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cp_steel_pro2
Created 30th April 2014 @ 16:37
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Heya, so i decided to play with Hammer (to learn more about it) and i said to myself, why not improve (fix bugs, add few things) cp_steel map? So here you go, changelog:
BLU Spawn:
-Can stand on BLU Spawn Barricade http://i.imgur.com/cZ255gS.jpg
-Can’t shoot into BLU Spawn anymore, as seen in here https://www.youtube.com/watch?v=1CtiPcJ2374
-Changed Respawn position in spawn on B point capture http://i.imgur.com/PCF7ySi.png
RED Spawn:
-On C cap, spawns are a bit more forward http://i.imgur.com/XlswoLI.png
A point:
-Gave playerclip to a Small pipe on a Building
-Flames don’t go through Gates on A until you capped it
B Point:
-Made a small ledge on A-B Dropdown, so that Scout with winger+atomizer can get up there http://i.imgur.com/YFMarZD.jpg
-Fixed being able to stand so high above the lamp http://i.imgur.com/uHYAyV2.jpg
-Increased door opening speed (a bit) on B cap http://i.imgur.com/oExmBym.jpg
-Can no longer put stickies inside of a Barrel http://i.imgur.com/BmoRvaK.jpg
-Cant stand on small Light above BLU Spawn-B corridor anymore http://i.imgur.com/j2VzB2v.jpg
-Small wall collision fix
C Point:
-Damage doesn’t go through grate anymore (finally) http://i.imgur.com/rs7VZKl.jpg
-Increased the area of the cap point a bit http://i.imgur.com/8hDltfX.png
-Increased Skybox a bit
D Point:
-1 Little graphical fix
-Can’t stand on Fence anymore
-Projectiles don’t go through a small gap on D http://i.imgur.com/smY4xyO.jpg
A-E Connector:
-Removed Player clip in 1 area (now you can put mini sentry there and stand closer to wall) http://i.imgur.com/MrV5EUQ.jpg
E Point:
-Can no longer shoot through stairs area (could shoot from those stairs to Ammo pack near spawn) http://i.imgur.com/C0p9WGV.jpg
-Cant stand on top of a door near Windows
Other:
-Fixed 3 Areportals (possible optimization/more fps?)
-Replaced some nodraw textures
Download: http://download1595.mediafire.com/zsd7bbynylgg/9yxtaufgv5ws1n9/cp_steel_pro2.rar
If anything i added/changed was not needed or if you want to suggest anything, please tell me.
If this gets popular or anything, i can make a pro version of some other maps, right now im just experimenting with Hammer (learning), i just hope i didn’t break anything on this map :o
Last edited by Popcorp,
E Point:
-Added Small health kit near 1st Red spawn door [Link]
I think you should remove that, if not there is way too many health packs on E. But the mini health and ammo below the point is really good idea, maybe instead of both together you should put them opposite each other :) Really like this, gj
Quoted from Snooki
[…]
I think you should remove that, if not there is way too many health packs on E. But the mini health and ammo below the point is really good idea, maybe instead of both together you should put them opposite each other :) Really like this, gj
Just there’s not so many Health packs as soon as your team starts to focus capping E, you have Hkit on A-E connector, B-E connector, 1 below E, so if no medic nearby, it takes some time to run to grab those Hkits, but i will see what others think
Quoted from Popcorp
-Damage doesn’t go through grate anymore (finally) http://i.imgur.com/rs7VZKl.jpg
But then we can’t do the classic chess hold ;_;
NOOO, THE C POINT DAMAGE THROUGHT FLOOR ;__;
I like this. Steel has been needing fixes for a long time.
nice job.
Did you fix being able to pyro through the A double doors? Didnt see that on your list
Quoted from Rob!
I like this. Steel has been needing fixes for a long time.
nice job.Did you fix being able to pyro through the A double doors? Didnt see that on your list
Might try to fix that, i know about that glitch but it’s tricky to fix
I’m all for optimization and very minor changes, but Steel is one of those maps that shouldn’t have a pro version and I can’t say I support you removing a couple of tricks that make it more amusing to play.
Quoted from Rob!
Did you fix being able to pyro through the A double doors? Didnt see that on your list
No backburner fun anymore :’C
Nah, fix it, great job so far – really like this!
I’ll have a look at this tonight.
I’m currently putting together a list of maps to potentially test via a one night cup during the HL off-season (subject to the rest of the admin team agreeing on the map(s) to test). I’m not promising anything, although watch this space. :)
However, I’d like to point to the following:
Quoted from Popcorp
Other:
-Fixed 3 Areportals (possible optimization/more fps?)
-Replaced some nodraw textures
Re: Areaportals
Be very careful with these. They’re a powerful tool for optimization, but can be a hazard and may drain player PC’s processing power if used liberally. See https://developer.valvesoftware.com/wiki/Areaportal
Alternative optimization techniques:
– hint brushes https://developer.valvesoftware.com/wiki/Hint_brush
– func_detail brushes https://developer.valvesoftware.com/wiki/Func_detail – Although I doubt Valve would’ve neglected doing this!
– func_viscluster https://developer.valvesoftware.com/wiki/Func_viscluster
– plus another which I can’t remember but koth maps like Viaduct etc use it because of the map size.
Re: Nodraws
I assume these were nodraws visible to players? Just remember that any part covered by another brush, VRAD (which calculates light) will still work out how bright/dark those hidden areas of the brush will be (and you get these horrible shadows where the two brushes meet!). Remember, one of the largest portions of a map file size is the map light information (how bright an area of a wall should be, etc) – with nodraw VRAD will just skip that face and move on – saves you compile time AND file size. :)
Any questions, feel free to add me on Steam or q me in IRC.
when i was compiling a map, i had an error “areaportal brush doesn’t touch two areas” so in order for this http://i.imgur.com/pWLaXIq.jpg not to show on a map, i had to move or re-make areportals. I didn’t see any performance loss on my side, i took a screenshot of Original cp_steel and my version, didn’t see any performance loss, even better, more fps. But that could be me.
And what i noticed that on cp_steel, outside of it, there’s lots of areas with unused Nodraw (areas that player cant see), for example this http://i.imgur.com/gShQ4SZ.png
Applying nodraw on such invisible for player areas might increase fps maybe.
P.S: Im planning on changing cp_granary a bit.
Last edited by Popcorp,
nodraws are more an optimization in terms of file size and compile time. Regardless, it’s still good form to use nodraws where possible. :)
When is your map coming out, Popcorp?
Quoted from MH
When is your map coming out, Popcorp?
There’s a download link already. 8)
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