deathrun_metal_city

Forum rules
If you make or convert a map make a new topic for each one that you submit so comments or problems can be discussed.

Are you ready to play the map when it will come out?

Poll ended at Sat Dec 29, 2012 7:22 am

Of course I will
3
60%
Not yet, need to think about it.
2
40%
 
Total votes: 5

Peter Brev

deathrun_metal_city

Post by Peter Brev » Sat Dec 22, 2012 7:22 am

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 :P

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.

User avatar
ant_8490
Site Admin
Posts: 4385
Joined: Fri Apr 09, 2010 3:20 pm
Location: United States

Re: deathrun_metal_city

Post by ant_8490 » Sat Dec 22, 2012 8:01 am

Dont worry about the map size. It will be a lot smaller when compressed on the fastdl server for download.
[GR]Ant_8490{A}
Area 51 Servers - Owner
Image
Image
Image
Image

MSI GE76 Raider
i9-11980HK 2.6GHz 8-Core Processor
32GB 3200Mhz DDR4 RAM
NVIDIA GeForce RTX 3080 Laptop GPU 16GB
2TB Samsung 980 Pro SSD
Windows 10

Peter Brev

Re: deathrun_metal_city

Post by Peter Brev » Sun Dec 23, 2012 9:42 am

ant_8490 wrote:Dont worry about the map size. It will be a lot smaller when compressed on the fastdl server for download.
I have formated pc and all is reinstalled. I have saved files and I'll continue when all will be up to date.
PC Up to date.
Steam is updating.

Peter Brev

Re: deathrun_metal_city

Post by Peter Brev » Mon Dec 24, 2012 6:04 am

Hammer Error

MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair

Demon
Server Admin
Posts: 3161
Joined: Tue Nov 15, 2011 6:30 am

Re: deathrun_metal_city

Post by Demon » Mon Dec 24, 2012 7:49 am

Cpt. Goomba wrote:Hammer Error

MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair
Reason for error: Shit design. c:

Peter Brev

Re: deathrun_metal_city

Post by Peter Brev » Mon Dec 24, 2012 10:07 am

Demon wrote:
Cpt. Goomba wrote:Hammer Error

MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair
Reason for error: Shit design. c:
Nah, it's pro map.
Last edited by Peter Brev on Wed Dec 26, 2012 2:41 pm, edited 1 time in total.

warmage45
500+ Posts
500+ Posts
Posts: 633
Joined: Sun Oct 30, 2011 4:45 pm

Re: deathrun_metal_city

Post by warmage45 » Tue Dec 25, 2012 3:26 pm

Cpt. Goomba wrote:
Demon wrote:
Cpt. Goomba wrote:Hammer Error

MountFilesystem( 207 ) failed: SteamMountFilesystem(3264,207,0x11a5f560=,0x11a5f450) failed with error 116: Cache needs repair
Reason for error: Shit design. c:
Die please. You're really poor.
Not surprised your response.

Peter Brev

Re: deathrun_metal_city

Post by Peter Brev » Tue Dec 25, 2012 5:21 pm

Because of a month and a half of work.

Peter Brev

Re: deathrun_metal_city

Post by Peter Brev » Fri Dec 28, 2012 12:40 pm

Hopefully finished, this is probably my last compile log:

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"

Releasing soon...

User avatar
FalZen
Former Server Admin
Posts: 1530
Joined: Mon Jan 02, 2012 7:05 am
Location: Unknown

Re: deathrun_metal_city

Post by FalZen » Fri Dec 28, 2012 1:29 pm

screenshots?
Image

Peter Brev

Re: deathrun_metal_city

Post by Peter Brev » Sat Dec 29, 2012 6:50 am

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.

User avatar
FalZen
Former Server Admin
Posts: 1530
Joined: Mon Jan 02, 2012 7:05 am
Location: Unknown

Re: deathrun_metal_city

Post by FalZen » Sat Dec 29, 2012 11:28 am

Unknown_Daddy wrote:screenshots?
Image

Peter Brev

Re: deathrun_metal_city

Post by Peter Brev » Sat Dec 29, 2012 3:05 pm

Unknown_Daddy wrote:
Unknown_Daddy wrote:No need of screenshots!

User avatar
FalZen
Former Server Admin
Posts: 1530
Joined: Mon Jan 02, 2012 7:05 am
Location: Unknown

Re: deathrun_metal_city

Post by FalZen » Sat Dec 29, 2012 8:03 pm

Yes.
Screenshots?
Image

Peter Brev

Re: deathrun_metal_city

Post by Peter Brev » Sun Dec 30, 2012 3:40 am

Maybe.