• cp_Lushbowl - Released!
    85 replies, posted
[b]7/06/11: FINAL UPDATE: + Reduced texture usage in order to prevent possibly memory issues + Improved lighting + Added an easter egg This is the final update for this map. No other changes will be made and I am moving on. "DX8" issue is still a complete unknown; it is not a memory issue, given any computer can run the map (with and without weather disabled) specifically as long as they don't run TF2 in dx8 mode. Problem is far more complex than the possibility that I did anything "wrong" or "incorrect"; possibly technical changes made from directx 8 to directx 9 (in directx itself, making something incompatible with something I used in TF2/Hammer). [/b] 6/13/11: UPDATE 1.3: + Fixed object collisions (may fix crashing/freezing at load for some players) + Reduced the number of objects (most or all were obscured from actual gameplay) + Reduced the number of particles + Added photos to the loading screen 6/11/11: Update 1.2 + Fixed many errors in an effort to single out the cause of crashes + Reduced particle usage in an attempt to single out the cause of crashes + Added/changed several detail props and decals + Map now uses a different bloom scale + Water gets cheap farther away now, making it a little prettier from afar + Added wildlife + Round 1 BLU spawn: Lighting from above (hole) is now correctly pale blue instead of pale yellow + Round 2 Point 2: Removed pooled water from boarded-up hole since it would only be reflecting darkness anyway as opposed to adding anything interesting to look at. + Round 3 Point 2: Water no longer incorrectly ripples from the rain INSIDE the tunnel [url=http://www.kritzkast.com/?p=1178]As heard about on Kritzkast![/url] (at 21 minutes in) [url=http://www.facepunch.com/threads/1077782-From-DUST-to-LUSH-W.I.P.-cp_Lushbowl]Original production thread[/url] (Thanks for everybody's help!) [url=http://dl.dropbox.com/u/7635090/LUSHBOWL_RELEASE.jpg]Promo[/url] [url=http://www.gamebanana.com/maps/157695][img]http://i178.photobucket.com/albums/w266/thejoey_01/cp_lushbowl_downloadbutton.png[/img][/url] (gamebanana) [url=http://dl.dropbox.com/u/7635090/cp_lushbowl_final.rar]alternate download link #1 (dropbox)[/url] [url=http://www.megaupload.com/?d=NJPBHL50]alternate download link #2 (megaupload)[/url] In order to get better at mapping and learn some things, I decided to start off by taking a pre-existing map made by Valve (Dustbowl) and applying textures, details, props, sound and weather while studying Valve's geometry and optimization work already in place. My first big project was to create a "theme" for Dustbowl; ripping it from the desert and plopping it down into the middle of a forest. This means bricks turned to cobble, metal turned to wood, gravel and dirt turned to grass and mud. THIS IS A "THEME" OF DUSTBOWL; retextured, water added, props added, weather added. All particles are tied to "weather", so disabling weather will disable all particles present in the map. INCLUDES NAV FILE FOR BOT PLAY Please enjoy. After seven months in development, hopefully it will be worth the wait.
It's a great-looking rework and I hope it gets the attention it deserves
Can't wait to try it out.
It's great. I just downloaded it and walked around. I am going to tell the admin of my fav server to add this one! :)
To bad custom maps never get played unless its a orange map.
I've added an alternate download link in case gamebanana is giving anyone issues.
[QUOTE=Wootman;29845206]To bad custom maps never get played unless its a orange map.[/QUOTE] Where did you get that idea from?
[QUOTE=Wootman;29845206]To bad custom maps never get played unless its a orange map.[/QUOTE] Where the hell do you play?
Oh god errors everywhere. Mind releasing a version that works in SFM? This map'd make good recording grounds.
Will, most definitely, try it out!
[quote]Oh god errors everywhere. Mind releasing a version that works in SFM? This map'd make good recording grounds. [/quote] 1. What kind of errors are you talking about? 2. how do you make a map compatible for SFM? and considering SFM is not officially supported, is it worth the trouble?
I'm going to play the living fuck out of this with bots.
[b]SEVEN MONTHS?[/b] That's a LONG time. This is gonna be great, can hardly wait.
[QUOTE=TheJoey;29846253]1. What kind of errors are you talking about? 2. how do you make a map compatible for SFM? and considering SFM is not officially supported, is it worth the trouble?[/QUOTE] Basically because SFM is an old version of TF2, it's missing a lot of official map elements that were added later, including weather effects and most of the foliage. Not only that, it uses an older VTF version that was changed in the Goldrush Update. And as to worth the trouble, the map really breaths fresh air and having something as alive as this in a program like SFM which can emulate and modify so much, i'm sure it'd be appreciated by a large number of people who use SFM.
I've gotten reports of missing textures in reflections. Can anyone confirm, or screenshot? [editline]15th May 2011[/editline] [QUOTE=AlfieSR;29846319]Basically because SFM is an old version of TF2, it's missing a lot of official map elements that were added later, including weather effects and most of the foliage. Not only that, it uses an older VTF version that was changed in the Goldrush Update. And as to worth the trouble, the map really breaths fresh air and having something as alive as this in a program like SFM which can emulate and modify so much, i'm sure it'd be appreciate by a large number of people who use SFM.[/QUOTE] I see. Maybe in due time, but I'll need to look into how exactly I need to make it SFM compatible.
[QUOTE=TheJoey;29846324]I've gotten reports of missing textures in reflections. Can anyone confirm, or screenshot?[/QUOTE] I'm going on a bug hunt right now, I will post screenshots after I will be done.
Cool map. We'll be chatting about it on the show in a few minutes. [url]http://kritzkast.com[/url]
[QUOTE=TheJoey;29846324]I've gotten reports of missing textures in reflections. Can anyone confirm, or screenshot? [editline]15th May 2011[/editline] I see. Maybe in due time, but I'll need to look into how exactly I need to make it SFM compatible.[/QUOTE] stage 1 as red, purple texture in spawnroom [img_thumb]http://cloud.steampowered.com/ugc/595811297815207565/EF56E41C65FEC024DC24831B972BE8AE62B277F5/[/IMG_thumb]
[QUOTE=AgroKK;29846621]Cool map. We'll be chatting about it on the show in a few minutes. [url]http://kritzkast.com[/url][/QUOTE] Whoa. okay. that would be an honor. Thanks so much! Also for everybody getting reflective errors, I'm currently recompiling the map and re-building cubemaps for LDR and HDR. Something went wrong the first time, I think, and[b] I'll be updating all download links[/b], so please hold tight. [QUOTE=oldage;29846662]stage 1 as red, purple texture in spawnroom [img_thumb]http://cloud.steampowered.com/ugc/595811297815207565/EF56E41C65FEC024DC24831B972BE8AE62B277F5/[/IMG_thumb][/QUOTE] Okay, I understand now. Thank you.
Good to see more rainy maps.
-snip-
[QUOTE=TheJoey;29846324]I've gotten reports of missing textures in reflections. Can anyone confirm, or screenshot?[/QUOTE] If you have a look through my screens you can see quite a few places with the Black/Pink areas: [url]http://steamcommunity.com/id/-Dom/screenshot/595811297815237487/?tab=public[/url] Apart from that i've seen no real bugs in my look around the map, found quite a few presents though. Great job on it man, i only just picked up on the production of this the other day and i'm pretty glad to see it released. EDIT: Just seen you're gonna address the reflective error, good to hear.
Did you "buildcubemaps" ?
cubemaps need to be built in both HDR and non-HDR modes
Reflective surfaces should now be fixed. EDIT: here's what happened. i did build cubemaps for 32x32 originally. HAMMER played a little trick on me. I tried building cubemaps again, it said my resolution of 1600x1040 was too small to do that. All cubemaps were mysteriously changed for a resolution of 1024x1024, and you need a resolution 4 times that to build them. :iiam: while that would look amazing and realistic as all hell, the map size would also be somewhere around 500mb. But it's all been sorted out.
Found a server and downloading. :smugdog:
[QUOTE=Prism;29845850]Where did you get that idea from?[/QUOTE] Everytime I look at the server browser I can't find any good custom maps. [QUOTE=Tylizzle;29845902]Where the hell do you play?[/QUOTE] I don't stick to servers
I'm going to post in here before Dachande says this map is shit then tries to shove the map he made in 10 minutes down our throats. Anyways, LOVE THE MAP, I've been waiting forever for this. Thanks you so much, I hope it does as well as frontier and the like.
[QUOTE=The Party Spy;29850902] Anyways, LOVE THE MAP, I've been waiting forever for this. Thanks you so much, I hope it does as well as frontier and the like.[/QUOTE] I really appreciate you saying that, but please don't put me in a league with someone, or a team of someones, who made their own original map from scratch, for that is far above me! People like that have done all of the work that goes into a map; i've done maybe a third of that. Props to them. I hope to some day be as good as them.
[QUOTE=The Party Spy;29850902]I'm going to post in here before Dachande says this map is shit then tries to shove the map he made in 10 minutes down our throats. Anyways, LOVE THE MAP, I've been waiting forever for this. Thanks you so much, I hope it does as well as frontier and the like.[/QUOTE] It's just retexturing...nothing compared to my skills*: (Dramatization) [img]http://img809.imageshack.us/img809/4092/fortannstart1.jpg[/img] Aww yeeeah *props to the mapping section for picture of a lame WIP map
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