Haloween map project CS:S
- HomicidalApe
- Posts: 5872
- Joined: Tue Oct 14, 2003 9:56 pm
- Location: distant shores
- Contact:
Yeah forgot to tell nipper that. there are textures from some older map that are required by spooks. In the mean time, if you get every css map released before whichever pack spooks was released in, you are guaranteed to get all the textures.
"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
Alpha, I played your map. This is some sick shit
AND I LIKE IT!
The "Back off" thing scared the crap out of me. And the piano music near the halls splattered with blood and such... you really recreated a nice nightmarish atmosphere. Some parts of the map also reminded me some movie I saw years ago about a haunted house in which some ghost of some crazyass serial killer lived.
I like the map. Excellent for halloween. There are some parts where a bit more of ambient sound would have been nice, but this really doesn't take away that your map is fukking awesome.
I can't wait to see de_deadhouse
AND I LIKE IT!
The "Back off" thing scared the crap out of me. And the piano music near the halls splattered with blood and such... you really recreated a nice nightmarish atmosphere. Some parts of the map also reminded me some movie I saw years ago about a haunted house in which some ghost of some crazyass serial killer lived.
I like the map. Excellent for halloween. There are some parts where a bit more of ambient sound would have been nice, but this really doesn't take away that your map is fukking awesome.
I can't wait to see de_deadhouse
You won't regret it, it's very reminiscent of a haunted victorian manor. I love the architecture =D
Here's a progress check for de_paranoid:
It's Sunday 3AM EST, and we have no skybox, no proper spawnpoints, and gameplay has not been tested. Also there are a few sound problems.
BUT APE'S GONNA FINISH!
Here's a progress check for de_paranoid:
It's Sunday 3AM EST, and we have no skybox, no proper spawnpoints, and gameplay has not been tested. Also there are a few sound problems.
BUT APE'S GONNA FINISH!
STEAM_0:0:2611885
- HomicidalApe
- Posts: 5872
- Joined: Tue Oct 14, 2003 9:56 pm
- Location: distant shores
- Contact:
- HomicidalApe
- Posts: 5872
- Joined: Tue Oct 14, 2003 9:56 pm
- Location: distant shores
- Contact:
just so people know what the fuck this map is all aboot
ct spawn area
inside the big-house (ayeyah)
tspawn (Mr Blip)
some hallway
main chokepoint area
bombsite B or something
ct spawn area
inside the big-house (ayeyah)
tspawn (Mr Blip)
some hallway
main chokepoint area
bombsite B or something
"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
I think the main aim of this pack is to create nice looking, creepy haloween maps. Looks and atmosphere > gameplay for this pack IMOayeyah wrote:You won't regret it, it's very reminiscent of a haunted victorian manor. I love the architecture =D
Here's a progress check for de_paranoid:
It's Sunday 3AM EST, and we have no skybox, no proper spawnpoints, and gameplay has not been tested. Also there are a few sound problems.
BUT APE'S GONNA FINISH!
ok i compiled, pakrated it and sent it off its way. here it is
http://d01.megashares.com/?d01=710cc26
the compiling took a long ass time but just for the portalvis again. heres the compile log. maybe you guys can tell me what the fuck is the problem.
http://d01.megashares.com/?d01=710cc26
the compiling took a long ass time but just for the portalvis again. heres the compile log. maybe you guys can tell me what the fuck is the problem.
[/quote]** Executing...
** Command: "c:\program files\steam\steamapps\deski\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\deski\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\steam\steamapps\deski\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.vmf
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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 (0) (46826 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 298 texinfos to 194
Reduced 13 texdatas to 13 (292 bytes to 292)
Writing C:\Program Files\Steam\SteamApps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.bsp
4 seconds elapsed
-0.868680 12.242799 0.000000
-0.908305 12.273280 0.000000
-0.871728 12.273280 0.000000
-0.868680 12.242799 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.868680 12.242799 0.000000
-0.908305 12.273280 0.000000
-0.871728 12.273280 0.000000
-0.868680 12.242799 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.868680 12.242799 0.000000
-0.908305 12.273280 0.000000
-0.871728 12.273280 0.000000
-0.868680 12.242799 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.868680 12.242799 0.000000
-0.908305 12.273280 0.000000
-0.871728 12.273280 0.000000
-0.868680 12.242799 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "c:\program files\steam\steamapps\deski\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\deski\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final"
Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\program files\steam\steamapps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.bsp
reading c:\program files\steam\steamapps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.prt
813 portalclusters
3112 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (10)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (25009)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1526 visible clusters (0.00%)
Total clusters visible: 273736
Average clusters visible: 336
Building PAS...
Average clusters audible: 795
visdatasize:140555 compressed from 169104
writing c:\program files\steam\steamapps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.bsp
6 hours, 56 minutes, 59 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\deski\sourcesdk\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\deski\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.bsp
1249 faces
287835 square feet [41448368.00 square inches]
1 displacements
29950 square feet [4312939.00 square inches]
1249 patches before subdivision
zero area child patch
5917 patches after subdivision
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (116)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 152931, max 269
transfer lists: 1.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(215, 197, 170)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0115 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
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 5/1024 240/49152 ( 0.5%)
brushes 109/8192 1308/98304 ( 1.3%)
brushsides 1360/65536 10880/524288 ( 2.1%)
planes 2454/65536 49080/1310720 ( 3.7%)
vertexes 3625/65536 43500/786432 ( 5.5%)
nodes 1237/65536 39584/2097152 ( 1.9%)
texinfos 194/12288 13968/884736 ( 1.6%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 61963/0 61963/0 ( 0.0%)
faces 1249/65536 69944/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 519/65536 29064/3670016 ( 0.8%)
leaves 1243/65536 39776/2097152 ( 1.9%)
leaffaces 1586/65536 3172/131072 ( 2.4%)
leafbrushes 546/65536 1092/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7316/512000 29264/2048000 ( 1.4%)
edges 4154/256000 16616/1024000 ( 1.6%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 46/32768 460/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 687/65536 1374/131072 ( 1.0%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 299648/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 140555/16777216 ( 0.8%)
entdata [variable] 7415/393216 ( 1.9%)
LDR leaf ambient 1243/65536 29832/1572864 ( 1.9%)
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] 1/12 ( 8.3%)
static props [variable] 1/8574 ( 0.0%)
pakfile [variable] 40030/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 46826/4194304 ( 1.1%)
==== Total Win32 BSP file data space used: 985693 bytes ====
Total triangle count: 2854
Writing c:\program files\steam\steamapps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.bsp
2 minutes, 24 seconds elapsed
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.bsp
1249 faces
287835 square feet [41448368.00 square inches]
1 displacements
29950 square feet [4312939.00 square inches]
1249 patches before subdivision
zero area child patch
5917 patches after subdivision
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (118)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 152931, max 269
transfer lists: 1.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(215, 197, 170)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0117 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
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 5/1024 240/49152 ( 0.5%)
brushes 109/8192 1308/98304 ( 1.3%)
brushsides 1360/65536 10880/524288 ( 2.1%)
planes 2454/65536 49080/1310720 ( 3.7%)
vertexes 3625/65536 43500/786432 ( 5.5%)
nodes 1237/65536 39584/2097152 ( 1.9%)
texinfos 194/12288 13968/884736 ( 1.6%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 61963/0 61963/0 ( 0.0%)
faces 1249/65536 69944/3670016 ( 1.9%)
hdr faces 1249/65536 69944/3670016 ( 1.9%)
origfaces 519/65536 29064/3670016 ( 0.8%)
leaves 1243/65536 39776/2097152 ( 1.9%)
leaffaces 1586/65536 3172/131072 ( 2.4%)
leafbrushes 546/65536 1092/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7316/512000 29264/2048000 ( 1.4%)
edges 4154/256000 16616/1024000 ( 1.6%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 14/8192 1232/720896 ( 0.2%)
waterstrips 46/32768 460/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 687/65536 1374/131072 ( 1.0%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 299648/0 ( 0.0%)
HDR lightdata [variable] 299648/0 ( 0.0%)
visdata [variable] 140555/16777216 ( 0.8%)
entdata [variable] 7415/393216 ( 1.9%)
LDR leaf ambient 1243/65536 29832/1572864 ( 1.9%)
HDR leaf ambient 1243/65536 29832/1572864 ( 1.9%)
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] 1/8574 ( 0.0%)
pakfile [variable] 40030/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 46826/4194304 ( 1.1%)
==== Total Win32 BSP file data space used: 1386349 bytes ====
Total triangle count: 2854
Writing c:\program files\steam\steamapps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.bsp
2 minutes, 27 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\deski\sourcesdk_content\cstrike\mapsrc\pet_sematary_final.bsp" "c:\program files\steam\steamapps\deski\counter-strike source\cstrike\maps\pet_sematary_final.bsp"
Still looks a bit too darkHomicidalApe wrote:just so people know what the fuck this map is all aboot
ehh it's still not perfect but it works. Your name in brushwork is solid, that’s one reason for vis taking forever. You gotta make stuff like that func_illusionary.ok i compiled, pakrated it and sent it off its way. here it is
So now I'm just waiting on Ape and possibly an update from Boo?
I want to fix that small issue but Ill have to recompile. Ill launch the compile now, but if its not ready at time, is it ok to use the current version?NIPPER wrote:Still looks a bit too darkHomicidalApe wrote:just so people know what the fuck this map is all aboot
ehh it's still not perfect but it works. Your name in brushwork is solid, that’s one reason for vis taking forever. You gotta make stuff like that func_illusionary.ok i compiled, pakrated it and sent it off its way. here it is
So now I'm just waiting on Ape and possibly an update from Boo?
Yeah, just noticed its only 10 minutes. Lol usually, I when testing I launched the compile, and let it run while watching a DVD... but aparently it was not neededNIPPER wrote:How long did the compile take? I figured your map was like a 10 minute compile max.
But yeah if you can't fix it I can use the current version.
Need to bspzip everything now and I'll send you the link. Should be done in 10 minutes
EDIT: *uploading*
Here is the final version of the map again:
http://users.pandora.be/b222004/csmaps/ ... e_s_v3.zip
Fixed:
- a few visible nodrawed faces
http://users.pandora.be/b222004/csmaps/ ... e_s_v3.zip
Fixed:
- a few visible nodrawed faces