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vsh_traincross_b2

A Map for Team Fortress 2

Updates

B2 3y
  • - Removed rain as it was causing tremendous lag
  • - added barrels on the shoots so people can access their roofs
  • - slanted the walls of the entrance on the control shack so anybody can access the roof of it
  • - put a nobuild around the satellite so you can't build near it, but you can still build on the roof
Intended to be for the 72 hr tf2 jam but suddenly had work to be done so here it is with a bit more spit and shine.

Files

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  • ChicagoBen avatar
    ChicagoBen Joined 7y ago
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    3y
    First thing I wanna talk about is optimizing this map a bit more. See this side of the map

    http://imgur.com/2CSG9Th

    Now see it with the mat_wireframe 1 command that allows you to see everything your computer is currently rendering (red is walls and buildings, blue is props)
    http://imgur.com/kieYJTS
    I'm rendering props,staircases, and walls from nearly every building and even to blue spawn if you look closely. Very un-optimal and drops my computer to a low of  125 fps just testing this map. That's a bit low for a map like this.

    Things you can do:

    -You can use func_areaportal and func_areaportalwindow in the buildings (requires buildings to be world geo NOT func_detail) and close off any gaps and if it works it will likely save a ton of rendering in buildings and even when outside. This is a must to improve fps. 
    Guide on it https://youtu.be/Ne59X-e-R9Y?t=231

    -Add start/end fade to certain props that are not always needed to be visible/
    http://imgur.com/D8O5PaT  always have your start fade about 50-200 units shorter than your end fade and it removes the prop from a certain point of your view. Useful for items indoors and items behind a lot of other stuff in the background like your trees here- 
    http://imgur.com/fJylblT I am currently rendering dozen of tree props and while your fog is well done you still render all these trees and I feel like you can add some fade to these trees in the back to save a few frames.

    -Remove/simplify lights on the map.

    http://imgur.com/O2aA0V4  
    (command is showbudgettexture 1) 
    Those bars show the demand the map is taking on your computer 1 frame at a time and what is demanding it. For some reason lightmap (lightspots etc) is taking up wayyyy to much memory atm. Should be half of this to be considered decent.

    Add the entity shadow_control and set max distance to like 40-75 inches to fix these weird shadows on players and dynamic props: http://imgur.com/g6l5bSM

    On to other stuff.

    http://imgur.com/rLWgpSR
    I liked the music stuff just make sure its not too big of a file because 53  mb for a vsh map is too much tbh. Aim for low 40s and thats ok.
    The average vsh map imo is around 18-24 mb to get an idea. 

    http://imgur.com/YWXcnNU
    This is very cool and well done. Like the particles and sounds. 

    http://imgur.com/cTkitfj
    Opening the top of the roofs is very nice

    Inside of a lot of buildings are still too dark.

    Overall an improvement from the previous verison. Script for trains is impressive looking at it btw. Hope this helped!
    (G-S.N)Chicago Ben
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  • FlipFTW avatar
    FlipFTW Joined 5y ago
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    391 points Ranked 49,273rd
    3y
    I get ~200 fps with my config on, and 30-50 fps with weather effects enabled, probably worth looking into.

    Map is too large, very walking simulator-y, I can easily see rounds taking upwards of 15 minutes here, possibly worse given an abundance of spots that could be easily abused to hide.

    I'd suggest trying to minimize indoor areas or opening them to the sky so hale can't really escape sightlignts (allowing consistent damage = eventual round ends) & normalizing and encouraging roof platforming.

    Balancewise I just see people gathering on one high ground area of the map (probably by the saw) and just staying there the entire map.
    Vi Veri Veniversum Vivus Vici
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  • ChicagoBen avatar
    ChicagoBen Joined 7y ago
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    4y
    Map is insanely dark with way too many hiding spots in buildings and on those cliffs that you can slide on. Not well placed hp and ammo and is easy af for hale to move around and spot everyone that's not hiding in a dark corner. 
    -------------
    Its cool that engs can build on top of towers but its too hard to get up there quickly many areas are just too open----especially up top for snipers as they can easily get cover blown. Maybe a few larger props up top for cover/ defend-able spots? 

    Also you can build kinda inside that moving antenna on hale spawn that makes it hard to hit sentries that are built on it.
    --------------
    Ramps and 2 train pathways are good ideas and should be kept, maybe have a ramp or 2 not have walls or make it so reds can use ramps to get on roofs on BLUE side would be cool.
    ------------
     But as it is the "Hale spawn" side of the map does not have a lot of good areas to fight hale in and all the good spots for red are up top near spawn and the roofs of those buildings, the bottom area is just a death trap vs hale.
    • Helpful x 1
    • Interesting x 1
    (G-S.N)Chicago Ben
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Blinxsy avatar
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Details

Version
Unknown

Attributes

Season
Fall
Time of Day
Daytime
Environment
Outdoor
Size
Small
Aesthetic
Default
Development State
Beta
Textures
Default
Biome
Forest

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