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calculatedChaos Gaming • Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Page 1 of 7

Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 04 Jan 2011, 02:16
by Beetle
http://www.beetle.calculatedchaos.com/m ... ndseek.rar

^^^^^^ Download link ^^^^^^ CURRENT VERSION A6

This is hide n seek in the cc dorm made with room entries by players such as the asylum, OMJ, OMJ, OMJ, future t00bz, dick trickle, and not so many more!

TRY IT TODAY TODAY TODAY


Dorm Room Specs - Download Dorm Room Template At Bottom
- Dimensions: 448x384x224 units (roughly half the size of the hotel rooms)
- 1 light with accompanying fixture.
- 1 cubemap
- 1 textured door and 1 door frame
- 4 untextured walls and a ceiling
- 1 areaportal
ccdorm_room_template0000.jpg
CANS
- You may change the shape of the walls and ceiling by adding brushes inside the room but not by changing the walls already in the template.
- You may have up to 10 dynamic props (this includes anything other than static) and 15 prop_statics. NO MORE THAN THAT the less dynamics you have, the more i like you.
- You may have custom textures as long as you know how to correctly archive them and send them with the vmf.
- You may have custom models, just know how to properly pack them into your zip. Missing models or textures equals them getting deleted.

CANNOTS
- You may NOT have custom music. at all.
- You may NOT leave your room unoptimized. (see bottom)
- You may NOT use models from other mods. (ie. HL2 headcrabs and zombies, or companion cube)
- You may NOT send me your vmf with any compile errors or when you hit alt+p in Hammer. (other than the player start error)
- You may NOT mess with what is already in the template. No changing lights. Leave the cubemap and areaportal there. You may, of course, texture the walls, floor, and ceiling.
- You may NOT have any func_resupplys or health packs/ammo packs or sentry guns/dispensers.
- You may NOT have environmental deaths of any kind.
- You may NOT add extra cubemaps - no need to.
- You may NOT have custom hat models. If you cannot tell the difference, then they will be deleted.
- You may NOT send me your work with missing custom textures.
- You may NOT make overly complicated brushwork. (if it can't rotate and still be OK, its too complicated. a good example of too complicated is Link's room in the hotel)
- You may NOT include ragdolls in your room.
- You may NOT ask me to make your room...because I won't.

My advice is this:
Do not be overly complicated with anything. A billion lasers or moving targets is not what this map is about. Try to be unique without having a cluttered mess of a room. Also, if you made a room in the hotel, try something different rather than recycled. Don't go crazy with the manor textures and models. I don't want to see a bunch of manor bookcases filling a room. Think to yourself "Do I think someone will use this in the same way as me?" I added all these rules to make it a hell of a lot easier on me. Trust me; every limit I made is for a reason.
Finally, if you need to know how to optimize, visit these links. Its not hard to learn for the purpose of this map.
Optimization
func_detail

HAPPY MAPPING!
After reading all of the above, Download Dorm Template Here!
Feel free to ask questions in the other thread or msg me on Steam. I'd prefer it if this was kept uncluttered.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 04 Jan 2011, 06:22
by KarmA
Do I have to learn how to optimize? If so, then shit :?

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 04 Jan 2011, 06:48
by Original
What's to optimize? It's one room, one door with a portal. It IS optimized. the only way to un-optimize it is to have a leak.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 04 Jan 2011, 08:17
by Beetle
Original wrote:What's to optimize? It's one room, one door with a portal. It IS optimized. the only way to un-optimize it is to have a leak.
Want to bet? How about I make a map for you and not use any func_details...just one of many examples.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 04 Jan 2011, 08:26
by Original
Well, seeing how it's one room, and a small one at that you could leave all brushes world spawn and I doubt you'd see much of an impact in fps.

but still, you could make all brushes in that one room one func_static and you're basically done with optimization.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 02:30
by Beetle
Original wrote:Well, seeing how it's one room, and a small one at that you could leave all brushes world spawn and I doubt you'd see much of an impact in fps.

but still, you could make all brushes in that one room one func_static and you're basically done with optimization.

You weren't here for the last hotel, so you do not know the half of it. Making func_details out of everything IS much of the optimization, but you're doing what I did last round - assuming people even know what that is. They didn't.

Trust me, it just saves me from having to do it - which was what most of my time was spent doing - fixing things.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 06:11
by the asylum
I assume you'll be compiling the map in normal vvis instead of fast?

The reason I ask is I've optimized the shit out of my room, and running it on fast vvis works fine and dandy- it's when I try to run it on full vvis that it chokes JUST at 99%, all the time. Unless I've buggered something up (highly unlikely, there's not much there TO bugger up), there's no reason I can see outside of Hammer hating me that I can't compile with normal vvis, seeing how I've compiled a hell of a lot more with approximately zero optimizations with normal vvis before

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 11:21
by Beetle
Of course my final compile will not being on fast vvis or fast anything. It will be normal.
You're right, that makes no sense. Maybe your pals at tf2maps can help you, though don't tell em its for a hotel map or that will spit at you ;)

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 05:13
by Beetle
rough draft layout of the dorm, many rooms yet still much more compact than the hotel. plenty of room to have an outside area and possibly even another building or two.
ccdorm_layout.jpg
ccdorm_a10001.jpg
I can post a bsp of the hotel layout if you want, but honestly, you pretty much see everything in those pictures.
Also, its going to be 3 floors of rooms. The lobby will have a floor of rooms combined with it.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 06:02
by the asylum
It must be an issue with my computer, as nobody had any answers for me on TF2M. I haven't modified the template in any major way and don't have hundreds of tiny brushes, so it shouldn't be fucking up the way it is, but it is.

Is there a deadline for room submissions? I'd like to get this working myself if I can

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 06:40
by Beetle
There isn't a deadline, but when I do announce I'll give like a week's notice. Either way, its just a small room. I'll give more than enough time.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 07:14
by LaN
Is it going to be inside only like the hotel?

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 07:21
by steve09
Beetle wrote:rough draft layout of the dorm, many rooms yet still much more compact than the hotel. plenty of room to have an outside area and possibly even another building or two.
Did you fail to read that part LaN?

I might actually try this, I have finally finished an alpha version of my map but I need to put lighting in, if I get time to do this between Uni work which I'm meant to be doing then I'll give it a bash.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 07:46
by OldManJenkins
Just curious, Beetle, when you say "no changing lights", does that mean we can't add any additional lights if we want, or should we just not screw with the light that's already in there?

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 07:50
by LaN
steve09 wrote:
Beetle wrote:rough draft layout of the dorm, many rooms yet still much more compact than the hotel. plenty of room to have an outside area and possibly even another building or two.
Did you fail to read that part LaN?

I might actually try this, I have finally finished an alpha version of my map but I need to put lighting in, if I get time to do this between Uni work which I'm meant to be doing then I'll give it a bash.
It went over my head.

I might try this over the weekend. Regretted not getting a room in the hotel but that thing crashes.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 08:03
by Beetle
OldManJenkins wrote:Just curious, Beetle, when you say "no changing lights", does that mean we can't add any additional lights if we want, or should we just not screw with the light that's already in there?
Read up on what is too many lights. Too many touching a face can cause crashing.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Jan 2011, 09:51
by Wamp Rats
I'll give it a shot

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Jan 2011, 08:49
by Haxwehttam

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Jan 2011, 10:16
by t00bz
D:
f u hax!

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Jan 2011, 10:30
by OldManJenkins
Haxwehttam wrote:FIRST!
http://www.megaupload.com/?d=BSQ1JXQG


:D
Took a peek at it.

First I was all like, "OH GOD, THE RED AND GOOOOOLD. MY EEEEEEEYES.
But then I was all like, "Does that grandfather clock have a mustache?"

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Jan 2011, 10:37
by the asylum
mine was done awhile ago, but i was too lazy to post it right away

http://www.megaupload.com/?d=ZYRJGD31

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Jan 2011, 11:12
by Beetle
Thanks Hax and Asylum. Asylum your room is on the first floor and Hax's your room is on the 2nd floor.

No, no one can specify a room or floor. That was a headache last time keeping up with that.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 08 Jan 2011, 01:50
by OldManJenkins
Huzzah!

http://www.megaupload.com/?d=AYOX4LDO
A quiet forest clearing.
A quiet forest clearing.
Beware the shifty eyes.
Beware the shifty eyes.
How did I get a van into a dorm room?  Magic.
How did I get a van into a dorm room? Magic.
The walls and ceiling textures are the result of about 20 minutes in Photoshop, and the van is actually a custom model, which is more optimized than the version in the game assets (since the original model was made for Source Filmmaker).
Oh yeah, and I totally cheated with those bushes. Those are actually trees, with only their top parts showing.

I'm pretty sure all the custom stuff is archived correctly, but if you find any missing models or textures, please let me know.

Also, if anybody needs help with their own room, I am now available for requests.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 08 Jan 2011, 02:50
by LaN
OldManJenkins wrote:
Also, if anybody needs help with their own room, I am now available for requests.
I call first dibs on this good sir

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 08 Jan 2011, 03:00
by Beetle
OMJ, for future reference, the models that were added from the sniper movie are THE MOST unoptimized models in the game. That is why you see them in no decent maps. They were added by request of the machinima makers.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 08 Jan 2011, 03:30
by Haxwehttam
and heres tgames room

btw the window slot was just a guide so u can remove it to put in the actual window prop
if the window is in a different position just move my boxes around
if its infront of the coffee machine just move it to the otherside

anyway http://www.megaupload.com/?d=4YPH6BTX

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 08 Jan 2011, 04:46
by OldManJenkins
Beetle wrote:OMJ, for future reference, the models that were added from the sniper movie are THE MOST unoptimized models in the game. That is why you see them in no decent maps. They were added by request of the machinima makers.
Yes, which is why I went with a custom, low-poly version of the van.
http://forums.tf2maps.net/showthread.php?t=10238
Here's where I found the model, if you want some specifics.

LaN wrote:I call first dibs on this good sir
Excellent, message me via Steam/carrier pigeon/your preferred method of communication, and we can talk specifics.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 08 Jan 2011, 05:40
by Trilby
OldManJenkins wrote: Also, if anybody needs help with their own room, I am now available for requests.
I call second, if you'd be so kind.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 08 Jan 2011, 07:11
by Beetle
OldManJenkins wrote:
Beetle wrote:OMJ, for future reference, the models that were added from the sniper movie are THE MOST unoptimized models in the game. That is why you see them in no decent maps. They were added by request of the machinima makers.
Yes, which is why I went with a custom, low-poly version of the van.
http://forums.tf2maps.net/showthread.php?t=10238
Here's where I found the model, if you want some specifics.

LaN wrote:I call first dibs on this good sir
Excellent, message me via Steam/carrier pigeon/your preferred method of communication, and we can talk specifics.
a tip of the hat to you then.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 08 Jan 2011, 08:01
by Beetle
Also, congrats to OMJ for having the first entry I did not have to edit!!!

These are really coming out to be a lot better than last time, guys.