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surf_facewank

Started by Furchee · Apr 17, 2016 · 21 replies · 5083 views
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:

================== 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


This sounds amazing. I like the idea of having more than 1 spawn point. You may have already solved this but I do have one question. What happens if there is an afk player. You will not be able to just go to the T spawn and kill the afk terrorists. If there are 40 spawn points, will they be pushed off a ledge after a certain amount of time or will you have to shoot them in each spawn? Also, will the weapons in your hand be reset after each round like on year3000? I am very excited to have a new map into the rotation as well as curved ramps in the map!
Originally posted by Bflatmusic, post: 54966, member: 5607:
This sounds amazing. I like the idea of having more than 1 spawn point. You may have already solved this but I do have one question. What happens if there is an afk player. You will not be able to just go to the T spawn and kill the afk terrorists. If there are 40 spawn points, will they be pushed off a ledge after a certain amount of time or will you have to shoot them in each spawn? Also, will the weapons in your hand be reset after each round like on year3000? I am very excited to have a new map into the rotation as well as curved ramps in the map!

Yes, there will be a spawn -pusher- along with the whole map turning into a mass teleport to the jail if not completed by a certain time to discourage "sitting" on ramps or camping sections outside of jail.
The guns could be removed and most likely will. It's not fair to just jump straight into jail with a gun you may have stolen from a previous round or obtained by yourself. It does nothing but encourage jail camping so I'm afraid I'll force a strip every round.

Pardon the double post, but here is a current screen shot of the map's basic design.
This is WITHOUT and WITH everything stated in the first post. First post will update every time I work on the map.

Hype. Great to finally see some new maps.
Finished the map, finally. Design wise at least.

Adding that new section took a looot of time. With that said, it's much nicer now.
I followed up with the performance hint textures. Now I'm going to compile it and test it out. If it deems worthy, I'll apply the lighting and weapons.

I'll compile and test it now. I will update the screen shot and move it into the first post.
As long as dear old VRAD doesn't tell me to go fuck myself. (Lighting calculations at my lightmap scale can be a little touchy)

Edit:
Compiled and ready to test!

Edit2:
It's perfect. A slight ramp adjustment and then I'm moving onto lighting.
This will be done tomorrow, I do not have the time tonight :)

Edit3:
Ran into slight problems with a teleport and fixed it as of tonight.
Placed a few lights and fixed a few bugs + added two ramps.

Edit4:
Added a few lights and props (eye candy) so lighting is slowly on its way!

Edit5:
May be adding a screen shot or two now that I have lighting in place.
Full compile (at full settings) posted in the first post!

Edit6:
A teaser. https://steamcommunity.com/sharedfiles/filedetails/?id=674750881

Edit7:
Map is complete!
Onto beta testing ...

Edit8:
Map problems discovered and the list is:
-Make a surf ramp a func_illusionary and NOT a func_detail entity
-Assign jail buttons to actually OPEN the damn jail doors
-Fix/Tweak jail count down timer and triggers
-Fix incorrect texture around jail exit
-Fix weapon spawners incorrectly spawning guns. (Guns are invisible unless picked up and "hot touched"
-Jail secret teleporter is not assigned to the correct destination and is missing a name (?)
-Ambient_generic entities are being pricks and not playing what they were assigned to play (I may have found a fix for this by using a # before the sound dir)
-Teleporter assigned an incorrect or missing filter
-Secret lighting in jail is fully illuminated even when hidden using a brush entity. Will try to disable the lights but csgo can be a prick when you have toggle-able lighting fixtures.
-Secret room tweaking and button fixes

I'm really looking forward to playing on the map. So please finish it quickly.
Previous post fixes :

Map problems fixed:
-Make a surf ramp a func_illusionary and NOT a func_detail entity
-Fix incorrect texture around jail exit
-Jail secret teleporter is not assigned to the correct destination and is missing a name (?)
-Ambient_generic entities are being pricks and not playing what they were assigned to play (I may have found a fix for this by using a # before the sound dir)
-Teleporter assigned an incorrect or missing filter
-Secret lighting in jail is fully illuminated even when hidden using a brush entity. Will try to disable the lights but csgo can be a prick when you have toggle-able lighting fixtures. (?)
-Secret room tweaking and button fixes

Have you decided on the name of the map yet?
Originally posted by Bflatmusic, post: 55024, member: 5607:
Have you decided on the name of the map yet?

Afraid not. Please think of something people!

I am still a fan of surf_furchee<3bflat
surf_Ilikemakingpeople_banthemselves
Originally posted by cheenis, post: 55028, member: 5621:
surf_Ilikemakingpeople_banthemselves

I mean you're on the right track ?
(Please read in chinese racist accent)> The first step is to ban self young one

surf_faceclan
Yeah it's very nice :)
To do:

-Gun spawners now fixed and provide SKINNED weapons! (except for p2k that still gives the incorrect weapon)
-Jail teleporter to be fixed / adjusted
-Fix sound emitters
-Fix secret room textures
-Relocate secret room teleporter

posting because furchee wants to shamelessly bump this thread
Originally posted by Uragan, post: 55251, member: 3621:
posting because furchee wants to shamelessly bump this thread

You know it!

Bumping because this is basically done.
All of the secrets were redone, jail works properly, gun spawners are fine and most importantly the secrets are in order!
Now I just need to make sure my sounds work and we're good to go !

Taking forever...
sNAFU UFANs

I am 71% addicted to Counterstrike.
Originally posted by *sNAFU, post: 55253, member: 5137:
Taking forever...

When you create a map let me know how long it takes you ?
I have little to no free time and I'd rather spend it on something I enjoy more.

With that said, the map will be released tomorrow afternoon since I'm almost positive Espeon is getting some beauty sleep right now.

The name of the map is racist and I am triggered. It should be surf_endlesswhiteblackasianhispanicetcequality
So to avoid more shit-posting (like above for example) here is the list of the final changes (v2) and a follow up thread closing.

-Teleporter in main secret has been added
-Teleporter in "the real secret" has been fixed
-Teleporter in jail was set to "OnTouch" rather than "OnTrigger" since apparently that's the only one that liked to work. It's still a little buggy but it works!
-Applied a fix for the landmark teleporter. (Wont get stuck in the dark anymore)
-Fixed up the broken illusionary entities
-Added the scar and the g1 to the end along with the awp and added lighting fixtures under them to make them "pop" out more.
-Added light into the main secret hallway to make the ending wall appear in sight.
-Added water to pretty much all of the platforms with guns (since people are shit at surfing <.<;)
-Fixed main lighting fixtures (rotating diamonds) to pop our more by making them self-illumanting textures.
-Shortened one mp3 to make the file size smaller but mainly so that the song is shorter.
-Fixed up buy time and round time.

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