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Idletest - A Mod for Team Fortress 2

Updates

Oh boy 9mo
  • Improvement From 3 to 9 (Now has 9 places to spawn in each spawnroom)
  • Addition New rooms
  • Improvement Non-textured rooms have been textured and improved
  • Improvement Some areas have been improved in terms of decor
Wait wait... what? 9mo Improvement2 Addition Optimization Spawnroom Update 2y Improvement2 Shadow Update 2y Improvement2 I don't know how to call this update 2y Addition Improvement Adjustment

Hi there. Would you like to sign my peti... wait, that's not what I wanted to tell you.

I was tired about the old Itemtest, so I thought "I'll edit this itemtest and maybe give it an upgrade". After several attempts (and sometimes I lost the map save file, then I had to start all over again) I made this map.
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  • Agent_Lights avatar
    Agent_Lights Joined 6y ago
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    9mo
    An overhaul on idle test? never seen the light of day! (unless i missed out on some updates which I apologize for) So far from what i played it's really neat. might need to space it out abit more and I really like the lighting and some little nods like the heavy being in for the operation. still lots of potential to expand and would still see like the elevator or outside aspect of it. Keep up the good work lad.

    Also cheeky one right here:
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    9mo
    All Idletest versions.

    https://drive.google.com/file/d/14b0HLyxysqn1toiUeRT3HETXDTectzMl/view?usp=sharing
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    Energizing Games since 2012
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    9mo 9mo
    my day before Idletest update: meh

    my day after Idletest update: AMAZING!!

    RIP unusual Hallway.
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  • 2y 2y
    I really like the old one because it resembles the textures from Real life because everything isn't that bright at all, but this new version is Photo realistic, everything is great and the brightness is just right

    Keep up the great work
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    Retarded ass gamer (not rlly)
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    2y
    Again, I like your updates.
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    2y 2y
    You should be running updates for valve. Because  I love yours.
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    2y
    could you add the soldier statue?
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    2y
    I love me some more Idletest.
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    2y 2y
    Here are some suggestions for you to improve this map.

    Lower the func_conveyor speed in spawn, it's way too quick in compared to all of the other 'idle' maps I've been to, half speed would be much better. You may also be better off using a trigger_push brush entity instead of a conveyor for pushing players as you can get caught on the edge of the falloff point in spawn to the pit.

    I see that you have a tonemap controller in the map, but it *requires* inputs to be fired to the tonemap in order to function, such as from a logic_auto using OnMapSpawn and targeting the tonemap. You can use the console command "ent_fire [ent_name] [ent_input]" to mess around with the settings in-game without needing to recompile (example for the tonemap. "ent_fire tonemap_global setbloomscale 0.4". I would suggest these values for each of the following parameters on the tonemap. SetBloomScale 0.4, SetAutoExposureMin 0.5, SetAutoExposureMax 0.8. Feel free to toy around with these values but don't go over 1.0 as that will obviously be too bright.

    There's also a big issue of props casting shadows onto the world brushes very obscuringly. You could either disable their ability to cast shadows when compiling, or use the shadow_control entity to change the shadow angles or distance casted. I personally would just disable them being able to cast shadows.

    You also do not need to use prop_dynamic for most of these props. They only need to be dynamic if they have certain attributes like animations or need to be able to move from one place to another, so you can convert most if not all props to prop_static. If when you compile and it tells you it can't compile as static, you can then change it back to dynamic.

    You should also *really* avoid using a skybox brush that covers your map. Sure it prevents leaks from happening, but creates really bad optimization as it will be rendering and compiling more visible faces than it needs to. Any faces that aren't visible to the player at all should be set to the tools texture nodraw. That will make the compiler ignore the face and not make it render to the client whatsoever.

    I'm not sure if bspsrc really screwed up this areaportal, but when decompiling there's a giant areaportal stretching across and even going outside of what would be the map's visible bounds. This is extremely bad and causes leaks because of the areaportal not being sealed from seeing the skybox brushes or void. Make sure you only use the areaportal sparingly and make its size be just enough to touch the 4 faces it would stretch to.

    That coffee machine in that last screenshot is also receiving some really weird lighting colors, look into that as it's currently a blue-ish purple instead of being colored the same as the other props in the area and looks nothing like the one in your provided screenshots.
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    2y 2y
    Ohh another beta stage. alright so here's what i got so far. i love the optimization and the textures being changed looking fancy as i do hope more get's added other then being inside. and here's some major differences that can be easily fix but just pointing out so that people won't experience it and perhaps lighten the place a bit. (not really good at giving uttermost detailed feedback so simple one like this video will do)  
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