtasy

2010-09-07 20:37:49

new version with some improvements:
- clipped stairs
- removed some props
- rpg system without floating box in the middle of the map
- more light in the cave-area
- some other fixes

Download dm_desertification_b06 via Rapidshare
Download dm_desertification_b06 via Megaupload

@kon:
its impossible to shoot the player in the lighted tower, but you can easily shoot him when he comes back in the map.
i have a sound when i push the button, and i didnt use any custom sound, so thats strange. can somebody confirm that?

@Sakrifist:

Code: Select all

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\maxtasy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\maxtasy\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.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 (-482.00 -133.00 -511.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0, 5632.0, -92.0)
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 (3584.0, 6144.0, -92.0)
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 (5856.0, 4096.0, -92.0)
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 (5552.0, 4096.0, -92.0)
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 (5328.0, 4096.0, -92.0)
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 (6144.0, 3584.0, -92.0)
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 (4096.0, 4608.0, -92.0)
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 (4880.0, 4096.0, -92.0)
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...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 364 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 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) (475743 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 352 texinfos to 167
Reduced 32 texdatas to 26 (1398 bytes to 1208)
Writing c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\maxtasy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.bsp
reading c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\maxtasy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.bsp
No vis information, direct lighting only.
3291 faces
281430 square feet [40525920.00 square inches]
5 displacements
7705 square feet [1109577.75 square inches]
55 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (20)
Build Patch/Sample Hash Table(s).....Done<0.0065 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  21/1024         1008/49152    ( 2.1%) 
brushes               1324/8192        15888/98304    (16.2%) 
brushsides            9855/65536       78840/524288   (15.0%) 
planes                3968/65536       79360/1310720  ( 6.1%) 
vertexes              5504/65536       66048/786432   ( 8.4%) 
nodes                 2384/65536       76288/2097152  ( 3.6%) 
texinfos               167/12288       12024/884736   ( 1.4%) 
texdata                 26/2048          832/65536    ( 1.3%) 
dispinfos                5/0             880/0        ( 0.0%) 
disp_verts             405/0            8100/0        ( 0.0%) 
disp_tris              640/0            1280/0        ( 0.0%) 
disp_lmsamples       16108/0           16108/0        ( 0.0%) 
faces                 3291/65536      184296/3670016  ( 5.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2364/65536      132384/3670016  ( 3.6%) 
leaves                2406/65536       76992/2097152  ( 3.7%) 
leaffaces             3913/65536        7826/131072   ( 6.0%) 
leafbrushes           2056/65536        4112/131072   ( 3.1%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            25247/512000     100988/2048000  ( 4.9%) 
edges                14941/256000      59764/1024000  ( 5.8%) 
LDR worldlights         55/8192         4840/720896   ( 0.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            337/32768        3370/327680   ( 1.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5724/65536       11448/131072   ( 8.7%) 
cubemapsamples           6/1024           96/16384    ( 0.6%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      624592/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       45085/393216   (11.5%) 
LDR leaf ambient      2406/65536       57744/1572864  ( 3.7%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/6776     ( 0.0%) 
dtl prp lght          [variable]           1/434      ( 0.2%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/7278     ( 0.0%) 
pakfile               [variable]       76847/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      475743/4194304  (11.3%) 
==== Total Win32 BSP file data space used: 2222811 bytes ====

Total triangle count: 9094
Writing c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.bsp
22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.bsp" "c:\program files (x86)\steam\steamapps\maxtasy\half-life 2 deathmatch\hl2mp\maps\dm_desertification_b06.bsp"


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\maxtasy\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\maxtasy\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.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 (-482.00 -133.00 -511.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0, 5632.0, -92.0)
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 (3584.0, 6144.0, -92.0)
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 (5856.0, 4096.0, -92.0)
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 (5552.0, 4096.0, -92.0)
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 (5328.0, 4096.0, -92.0)
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 (6144.0, 3584.0, -92.0)
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 (4096.0, 4608.0, -92.0)
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 (4880.0, 4096.0, -92.0)
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...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 364 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 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) (475743 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 352 texinfos to 167
Reduced 32 texdatas to 26 (1398 bytes to 1208)
Writing c:\program files (x86)\steam\steamapps\maxtasy\sourcesdk_content\hl2mp\mapsrc\dm_desertification_b06.bsp
2 seconds elapsed

Sacrifist

2010-09-08 02:26:44

yea, you have leaks. You need to do a "load pointfile" and go from there. Get rid of all the leaks and the fps will go up and the lighting/shadows should be fixed properly.

chickenmobile

2010-09-08 03:52:57

OMIGAWD You have leaks!!! ZOMG. It would have been a good idea to post this to an experienced mapper so then you can understand how important it is to get rid of these.

Also I know the name of your account name... Hacking commencing.... jks

Beef

2010-09-08 04:38:21

I like Interlopers' error checker: http://www.interlopers.net/errors/

Just copy paste compile log in the the txt box, press Check Log and BAM. Most of the time they have good information to help you troubleshoot problems in your map.

As far as the point file, I think it's Map > Load Pointfile.
If there's a leak, there should be a Yes/No dialog that asks if you want to open the file.
Click Yes.
Look for the little red line that appears in your map. It should lead you to teh leak.

edit: I heard the rpg sound.

Sacrifist

2010-09-08 06:23:46

chickenmobile wrote:OMIGAWD You have leaks!!! ZOMG. It would have been a good idea to post this to an experienced mapper so then you can understand how important it is to get rid of these.

Also I know the name of your account name... Hacking commencing.... jks
he did post it to an experienced mapper ;)

Ade

2010-09-08 10:08:24

just from the pics, looks great, hope i will play it later
from above, looks like a hl1 map from layout and shapes, but for me its a good thing
the ammobox positioning is great idea, item placement looks good, again some shapes are cool
i love the idea in the last pic with the lights above
dunno how it plays, but it looks nice! gj for a first map, regardless of leaks, just put a big skybox around all lol

Maxtasy

2010-09-08 11:14:51

okay thanks for the many replies, it helps alot. i will fix all the leaks and will use the link you posted, beef.
i will upload the next version, when i fixed the leaks, until then you could try this map in some 1v1's and give me feedback.

[EYE] Valar

2010-09-08 12:48:38

chickenmobile wrote:OMIGAWD You have leaks!!! ZOMG. It would have been a good idea to post this to an experienced mapper so then you can understand how important it is to get rid of these.
so you mean you don't know who Sacrifist is.

@ Maxtasy - you seem to have skills and an interesting view. it would be more interesting seeing an original level rather than a redo. not taking anything away from this work.
in any case, keep it up :)

Maxtasy

2010-09-08 23:07:21

thanks valar, i definately think about making my own 2v2 league map in the near future.

okay i found all leaks and fixed them now.

Sacrifist

2010-09-09 01:21:01

I least it doesnt look like feudal. If I remember correctly, it wasnt the prettiest map around town.

chickenmobile

2010-09-09 02:58:53

[EYE] Valar wrote:so you mean you don't know who Sacrifist is.
:S. Is all DM university help directly through the forum?

Maxtasy

2010-09-09 21:36:16

Sacrifist wrote:I least it doesnt look like feudal. If I remember correctly, it wasnt the prettiest map around town.
the look of feudal was one of the reasons i wanted to remake it. first i tried to decompile the original version which was impossible, so i recreated the layout out of my mind and mixed it up with some ideas by my side.

so the last beta version is finished now.

Download dm_desertification_b09 via Rapidshare
Download dm_desertification_b09 via Megaupload

zeik

2010-09-10 04:36:29

Fucking love the flow, thanks man.