So! The first of two maps I plan on releasing for the Ragnarock series, two Post apoc maps that will allow for highly realistic atmospheres and good optimization.
rp_ragnarock_bunker
Mapping time 3 1/2 months (75+ hours)
(1-2 months for sanctum)
(About 1 1/2 months for the re-iteration to rag_bunker)
10576 faces
516124 square feet [74321864.00 square inches]
287 direct lights
((This is a compile list that shows how much the map has of what stuff))
Object names Objects/Maxobjs Memory / Maximum Fullness
------------ --------------- --------------- --------
Models 31/1024 1488/49152 ( 3.0%)
Brushes 2133/8192 25596/98304 (26.0%)
Brush sides 13800/65536 110400/524288 (21.1%)
Planes 5602/65536 112040/1310720 ( 8.5%)
Vertexes 18227/65536 218724/786432 (27.8%)
Nodes 2537/65536 81184/2097152 ( 3.9%)
Texinfos 2417/12288 174024/884736 (19.7%)
Texdata 267/2048 8544/65536 (13.0%)
dispinfos 144/0 25344/0 ( 0.0%)
disp_verts 41616/0 832320/0 ( 0.0%)
disp_tris 73728/0 147456/0 ( 0.0%)
disp_lmsamples 12096/0 12096/0 ( 0.0%)
faces 10576/65536 592256/3670016 (16.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4472/65536 250432/3670016 ( 6.8%)
leaves 2569/65536 82208/2097152 ( 3.9%)
leaffaces 12340/65536 24680/131072 (18.8%)
leafbrushes 4638/65536 9276/131072 ( 7.1%)
areas 30/256 240/2048 (11.7%)
surfedges 67688/512000 270752/2048000 (13.2%)
edges 41050/256000 164200/1024000 (16.0%)
LDR worldlights 287/8192 25256/720896 ( 3.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 784/32768 7840/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15855/65536 31710/131072 (24.2%)
cubemapsamples 99/1024 1584/16384 ( 9.7%)
overlays 19/512 6688/180224 ( 3.7%)
LDR lightdata [variable] 38536892/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 76022/16777216 ( 0.5%)
entdata [variable] 356368/393216 (90.6%) VERY FULL! (This is why this map will be the only release, nothing is gonna be added) (This is without AI nodes, when AI nodes are added it's like 144%)
LDR ambient table 2569/65536 10276/262144 ( 3.9%)
HDR ambient table 2569/65536 10276/262144 ( 3.9%)
LDR leaf ambient 7945/65536 222460/1835008 (12.1%)
HDR leaf ambient 2569/65536 71932/1835008 ( 3.9%)
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] 1/74758 ( 0.0%)
pakfile [variable] 8283278/0 ( 0.0%)
physics [variable] 767146/4194304 (18.3%)
physics terrain [variable] 121654/1048576 (11.6%)
((This is a compile list that shows how much the map has of what stuff))
Things to note
- Yes the file is very large, I've compiled all the models and textures used into the BSP, meaning you just place the map in your maps folder and your 100% ready, no missing textures!
- The bunker is loaded with AI nodes, I've attempted to create enough so the NPC movements are semi-dynamic, Areas like the stairwell and generator room will be buggy since the way they are laid out.
- The map is fairly large, over 516,000 square feet! It has many rooms for standard use as well as empty "Detail" rooms.
- Rooms featured within this map
-Large cave spawn area
-bunker entrance with ambience
-Decontamination room w/ viewing area and back lobby
-Lobby
-Lounge (for eating and drinking)
-bathrooms (male/female)
-Mess hall
-Stock room
-Freezer (meats)
-Kitchen
-Washroom
-lunch line
-Medicial bay
-operation area
-6 patient rooms for players to recover
-Sleeping quarters (male/female)
-Stairwell leading to the second level (very detailed)
-Water decontamination room (Explains how the bunker has clean drinkable water)
-Generator room (explains how the bunker has electricity)
-Air decontamination room (explains how clean air is moved around the bunker)
-Gun range (for the trigger happy nut cases)
-8 rooms of various sizes that are empty but detailed, players can spawn their own props and make their own custom rooms, want a computer lab? Spawn some desks and pc, want a personal room? Make a bed and other nick nacks, the choice is yours.
So what made you make this omega?
About a year ago, last summer, I joined a zombie rp group called necropolis, to get on the dev team I made a bunker map called rp_sanctum, as time went on I moved to other projects and left sanctum behind, after leaving the community in early January (?) I got interested in post apoc/fallout rp servers, but they all had the same thing, gm_atomic, don't get me wrong, gm_atomic is an awesome map, but when that's the only good post apoc map around to play, things can get a bit boring and repetitive, then came res evil 3 (movie) the bit where you see the umbrella corp bunker out in the desert, from there everything fell into place of returning to my old sanctum map, revising needless areas, adding more goodies and really giving it an authentic feel.
On a side note during sanctums creation I placed a bunch of FO3 bobble heads around the bunker for shits and giggles, the list is located in the rar, try to find them all without cheating :p.
Credits
Mapper/texture artist/voice/modeler/packer/ahhh..../concept artist
That omega guy.....omega322? Yeah
Models/materials/sounds used from
Half-life 2 (episode 1/2)
Neo-Tokyo
Decadence
Counterstrike
Portal
L4D(1/2)
TF2
Skybox/ground material extracted from Gm_atomic (Bigwig?)
Fall out 3 (and to the Face Punch Member who extracted them)
Thanks to the members of Face punch who commented and threw Ideas around for the bunker, at the point I was at it was really hard to add stuff, but I promise the wasteland map will be filled with much more community based Ideas.
Thanks to my friend andy for using his PC to upload this
I guess thanks to the Necropolis community since it was them who inspired the first iteration of the bunker map.
Enjoy the map, enjoy your RP
~-=BrOmega=-~
http://www.megaupload.com/?d=9BUDA0B0 (cause gmod.org is being a bitch)