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Backup Sections => Archive => HL2RP Development[ARCHIVE] => Half-Life 2 Roleplay => Topic started by: .:KFrohman:. on April 24, 2011, 02:02:00 AM

Title: City 45
Post by: .:KFrohman:. on April 24, 2011, 02:02:00 AM
As a few of you are aware, We're planning on changing maps. There is no set date, but it will be "soon".

We were going to switch to a day and night compatible version of C18, but the source limits were nearly maxed out, which meant we had no headroom to add various things.

The map's based off C45 v1. There's a dedicated ration terminal, which deals with rations manually. There's also queue lines for said terminal. The nexus has a Judgement Waiver room, along with controls for a checkpoint. The nexus has a new addition for the amputation of citizens. I shall not reveal it.

In the works is a fully fledged conference suite (done). It has a pretty nifty partypiece. Also being looked at, is a shooting range, agility course and Breaching rooms. All of this is located underground.

AFAIK The move will be RP'd somehow. I just don't know when or how or what.

Map done, several million revisions later.

http://filesmelt.com/dl/rp_c45_catalyst_v2r1.7z

You'll need to use 7zip or winrar to open. Mirrors available on request.

Features:
Combine:
Fully Functioning nexus.
 - JW Room
 - Checkpoint Control (More on this later)
 - Front Guard panel (Locks down nexus)
 - Detainment, complete with burn room, interrogation and treatment (Although a better treatment facility is   in the train station).
 - Various consoles and interfaces located throughout
 - Exogen Breach control - Turn thumpers/alerts on and off.
 - City Admin office - CAMERA POSITIONED CORRECT FOR SCREENS.
 - Overwatch Suit Chargers.
 - Sub-surface Conference and training facilities, incl. Breaching, Agility and shooting range. Armoury is key- coded. Built in contraband room.
Rations
 - OSD notification of ration delivery
 - One door for in and out
 - Manual ration delivery using a complex system of pipes and angry, which in fact is semi-automatic now.
 - Zig-Zag queue system
General:
 - Functioning train station & Subway
 - Apartments in various levels of decay
 - lolrebel sewer network
 - Sector 6/Industrial Sector checkpoints both at subway and end of plaza. Open during day time, closed at night (even though it's permanent darkness :V)
 - Various lighting styles, plenty of places to perform ambush attacks and hiding areas.
 - Secret tunnels/hatches/entrances.  - No longer goes over combine conference room. Prevents lolmetagame
 - HDR
 - Cubemapped

Title: Re: City 45
Post by: The Great Milenko on April 24, 2011, 09:04:26 AM
The nexus has a new addition for the amputation of citizens.

Gas chamber
Title: Re: City 45
Post by: .:KFrohman:. on April 24, 2011, 10:47:31 AM
The nexus has a new addition for the amputation of citizens.

Gas chamber

Close.
Title: Re: City 45
Post by: Norwegian Soldier on April 24, 2011, 10:51:23 AM
The nexus has a new addition for the amputation of citizens.

Gas chamber

Close.

O.O
Title: Re: City 45
Post by: .:KFrohman:. on April 24, 2011, 02:02:32 PM
Update.

Added nodes. Never done them before. Tested it out, works fine, could do with refinement though.

This means that during an exogen breach, Antlions will no longer sit idle. They'll find you.
To counter this, there are 4 Thumpers, 3 located in the plaza. They are remote controlled by CCA units, within the nexus, along with an alarm.
Title: Re: City 45
Post by: lemonshit on April 24, 2011, 02:15:14 PM
Nice! Keep up the good work. Can you also try to add that Nexus shield thats in the V2 version of the map into the map we're using?
Title: Re: City 45
Post by: .:KFrohman:. on April 24, 2011, 02:16:49 PM
Will have a look.

Update: With the nodes prior, I noticed that there were slight issues with nodes and how antlions behaved. It looked wrong. 300 nodes or there about. Now? There's over 1100.
Title: Re: City 45
Post by: chunkeymonkey79 on April 24, 2011, 02:33:45 PM
Could you possibly add func_areaportal so the map is optimized?

Also guess on the new way for amputation..

Fire pit or chamber.
Title: Re: City 45
Post by: .:KFrohman:. on April 24, 2011, 02:45:37 PM
There are already some. I'll see what I can do though.
Title: Re: City 45
Post by: smt on April 24, 2011, 02:58:37 PM
Just don't go overboard with shiny lights and stuff, my PC struggles as it is on big maps :V
Title: Re: City 45
Post by: .:KFrohman:. on April 24, 2011, 04:07:19 PM
Obligatory images

(http://meta.filesmelt.com/downloader.php?file=rp_c45_catalyst_a20003.jpg)
(http://filesmelt.com/dl/rp_c45_catalyst_a20004.jpg)
(http://filesmelt.com/dl/rp_c45_catalyst_a20005.jpg)
Title: Re: City 45
Post by: BltElite on April 24, 2011, 04:41:13 PM
Man it seems good so far. Don't like the floor material of the what seems to be training room though.
Title: Re: City 45
Post by: chunkeymonkey79 on April 24, 2011, 07:20:19 PM
Damn son, I just shat bricks.

Anyway, that map looks pretty good so far. One thing I don't like about C18 is a small Nexus.

But judging by the pictures, it looks pretty decent sized.

Also, to RP changing maps, we could round up the citizens and take them all to the trainstation spawn and RP the citizens getting on the train. And the CCA flying out through the Nexus or something.

Just a thought.
Title: Re: City 45
Post by: .:KFrohman:. on April 25, 2011, 12:21:27 AM
Note to self: Avoid working on this map in future.

Seriously. NOTHING FUCKING LINES UP.
This causes leaks. I've had to fix 10 within the last 10 minutes. I don't know when I'll finish.

Good news is, once I have, the map will be ready to go.

Bad news is, the area portals are leaking out the ass for NO REASON WHATSOEVER. MAD.
Title: Re: City 45
Post by: lemonshit on April 25, 2011, 12:53:34 AM
But it's such a good job Kaz! :D Don't give up lol
Title: Re: City 45
Post by: .:KFrohman:. on April 25, 2011, 01:13:05 PM
Map cancelled due to situations beyond my control. lolfaggots
Title: Re: City 45
Post by: chunkeymonkey79 on April 25, 2011, 04:05:18 PM
What?

Also what?

And if you cant work on it, can you send me the VMF? I might be able to do a little bit.
Title: Re: City 45
Post by: Desperado on April 25, 2011, 06:04:13 PM
Nice work man looks very good is it never gonna be finished?
Title: Re: City 45
Post by: .:KFrohman:. on April 29, 2011, 05:12:14 AM
Compile Summary - job mode: FINAL
Map Name: rp_c45_catalyst_v1.vmf
VBSP - mode:normal , 21 seconds, 00:00:22 elapsed
VVIS - mode:normal, 12 hours, 4 minutes, 30 seconds, 12:04:31 elapsed
VRAD - mode:final, 8 minutes, 30 seconds(LDR), 8 minutes, 32 seconds(HDR), 00:17:04 elapsed
Total Compile time: 12:21:58

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 284/1024        13632/49152    (27.7%)
brushes               7165/8192        85980/98304    (87.5%) VERY FULL!
brushsides           49829/65536      398632/524288   (76.0%)
planes               25996/65536      519920/1310720  (39.7%)
vertexes             55433/65536      665196/786432   (84.6%) VERY FULL!
nodes                14043/65536      449376/2097152  (21.4%)
texinfos              9624/12288      692928/884736   (78.3%)
texdata               1100/2048        35200/65536    (53.7%)
dispinfos                9/0            1584/0        ( 0.0%)
disp_verts             337/0            6740/0        ( 0.0%)
disp_tris              480/0             960/0        ( 0.0%)
disp_lmsamples       61220/0           61220/0        ( 0.0%)
faces                32074/65536     1796144/3670016  (48.9%)
hdr faces            32074/65536     1796144/3670016  (48.9%)
origfaces            20828/65536     1166368/3670016  (31.8%)
leaves               14328/65536      458496/2097152  (21.9%)
leaffaces            39594/65536       79188/131072   (60.4%)
leafbrushes          17447/65536       34894/131072   (26.6%)
areas                   29/256           232/2048     (11.3%)
surfedges           239766/512000     959064/2048000  (46.8%)
edges               146880/256000     587520/1024000  (57.4%)
LDR worldlights       1295/8192       113960/720896   (15.8%)
HDR worldlights       1295/8192       113960/720896   (15.8%)
leafwaterdata            2/32768          24/393216   ( 0.0%)
waterstrips           3318/32768       33180/327680   (10.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         60366/65536      120732/131072   (92.1%) VERY FULL!
cubemapsamples          85/1024         1360/16384    ( 8.3%)
overlays                10/512          3520/180224   ( 2.0%)
LDR lightdata         [variable]    25843796/0        ( 0.0%)
HDR lightdata         [variable]    25843796/0        ( 0.0%)
visdata               [variable]     2021335/16777216 (12.0%)
entdata               [variable]      791855/393216   (201.4%) VERY FULL!
LDR ambient table    14328/65536       57312/262144   (21.9%)
HDR ambient table    14328/65536       57312/262144   (21.9%)
LDR leaf ambient     44547/65536     1247316/1835008  (68.0%)
HDR leaf ambient     44544/65536     1247232/1835008  (68.0%)
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]           1/89972    ( 0.0%)
pakfile               [variable]     7895968/0        ( 0.0%)
physics               [variable]     2655033/4194304  (63.3%)
physics terrain       [variable]        1781/1048576  ( 0.2%)

Final compile output of v1. 12.5 hours compile time. Not recompiling unless there's a GAME BREAKING BUG.

Known bugs:
45 Apartments billboard is dark despite presence of light_spots. This was a last minute inclusion and I didn't test it properly. Simple fix for now is to add a gmod light in front of it.

There's a patch of nodraw in the train station, behind the ticket room.

Dynamic shadows look a bit downs.

Features:
Combine:
Fully Functioning nexus.
 - JW Room
 - Checkpoint Control (More on this later)
 - Front Guard panel (Locks down nexus)
 - Detainment, complete with burn room, interrogation and treatment (Although a better treatment facility is   in the train station).
 - Various consoles and interfaces located throughout
 - Exogen Breach control - Turn thumpers/alerts on and off.
 - City Admin office - CAMERA POSITIONED CORRECT FOR SCREENS.
 - Overwatch Suit Chargers.
 - Sub-surface Conference and training facilities, incl. Breaching, Agility and shooting range. Armoury is key- coded. Built in contraband room.
Rations
 - OSD notification of ration delivery
 - One door for in and out
 - Manual ration delivery using a complex system of pipes and angry.
 - Zig-Zag queue system
General:
 - Functioning train station & Subway
 - Apartments in various levels of decay
 - lolrebel sewer network
 - Sector 6/Industrial Sector checkpoints both at subway and end of plaza. Open during day time, closed at night (even though it's permanent darkness :V)
 - Various lighting styles, plenty of places to perform ambush attacks and hiding areas.
 - Secret tunnels/hatches/entrances.
 - HDR
 - Cubemapped

These are just some of the features. Map currently comes in at 89.6mb. Download link to come soon





Title: Re: City 45
Post by: Desperado on April 29, 2011, 05:45:21 AM
Lol you son of a bitch nice job
Title: Re: City 45
Post by: Lewis on April 29, 2011, 11:49:04 AM
You said something about making it an rp map change?
Large exogen breach? Everyone is relocated for safety?
Title: Re: City 45
Post by: .:KFrohman:. on April 29, 2011, 02:41:47 PM
You said something about making it an rp map change?
Large exogen breach? Everyone is relocated for safety?

Possible, and it would fit within the current ideaology that C45 is more protected against it.
Title: Re: City 45
Post by: lemonshit on April 29, 2011, 02:48:58 PM
I love this. When is exogen breach?
Title: Re: City 45
Post by: .:KFrohman:. on April 29, 2011, 02:54:13 PM
I love this. When is exogen breach?

Donno.
Title: Re: City 45
Post by: Statua on April 29, 2011, 03:00:46 PM
Ent_data could cause serverside issues. You have been warned.
Title: Re: City 45
Post by: Nicknero on April 29, 2011, 03:04:02 PM
I've seen this map (helped testing.) and DAMN IT LOOKS SO FUCKING AWESOME!
I'm seriously looking forwards playing HL2RP on this map.
You've done a great job Kaz.
Title: Re: City 45
Post by: .:KFrohman:. on April 29, 2011, 03:06:50 PM
Ent_data could cause serverside issues. You have been warned.

Elaborate.
Title: Re: City 45
Post by: Bromine on April 29, 2011, 03:57:59 PM
Shit, dude, you are almost 1000 brushes away from the limit of 8192. I assume the map is, for the most part, all constructed, just changes largely in small errors I guess?
Title: Re: City 45
Post by: .:KFrohman:. on April 29, 2011, 04:16:15 PM
Shit, dude, you are almost 1000 brushes away from the limit of 8192. I assume the map is, for the most part, all constructed, just changes largely in small errors I guess?

What?
Title: Re: City 45
Post by: chunkeymonkey79 on April 29, 2011, 06:39:04 PM
/me claps.

Wow Kaz. Looks and sounds amazing.

Now we need Rofl to fix a move date.

And now, the brave CCA will have to attempt to save the lolcivvies. Oh noes, too manyz antlions!
Wez must fallz back and transport the citizens to C45 via train.
Title: Re: City 45
Post by: Bromine on April 29, 2011, 07:51:38 PM
I said, "YOU ALMOST HIT THE BRUSH LIMIT, YOU ARE AT ABOUT 7100 OUT OF 8192!".

Also, you doubled the ent_data limit
entdata               [variable]      791855/393216   (201.4%) VERY FULL!
Title: Re: City 45
Post by: Statua on April 29, 2011, 11:50:24 PM
In cosmoscity, we had hit the ent data limit. It would cause server crashes and console spam. It wasn't till we took it down below 110% that it actually worked. Single player worked fine.

Here's the data from a compiled version of CC.

entdata               [variable]      429783/393216   (109.3%) VERY FULL!
Title: Re: City 45
Post by: lemonshit on April 30, 2011, 12:00:21 AM
I love this....................... Video? :3
Title: Re: City 45
Post by: .:KFrohman:. on April 30, 2011, 01:31:17 AM
In cosmoscity, we had hit the ent data limit. It would cause server crashes and console spam. It wasn't till we took it down below 110% that it actually worked. Single player worked fine.

Here's the data from a compiled version of CC.

entdata               [variable]      429783/393216   (109.3%) VERY FULL!

Frosty tells me it never compiled at 100%.
Title: Re: City 45
Post by: Statua on April 30, 2011, 12:48:45 PM
Really? That's the same version I had taken from frosty which was the final version...
Title: Re: City 45
Post by: .:KFrohman:. on May 02, 2011, 07:46:42 AM
So you know I said the map was finished? Well I lied. I wasn't 100% happy with the final result. The recent downtime has meant I could work on finessing the map. I've removed a few nodes (about 100), which I suspect would be the cause of a 200% entdata.

I've also taken liberty of adding a few things.

New switching system in the trainstation treatment room
Few sprites on combine buttons, better dictates whether it's on or off, and where something is enabled or not.
Replaced statue with a metal variant of the c17 plaza pointer.
Couple of model fixes, where static was specified instead of dynamic.
Fixed nodraw and soundscapes.

This *should* be done by 2 am tonight.
Title: Re: City 45
Post by: Nicknero on May 02, 2011, 08:17:25 AM
Sounds good. Does this mean the map would be playable for HL2RP by tomorrow?
Title: Re: City 45
Post by: .:KFrohman:. on May 02, 2011, 08:20:34 AM
Sounds good. Does this mean the map would be playable for HL2RP by tomorrow?

As long as the map doesn't shit a dick, then hopefully. Actually, that's a lie. The map will be "playable", but sticking it on a hl2 RP server without any set up? +2-3 hours.

Bump for great justice. New favorite entity: func_viscluster. Cut down compile time by 95%. <10 min compile time.
Title: Re: City 45
Post by: The Doctor, RIP Juggernaut on May 02, 2011, 04:53:58 PM
Sounds good. Does this mean the map would be playable for HL2RP by tomorrow?

As long as the map doesn't shit a dick, then hopefully. Actually, that's a lie. The map will be "playable", but sticking it on a hl2 RP server without any set up? +2-3 hours.

Bump for great justice. New favorite entity: func_viscluster. Cut down compile time by 95%. <10 min compile time.
One day your gonna have to teach me how to use that...
Title: Re: City 45
Post by: Statua on May 02, 2011, 05:02:42 PM
And me. Rockford gonna need it lol. Tried to compile today and it shit brix
Title: Re: City 45
Post by: chunkeymonkey79 on May 02, 2011, 06:07:02 PM
Wow. That would make my day if the map came up tommorow.

Kaz, you'll have to give us the OOC grand tour.
Title: Re: City 45
Post by: .:KFrohman:. on May 02, 2011, 07:23:24 PM
And me. Rockford gonna need it lol. Tried to compile today and it shit brix

Load the portal file. See if there are areas where there is a LOT of visibility. Encompass it in the ent. See the devwiki.
Title: Re: City 45
Post by: .:KFrohman:. on May 03, 2011, 11:55:34 PM
Updated OP.
Title: Re: City 45
Post by: chunkeymonkey79 on May 04, 2011, 05:16:08 PM
Just downloaded and playtested every corner.

WOW. Is all I can say. Great job Kaz. The thumpers are a really cool addition. And the ration distribution, bigger Nexus, Closeable D6, agility course, breach training, firearms and shooting range, conference/briefing room, and a shield in front of Nexus (when enabled). Oh, and a working transit system.

Nowz we need to set an RP move date...
Title: Re: City 45
Post by: Bromine on May 04, 2011, 08:31:28 PM
This map inspires me to work on a small rp-map.
Title: Re: City 45
Post by: YankeeSamurai on May 05, 2011, 01:38:33 AM
You've made a lot of really nice modifications! Especially in the Nexus : p

Two minors bug I noticed:
1. The glass in the trainstation CCA upstairs windows is invisible, looks kinda weird.
2. I take a massive FPS hit in the ration distribution center, not sure why.
Title: Re: City 45
Post by: alaskan thunderfuck on May 05, 2011, 02:26:09 AM
Will be added within a couple of days. Amazing job, Kaz.
Title: Re: City 45
Post by: Statua on May 05, 2011, 03:05:46 AM
ROFL if the move isn't RP'd im gonna be mad.
Title: Re: City 45
Post by: .:KFrohman:. on May 05, 2011, 03:10:19 AM
You've made a lot of really nice modifications! Especially in the Nexus : p

Two minors bug I noticed:
1. The glass in the trainstation CCA upstairs windows is invisible, looks kinda weird.
2. I take a massive FPS hit in the ration distribution center, not sure why.

1. I don't know who designed it but I know for a fact it is retarded. I was going to work on it, but decided not to due to complexity.
2. Not sure why, the ration center is sealed off from everywhere else. How much of a drop is it?
Title: Re: City 45
Post by: JoshB on May 05, 2011, 03:14:58 AM
I hope there is an event to change. They are always fun. Of course my character might not want to move, what with her crushed and burned lady-parts.
Title: Re: City 45
Post by: Statua on May 05, 2011, 01:58:51 PM
Maybe if she wasn't a hooker, she would be fine xD
Title: Re: City 45
Post by: The Doctor, RIP Juggernaut on May 05, 2011, 03:44:33 PM
I hope there is an event to change. They are always fun. Of course my character might not want to move, what with her crushed and burned lady-parts.
And thats why you don't use a stun stick as a flesh-light....
Title: Re: City 45
Post by: .:KFrohman:. on May 05, 2011, 04:16:56 PM
I hope there is an event to change. They are always fun. Of course my character might not want to move, what with her crushed and burned lady-parts.
And thats why you don't use a stun stick as a flesh-light....

What
Title: Re: City 45
Post by: alaskan thunderfuck on May 05, 2011, 04:17:43 PM
I hope there is an event to change. They are always fun. Of course my character might not want to move, what with her crushed and burned lady-parts.
And thats why you don't use a stun stick as a flesh-light....
wat
Title: Re: City 45
Post by: smt on May 05, 2011, 04:20:34 PM
I hope there is an event to change. They are always fun. Of course my character might not want to move, what with her crushed and burned lady-parts.
And thats why you don't use a stun stick as a flesh-light....

whut
Title: Re: City 45
Post by: Bromine on May 05, 2011, 04:31:08 PM
wat
Title: Re: City 45
Post by: chunkeymonkey79 on May 05, 2011, 06:01:02 PM
/offtopic
Title: Re: City 45
Post by: YankeeSamurai on May 05, 2011, 06:01:58 PM
Combobreakar ^
Title: Re: City 45
Post by: JoshB on May 05, 2011, 06:23:49 PM
I hope there is an event to change. They are always fun. Of course my character might not want to move, what with her crushed and burned lady-parts.
And thats why you don't use a stun stick as a flesh-light....
I didn't know girls used fleshlights. The joke would have been good if you had said dildo.
Title: Re: City 45
Post by: The Doctor, RIP Juggernaut on May 05, 2011, 06:24:56 PM
I hope there is an event to change. They are always fun. Of course my character might not want to move, what with her crushed and burned lady-parts.
And thats why you don't use a stun stick as a flesh-light....
I didn't know girls used fleshlights. The joke would have been good if you had said dildo.
A fleshlight is a dildo....
Title: Re: City 45
Post by: Bromine on May 05, 2011, 07:51:10 PM
ANYWAY, BACK ON TOPIC

Any set date/time for the move?
Title: Re: City 45
Post by: JoshB on May 06, 2011, 12:18:35 AM
No it is not.
NSFW Link (http://www.fleshlight.com/fleshlight-toys/original/) (Kiddies, don't click this link, there are monsters!)
Educate yourself.

Added a warning for those at work/school -Statua
Sorry about that. -CIS.JoshB
Title: Re: City 45
Post by: YankeeSamurai on May 06, 2011, 12:36:11 AM
That link was unecessary  >_>
Title: Re: City 45
Post by: .:KFrohman:. on May 06, 2011, 12:43:02 AM
MOVING THE FUCK ON.

At the current rate, it seems the map will NEVER get on the server because raiden is an idiot who can't keep his word.
Title: Re: City 45
Post by: chunkeymonkey79 on May 06, 2011, 07:27:17 AM
Seriously? This map is better than c18 by miles.
Title: Re: City 45
Post by: Bromine on May 06, 2011, 04:03:27 PM
I've yet to try it, but seeing the feedback, I will and I hope it's promising. Gonna run it in HL2  8)
Title: Re: City 45
Post by: BltElite on May 07, 2011, 04:22:38 AM
Just to say,i helped kaz bug test this,and hes done so many huge improvements. Also,if you know the secrets OOC,don't use them IC without a fucking good reason.

Also,the interrogation room in the train station will shit you all up.
Title: Re: City 45
Post by: chunkeymonkey79 on May 07, 2011, 06:43:11 AM
Still waiting for map to be released....
Title: Re: City 45
Post by: .:KFrohman:. on May 07, 2011, 06:46:54 AM
Still waiting for map to be released....

Look at the OP?
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