2016-04-17 23:32 UTC
So as I've stated before I've been making a csgo map for the server since all the current maps are garbage.
No, the title is not the name of the actual map. Suggestions are welcome! If I like it enough I'll use it and reward you.
This map will include:
40 spawn points
BLOCKED spawn ramps so you cant spawn kill/shoot (rekt fucking scrubs l337 hex)
A theme similar to year3k (The farther you surf the better your rewards!)
A large scaled jail with beneficial floors based on SURF skill
Sexy textures and lighting (with one being a little different ;D)
Smooth ramps (courtesy of Krazy; MAH NIGGA)
DONE:
Spawn section (with all spawn points)
Spawn protection
All platforms to reward those who can't complete the hardest difficulty
Skybox (Using the same one for my latest css map that's yet to be released
)
Environmental lighting
Surf ramps applied
Lightmap grid
Most teleport triggers
Landmark teleport
Teleporters tweaked and applied properly in case you're as good as surfing as I
Highest tier reward section (end of map)
Hint textures applied. (Didn't find a good use for areaportals in such a map)
-Got the custom FGD to import guns/gun spawners/strippers and so on
Complete lighting all across the map
Jail design / teleporters based on skill
Added weapons based on surf length / secret room
Last screenshot:
Latest full compile:
No, the title is not the name of the actual map. Suggestions are welcome! If I like it enough I'll use it and reward you.
This map will include:
40 spawn points
BLOCKED spawn ramps so you cant spawn kill/shoot (rekt fucking scrubs l337 hex)
A theme similar to year3k (The farther you surf the better your rewards!)
A large scaled jail with beneficial floors based on SURF skill
Sexy textures and lighting (with one being a little different ;D)
Smooth ramps (courtesy of Krazy; MAH NIGGA)
DONE:
Spawn section (with all spawn points)
Spawn protection
All platforms to reward those who can't complete the hardest difficulty
Skybox (Using the same one for my latest css map that's yet to be released
Environmental lighting
Surf ramps applied
Lightmap grid
Most teleport triggers
Landmark teleport
Teleporters tweaked and applied properly in case you're as good as surfing as I
Highest tier reward section (end of map)
Hint textures applied. (Didn't find a good use for areaportals in such a map)
-Got the custom FGD to import guns/gun spawners/strippers and so on
Complete lighting all across the map
Jail design / teleporters based on skill
Added weapons based on surf length / secret room
Last screenshot:
Latest full compile:
================== VBSP ==================
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_push/knife_push.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_survival_bowie/knife_survival_bowie.vmt.
materialPath: D:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading I:\HammerAutosave\surf_endlessblue.vmf
Map revision 505
Patching WVT material: maps/surf_endlessblue/stone/blend_building_sidewalk_wvt_patch
Patching WVT material: maps/surf_endlessblue/de_nuke/nukblenddirtgrass_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 944 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing I:\HammerAutosave\surf_endlessblue.prt...Building visibility clusters...
done (0)
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 (5) (809487 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3224 texinfos to 1652
Reduced 50 texdatas to 42 (1469 bytes to 1055)
Writing I:\HammerAutosave\surf_endlessblue.bsp
10 seconds elapsed
================== VVIS ==================
6 threads
reading i:\hammerautosave\surf_endlessblue.bsp
reading i:\hammerautosave\surf_endlessblue.prt
2801 portalclusters
7343 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 273 visible clusters (0.00%)
Total clusters visible: 1212880
Average clusters visible: 433
Building PAS...
Average clusters audible: 588
visdatasize:663944 compressed from 1971904
writing i:\hammerautosave\surf_endlessblue.bsp
6 minutes, 9 seconds elapsed
================== VRAD ==================
[reading=texlights from 'lights.rad']
[17 texlights parsed from 'lights.rad']
Loading i:\hammerautosave\surf_endlessblue.bsp
18532 faces
36 degenerate faces
65119604 square feet [9377222656.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
18496 patches before subdivision
613038 patches after subdivision
140 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 167958691, max 1668
transfer lists: 1281.4 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(164427, 202510, 219704)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(15086, 18197, 19572)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2074, 2503, 2696)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(297, 358, 386)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(45, 54, 58)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(7, 8, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<2.4916 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 282/1024 13536/49152 (27.5%)
brushes 1738/8192 20856/98304 (21.2%)
brushsides 21091/65536 168728/524288 (32.2%)
planes 30230/65536 604600/1310720 (46.1%)
vertexes 25430/65536 305160/786432 (38.8%)
nodes 9534/65536 305088/2097152 (14.5%)
texinfos 1652/12288 118944/884736 (13.4%)
texdata 42/2048 1344/65536 ( 2.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 18532/65536 1037792/3670016 (28.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6428/65536 359968/3670016 ( 9.8%)
facebrushes 1485/0 2970/0 ( 0.0%)
facebrushlists 18532/0 74128/0 ( 0.0%)
leaves 9817/65536 314144/2097152 (15.0%)
leaffaces 23762/65536 47524/131072 (36.3%)
leafbrushes 9055/65536 18110/131072 (13.8%)
areas 6/1024 48/8192 ( 0.6%)
surfedges 108616/512000 434464/2048000 (21.2%)
edges 60705/256000 242820/1024000 (23.7%)
LDR worldlights 140/8192 14000/819200 ( 1.7%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 8/32768 96/393216 ( 0.0%)
waterstrips 925/32768 9250/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14127/65536 28254/131072 (21.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/1024 0/360448 ( 0.0%)
LDR lightdata [variable] 39207172/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 663944/16777216 ( 4.0%)
entdata [variable] 225003/393216 (57.2%)
LDR ambient table 9817/65536 39268/262144 (15.0%)
HDR ambient table 9817/65536 39268/262144 (15.0%)
LDR leaf ambient 35370/65536 990360/1835008 (54.0%)
HDR leaf ambient 9817/65536 274876/1835008 (15.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 151551/0 ( 0.0%)
physics [variable] 809487/4194304 (19.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 1c
Total triangle count: 45157
Writing i:\hammerautosave\surf_endlessblue.bsp
14 minutes, 16 seconds elapsed



