1. Post #1
    rrerr~
    FelixDragon's Avatar
    January 2009
    3,451 Posts
    I was bored and wanted to make a map, so I made a construct map. Also, the water is kinda buggy, no matter what texture it is, it has no top texture and just shows the sky.

    Pics:

    Spawn Area:

    Health Room/Entrance To Plane or Helicopter Launch:

    Booster Thing To Get Up To Health Room:


    Basic View of Map:

    Download:http://www.garrysmod.org/downloads/?a=view&id=72366


    C&C please.
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  2. Post #2

    July 2009
    6 Posts
    uhh download plz
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  3. Post #3
    Gold Member
    Skyhawk's Avatar
    July 2008
    1,545 Posts
    Fix the water and tweak the lighting so it's a bit more interesting, otherwise prepare for massive flaming/shitstorms. Doesn't look bad though, and the booster thingy looks cool.
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  4. Post #4
    CJF
    PieClock's Avatar
    August 2006
    16,202 Posts
    At least it's not just a retexture of gm_construct, which I was expecting. Also it sounds like the cause of the water problem is a leak.

  5. Post #5
    rrerr~
    FelixDragon's Avatar
    January 2009
    3,451 Posts
    added a download, and Im gonna try and fix the water.

  6. Post #6
    I'm very important. I have many leather-bound books and my apartment smells of rich mahogany.
    Dosycool's Avatar
    May 2009
    449 Posts
    Looks good!
    I think the water texture bug might only be on your computer, because my bro was making a map on his computer and the water texture always did the same thing as yours, then I tried it on my computer and the water worked fine.
    I'll test it out 2 see if it works properly :P

    Edit: Didn't work :(

  7. Post #7
    Black0ut's Avatar
    June 2008
    1,060 Posts
    The water problem is called a leak.

  8. Post #8
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,707 Posts
    The water problem is called a leak.
    This.
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  9. Post #9
    Gold Member
    Rixxz2's Avatar
    July 2007
    2,739 Posts
    That.

    A leak in the skybox, that is. As in, it's not 100% sealed.

  10. Post #10
    rrerr~
    FelixDragon's Avatar
    January 2009
    3,451 Posts
    I used the Interlopers compile checker and there wasnt any thing about a leak in the map.

    Ill recompile it and check it again though..

  11. Post #11
    Gold Member
    Dennab
    June 2009
    6,496 Posts
    I'd recommend making the skybox a hollowed-out cube (only if it's still beta!) that loosely fits the playing area but doesn't touch it, then putting invisibles or clips around the field, so you know there are no leaks and people can't get out.

  12. Post #12
    Gold Member

    June 2007
    2,290 Posts
    Why is there grass if this was supposed to be a dev themed map? IMHO you should make the grass a dev texture, maybe even a green colored one.

  13. Post #13
    rrerr~
    FelixDragon's Avatar
    January 2009
    3,451 Posts
    Why is there grass if this was supposed to be a dev themed map? IMHO you should make the grass a dev texture, maybe even a green colored one.
    good idea actually :v


    Ill make a dev glass texture as well.

    Edit: Heres the compile log, no leaks.


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\silverlit64\sourcesdk\bin\ep 1\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\silverlit64\half-life 2\hl2" "C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da"

    Valve Software - vbsp.exe (Dec 11 2006)
    2 threads
    materialPath: c:\program files\steam\steamapps\silverlit64\half-life 2\hl2\materials
    Loading C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.prt...done (1)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day02_05*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day02_05rt"
    Can't load skybox file skybox/sky_day02_05 to build the default cubemap!
    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 (1) (437820 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 557 texinfos to 504
    Reduced 11 texdatas to 10 (275 bytes to 220)
    Writing C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp
    8 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\silverlit64\sourcesdk\bin\ep 1\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\silverlit64\half-life 2\hl2" "C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da"

    Valve Software - vvis.exe (Nov 8 2007)
    2 threads
    reading c:\program files\steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp
    reading c:\program files\steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.prt
    3937 portalclusters
    16484 numportals
    Leaf 278 (portal 1117) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\silverlit64\sourcesdk\bin\ep 1\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\silverlit64\half-life 2\hl2" "C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da"

    Valve Software - vrad.exe SSE (Nov 8 2007)
    ----- Radiosity Simulator ----
    2 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp
    No vis information, direct lighting only.
    9943 faces
    15 degenerate faces
    2109446 square feet [303760224.00 square inches]
    0 displacements
    0 square feet [0.00 square inches]
    8 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (162)
    Build Patch/Sample Hash Table(s).....Done<0.0716 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 3/1024 144/49152 ( 0.3%)
    brushes 1052/8192 12624/98304 (12.8%)
    brushsides 12978/65536 103824/524288 (19.8%)
    planes 13666/65536 273320/1310720 (20.9%)
    vertexes 20264/65536 243168/786432 (30.9%)
    nodes 5790/65536 185280/2097152 ( 8.8%)
    texinfos 504/12288 36288/884736 ( 4.1%)
    texdata 10/2048 320/65536 ( 0.5%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 9943/65536 556808/3670016 (15.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 4269/65536 239064/3670016 ( 6.5%)
    leaves 5794/65536 185408/2097152 ( 8.8%)
    leaffaces 13859/65536 27718/131072 (21.1%)
    leafbrushes 4462/65536 8924/131072 ( 6.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 69313/512000 277252/2048000 (13.5%)
    edges 36800/256000 147200/1024000 (14.4%)
    LDR worldlights 8/8192 704/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    waterstrips 1473/32768 14730/327680 ( 4.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 24252/65536 48504/131072 (37.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1821828/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 9440/393216 ( 2.4%)
    LDR leaf ambient 5794/65536 139056/1572864 ( 8.8%)
    HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
    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] 1/512 ( 0.2%)
    pakfile [variable] 10348/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:
    physics [variable] 437820/4194304 (10.4%)
    ==== Total Win32 BSP file data space used: 4779790 bytes ====

    Total triangle count: 31237
    Writing c:\program files\steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp
    2 minutes, 46 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\silverlit64\garrysmod\garrys mod\maps\dev_construct_da.bsp" "c:\program files\steam\steamapps\silverlit64\half-life 2\hl2\maps\dev_construct_da.bsp"

  14. Post #14
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    Code:
    Leaf 278 (portal 1117) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
    VVIS is crashing. The map needs more optimization.

    A Guide to Optimization
    [list][*]Intro[*]Notices[*]Nodraw[*]Func_detail[*]Visleafs[*]Hints[*]Areaportals[*]Occluders[*]Checking Progress[*]If All Else Fails[/list]
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  15. Post #15
    Snipeor's Avatar
    January 2008
    47 Posts
    Ok, im going to say this because it needs to be said. Mappers are getting lazy. It started off ok with city freerun because it was meant to be plain and focus on parkour simmilar to mirrors edge. However when were getting dev textured construct maps im becoming concerned. In a construct map we want the setting to be pleaseant and visually appealing (which is likely why maps like gm_mobenix do so well).

    Please, the map looks good, but texture it for the sake of my sanity, lest I paint my room in bright orange and grey grids.

  16. Post #16
    Gold Member
    laptopman's Avatar
    May 2008
    1,577 Posts
    Mappers are not getting lazy.
    People need to start somewhere.
    This is a much better start than most first maps.
    It looks good, but the fact that it is in dev textures makes it not so great

  17. Post #17
    Gold Member

    June 2007
    2,290 Posts
    Mappers are getting lazy. It started off ok with city freerun because it was meant to be plain and focus on parkour simmilar to mirrors edge.
    This is not the same person as the person who made that map...

  18. Post #18
    FLUTTERSHY <3 (also hats suck)
    Unib5's Avatar
    May 2008
    1,705 Posts
    Brush work is great however.

  19. Post #19
    Snipeor's Avatar
    January 2008
    47 Posts
    It looks good, but the fact that it is in dev textures makes it not so great
    But this is exactly what im saying, sure I would rather have this than crappy fullbright boxes however I worried people may think making all maps like this is fine hence the "lazy part" standards for good maps are impressively high. I just dont want these to slip.

  20. Post #20
    rrerr~
    FelixDragon's Avatar
    January 2009
    3,451 Posts
    I would have textured it if I wanted to. I made it dev because I like the dev textures, nothing more than that.
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  21. Post #21
    supatails's Avatar
    May 2008
    746 Posts
    I'd recommend making the skybox a hollowed-out cube (only if it's still beta!) that loosely fits the playing area but doesn't touch it, then putting invisibles or clips around the field, so you know there are no leaks and people can't get out.
    I did the exact same thing for my oify map but the water is exactly the same, you can see through the level at all the rooms and sectors below you! It's not a leak but I don't know what it is.

  22. Post #22
    MechaFag
    Die_Hard's Avatar
    December 2006
    8,090 Posts
    wait, wasn't there a Dev_Construct map already?

  23. Post #23
    Gold Member
    Valdor's Avatar
    May 2008
    7,679 Posts
    Bah, We are running out of original names :P
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  24. Post #24
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts
    You just managed to make a construct map look even worse.
    That.

    A leak in the skybox, that is. As in, it's not 100% sealed.
    What's up? Every time I try to talk to you in Steam I get no response.
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  25. Post #25
    Gold Member
    reedbo's Avatar
    July 2005
    2,464 Posts
    Mappers are not getting lazy.
    People need to start somewhere.
    This is a much better start than most first maps.
    It looks good, but the fact that it is in dev textures makes it not so great
    That's a very invalid argument, I actually prefer dev textures. When they're used right it really adds a nice look to the map.
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  26. Post #26
    The Unnamed's Avatar
    August 2009
    123 Posts
    I am personally very fond of DEV textures so I give you props for that, but I find that this map is still a little bland for my liking, add a few more details, add some light_spot entities. This has quite a bit of potential.

    Cheers
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  27. Post #27
    TheLolrus's Avatar
    June 2008
    3,445 Posts
    I like dev textures too. I think that if you could make a dev texture of everything in this map, it could be a good map in other ways (I just can't think of what ways right now.) Dev grass, dev-themed windows and a dev-style skybox. Not all real dev, just made to look like a placeholder.