• ttt_clue_2018
    34 replies, posted
I am pleased to announce, after over a year of working on it ttt_clue_2018! What is ttt_clue_2018? This map much like my previous work is a total graphical overhaul of the hugely popular ttt map, this time it was ttt_clue_se's turn, This remake aims to stay loyal to the layout and game-play of the original while giving the map a hugely different appearance for 2018 players of gmod. Here's a short list of just some of the changes you can expect in the map: Total graphical overhaul (no longer based of the movie Clue) Heavily optimised to run fester than the original Removal of prop clutter to make navigation easier Reworked soundscapes Using many custom props and textures to give it it's own unique feel (this is at a cost though of the map being around 89 mb) Increased room sizes so as to lessen the C4's effectiveness Added outdoor vistas for more depth Added lightning effect for extra ambience Secret knife Easter egg (Who will be the first to find it?) Full custom weapon support Supports over 64 players (not recommended) Now for the important bit, the screenshots so you can see what the last years worth work has gone in to. (sorry about the poor quality of the screenshots my gmod has been playing up) [img]https://i.imgur.com/zSUJmfD.jpg[/img] [img]https://i.imgur.com/7VCFtZj.jpg[/img] [img]https://i.imgur.com/EkqF74D.jpg[/img] [img]https://i.imgur.com/Rym5HpS.jpg[/img] [img]https://i.imgur.com/qtU6Neu.jpg[/img] [img]https://i.imgur.com/YqvlLyT.jpg[/img] [img]https://i.imgur.com/BrZtTRK.jpg[/img] [img]https://i.imgur.com/qtU6Neu.jpg[/img] [img]https://i.imgur.com/MI0u40h.jpg[/img] [img]https://i.imgur.com/uUDAibf.jpg[/img] Where can I get this map? Although this map is in a state that I would consider to be complete I am holding off from putting it on the workshop until I have had a chance for it to be tested more and so I am sharing the map through media fire until it is done. You are free to download and test this map and also join our play-testing sessions (info will be added later) ttt_clue_2018_b2 Credits This map was made by me, Soviet Zombie The original was made by Nipper The full credits will be on the workshop page. Thanks for taking the time to read my post, hopefully I haven't broken any rules. Please reply with feedback and or bug reports and I will look into them.
Your image tags are broken. I'm pretty sure you can just paste the link without the tags and it'll automatically do it. As I can't see what it actually looks like, I can't comment on that, but one thing stands out to me in your description. What is with the obsession on putting "secret knives" in TTT maps? All it does is lead to a shitfest when someone suddenly pulls it out, and someone promptly shoots them because anyone would assume someone who has a knife is a traitor. Of course, I can't speak for everyone, but that alone gives a pretty big incentive for me to not want to play the map, not to be harsh.
I can certainly see your point with secret knives, however to make it affect standard game-play as little as possible I have intentionally made it quite difficult to get the knife, even if you know how to, so I wouldn't expect the knife to be used often. Furthermore in past maps with secret knives I have made, people often create a server just to hunt for the knife with a group of people. Although this isn't something I would do adding it caters to larger group of the community meaning more people will play the map. Thanks for the feedback I appreciate it!
The map is "bland" or flat, I'm not sure how to explain it, but the place looks too clean. You should add some stuff such as dirt decals or something, a place is never this clean
Thanks for checking out the map, any chance you could provide some screenshots of the "ugly" shadows so that I may address them. Thanks
I'd say the shadows in the screenshots 10, 12, 14 and 18 are pretty. 13 could also be improved. You used only 16-unit lightmaps, didn't you? I'll offer you a one-time deal: I'll take care of the lightmaps for your map. I'll give you nice shadows for your entire map, in next to no time at all, for free, just because I love doing lightmaps. Deal?
that might be deliberate. he's using custom content so the map is already at 89mb- TTT maps generally do better with lower filesize. increasing lightmaps is the fastest way to increase it lol. though #12 does need to be fixed for sure. other than that I really like this map OP, you did a good job with texturing & lighting especially
If it's going on workshop it's not that big of an issue, since it compresses uploads with LZMA, and LZMA handles lightmaps very well.
People overestimate the impact of using detailed lightmaps. Sure, if you use 1 or 2-unit lightmaps all over your map, then you'll add another 50MB in no time. But using 12, 8 or even 4-unit lightmaps here and there will only add a few MB's and the map will look infinitely better.
Thanks for the offer loadingue but I will take a quick look at them myself, I must say that I do now see what you mean on some of screenshots and will be working to fix it. Expect an update soon. Thanks for the feedback in general, please keep it coming!
My proposition still stands. You give me a size limit and I'll give you the best lighting manageable.
I still think the hard dark shadows can be and needs to be fixed. for example, the bathroom ceiling; you can up the light map grid to remove the shadows completely in some cases or lower the light map grid to more accurately simulate them. Your lighting in general needs some work. try mixing a low brightness similarly colored light entity with a light spot entity to fix some of these issues which should overall improve the quality of you map and its lighting. You might want to change some of the lighting origins of certain static props because they are completely black (the bathroom sink and reindeer head for example.) You can disable their prop shadows as well to remove some of those hard ugly shadows; shadows in source for the most part aren't great, sometime removing them entirely from certain props can lead to a better image, almost always disable them for foliage props. This can vary from a case to case bases, but you seem to be on the right track.
It's not going to be easy, a significant chunk of the map has a toggle-able light, which means no bounces, and you have to be careful not to exceed the lightstyles limit.
I've been reading this article from VDC and it could be that all the lights that can turn on/off plus the lightning lights maybe causing the lighting to look odd, "To reduce the number of pages created, light from named light entities is direct and won't bounce between surfaces. This can look very crude!". If this is the case then I may have to leave it as it is. Loadingue I will pm you the vmf to my map at some point to see what you can do as well if you're still up for it.
Gorgeous map I have a few suggestions though, not really gameplay related but to make the map more beautiful/realistic. I think the lightning should be just a tad louder, and maybe have some minor map shake when it strikes also IMO the windows should flash white like this when lightning strikes: http://niicos.site.nfoservers.com/imadethisfolder/rains.mp4 to do it, its just a func_brush with a white texture that is toggled on/off when the lightning hits maybe some rain as well? (maybe you dont have any rain because of the performance hit, I understand tbh) still need some rain sounds the skybox is good but you should consider adding a cloud dome model to skybox like this: its basically models/props/de_port/clouds2.mdl (just search clouds in model browser theres a few of em) parented to an invisible slowly rotating brush that gives an impression of moving clouds on the map overall I love it dude
It would be great if the stairway metal was consistently non-solid to bullets: https://files.facepunch.com/forum/upload/132541/44e4bbbc-b44d-44de-8451-b1a1571b72d7/2018-08-20_18-30-45.mkv_encoded35.webm
I am, I'll do all I can.
Yeah that's probably easiest, thanks.
Here is the latest version ttt_clue_2018_b3 The changes are: Ground shakes and windows light up due to lightning - Vizzys Increased thunder volume - Vizzys Fixed railing collision - Glitchvid Other minor tweaks/fixes
I think the map is still a bit too dark, I'd try adding some dim (but linear or 1/2 linear-constant falloff) lights to the centers / perimeters of rooms (that are also named with the shut-off lights). There's also a lot of banding in dark areas: https://s.gvid.me/s/2018/08/21/F4O290.png https://s.gvid.me/s/2018/08/21/2ZT680.png https://s.gvid.me/s/2018/08/21/VVh883.png That should be fixed by using -final on VRAD. Main floor doors close the areaportal too quickly. And it's easy to get them stuck open (and have a broken areaportal) https://s.gvid.me/s/2018/08/21/2018-08-21_09-10-43.mkv_encoded35.webm Dunno exactly what is causing the former issue, maybe the door is calling "onfullyclosed" too soon? As for the second one, I'd set up a system where a math_counter (per door-pair) is incremented up and down when each is opened/closed, and then when it hits max value (such as having both doors add a 1 when closed, so max value 2) it fires the areaportal to close - so if one door doesn't close, the areaportal doesn't close.
That's something that I had not even thought of, I will implement your suggested fix, I may be able to fix the first problem as well if i put a half second delay on area portal being closed after the value reaches 2. Thanks for the continued testing.
The color banding? Probably not my system. It's generally an issue with bounced lighting, it's fixed by extra bounce samples (via -final in the VRAD command).
Oh sorry I meant the area portal closing too soon. I've taken a look at the other door glitch where the area portal was closed but the door open and found I could only replicate what you showed on that one set of doors (maybe you could test this too) there should be no reason for this as the doors are just copy/special pasted, but I have been able to fix this just changing the area portals associated door to be the other door of the two.
On that specific door, it was probably down to what one the areaportal open/close was getting called on. I'm also testing in MP, on an active server (don't let the ping display lie, I'm getting 10ms to the datacenter that it's hosted in, and that breaks net_graph) - so that's probably why the areaportal closes before the actual doors do. I'd suggest testing in some form of MP situation. I can jamb basically all of the doors open askew, which isn't nearly as big of a problem, but still a bit funny: https://s.gvid.me/s/2018/08/21/2018-08-21_12-40-38.mkv_encoded35.webm I remember having a really nice entity setup that made double doors foolproof years ago, but I don't know where it is.
Thanks, that clears a few things up. I should soon be able to test in MP, then we will see.
Over the past few days Loadingue has been helping me with the map by redoing the light maps among other things. He has done a great job on them and I am pleased to show just a few comparison screenshots of his work. First screenshot is showing some nice shadows cast by the pillars. Unfortunately the pictures are not in the correct order for the comparisons, but I'm sure you will still be able to tell which is new/old. https://files.facepunch.com/forum/upload/222154/e9113f68-e988-471d-81f0-94cb6c43b0cb/10.jpg https://files.facepunch.com/forum/upload/222154/6d27145d-5a58-4dab-b1fb-d4c856efcb2a/8.jpg https://files.facepunch.com/forum/upload/222154/d8f14b76-0781-40fd-8771-8429cac943c3/7.jpg https://files.facepunch.com/forum/upload/222154/2c479ba8-dd70-4b95-ad7a-0a979874e933/5.jpg https://files.facepunch.com/forum/upload/222154/4d5a2ec3-fbf9-49b6-b12f-d9670d32b3ee/6.jpg https://files.facepunch.com/forum/upload/222154/5c59566f-14aa-4d6e-9cbe-5621340a1fa2/4.jpg https://files.facepunch.com/forum/upload/222154/56ba6eb6-9998-4126-a2bf-560fc2f5a5ac/3.jpg https://files.facepunch.com/forum/upload/222154/3c159fd3-ef45-4af9-846f-ab9c51d1a56d/2.jpg https://files.facepunch.com/forum/upload/222154/948166cc-d601-4ff8-b8ad-f8362a546c40/1.jpg Here is the latest version of the map ttt_clue_2018_b4 (I also added hdr support which explains the file size increase) I am also currently uploading the map to the workshop now, which I will link to when its up. Thank you to all of the people who have helped test this map, and please carry on testing!
https://files.facepunch.com/forum/upload/222154/d8f14b76-0781-40fd-8771-8429cac943c3/7.jpg Certainly looks better, however I think the lightmap/texture needs to be aligned (Unaligned example): https://s.gvid.me/s/2018/08/23/k1U923.png It could also be an issue with the vertex splits and smoothing groups, or also an issue where the lightmap pages don't align to the brushes: https://s.gvid.me/s/2018/08/23/zwI882.png https://s.gvid.me/s/2018/08/23/poster-18-08-23%2010-55-06.png So Source has to put different lightmap "pages" on the adjacent brushes, creating seams (this can only really be fixed by setting the adjacent faces to the same hard group, and making the lightmap scale smaller, ASSUMING the lightmaps are all properly aligned like in my image). Anyway, It'd also still be great to see the map lightened up a bit with some medium luminance lights.
https://steamcommunity.com/sharedfiles/filedetails/?id=1490186898 Hopefully it was worth the wait!
I've just tested the light map's alignment, it wasn't that. Must be the vertex splits but I don't know how to go about fixing that.
You could probably drag the arch brushes to the ceiling instead of having a separate brush, but at that point it's not worth it for the minor visual bug, I'm just obsessive about small things like that.
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