SNARKPIT CREW MAP -- www.snarkpit.com By: Alien_Sniper (N/A) Dietz (N/A) Grimlock (grimlock@somethingdied.com) Mazemaster (n_alger_@hotmail.com) Orpheus (orpheus@ejoop.com) ReNo (reno@elva-mod.co.uk) Yak_Fighter (Yak_Fighter@hotmail.com) I've taken over this map since Orpheus decided to quit HL. As this map has basically been abandoned by everyone, me included, I have decided to make the changes I deem necessary and attempt to compile and finish this map. If you object to my changes, I still have Orpheus's last compile and can revert back if need be. I will be keeping various betas and will make a detailed changelog so you can see what I've done for each section. Any and all comments are welcome. I can easily change things now that I can compile it, but be reasonable as many of the map limits are close to maxed out (especially clipnodes). Tell me something like redo a section and I'll tell you to go to hell. MAX_MAP_MIPTEX: overcome in beta 1 by adding -texdata memory MAX_MAP_PLANES: overcome in beta 1 by using XP_Cagey's tools MAX_MAP_CLIPNODES: overcome in beta 2 by clipping off many sections MAX_MAP_MODELS: overcome in beta 3 by entity optimization MAX_MAP_FACES: overcome in beta 4 by fixing a leak MAX_PATCHES: overcome in beta 4 by using HLRAD with -sparse command MAX_MAP_LIGHTING: overcome in beta 4 by adding -lightdata memory Any and all comments are welcome. I can easily change things now that I can compile it, but be reasonable as many of the map limits are close to maxed out (especially clipnodes). Tell me something like redo a section and I'll tell you to go to hell. CHANGELOG BETA 5 -a_s- removed yellow lights in main room. this is a test to see how the lighting looks and is in no way permanent -yak- fixed a brush through floor error in main room -yak- deleted some lights in first main room cause they sucked -yak- deleted some lights in rock room as it's just too bright in there -grim- fixed a pitch black air duct area, dunno how that one happened -grim- there were six light entities where there should have been two -dietz- clipped off a few more areas -dietz- went a little overboard with null textures causing a noticeable HOM. now fixed -dietz- deleted a pointless func_illusionary that for some reason could be seen in the sky from Grimlock's area -dietz- slowed down fan a little bit to closer match sound -dietz- deleted a light and corner detail because it caused a nasty clipping error ingame -all- reduced light_env intensity by 60%, we shall see how this looks BETA 4 I had two issues, a max_map_faces error and a leak. I started first by retexturing as much as I could with the null texture. If it turned out that it couldn't fix the error, it would still reduce r_speeds a little bit. Turns out that I had a leak in A_S's section caused by me chopping up the ceiling in the outdoor hallways to fit an angled light in there. There was no void showing, but I guess it was one of those tiny gaps between angled brushes. I just added null textured brushes over the top of the section and fixed the problem. BETA 3 -this is going to be purely an entity optimization beta unless I come across anything else (at least 24 brush entities need to go) -a_s- moved two name signs into wall and removed func_ill -a_s- moved two lights into ceiling and removed func_ill -yak- moved two lights into ceiling and removed func_ill in connection room -yak- merged 7 func_walls into 1 in connection room -yak- merged 4 func_ills into 1 in connection room -yak- moved two lights into ceiling in first main room and removed func_ill -yak- merged 2 func_wall lights in overlook into 1 func_ill -yak- merged 2 func_wall lights in sniperhall into 1 func_wall -yak- moved 3 lights in 2nd main room into ceiling and removed func_ill -yak- merged 2 func_ills into 1 in hallways -yak- merged 2 func_ills into 1 in 2nd main room -yak- merged 6 func_walls into 2 in 2nd main room -yak- merged 2 func_ills into 1 in 2nd main room -yak- merged 4 func_ills into 1 in back room -yak- merged another 4 func_ills into 1 in back room -yak- merged 2 func_walls into 1 func_ill in back hallways -yak- moved 2 lights into ceiling in 2nd main room and removed func_ill -yak- merged 4 func_ills into 1 at blue teleporter -dietz- merged 3 func_walls into 1 in lower hallway -dietz- merged 2 func_walls into 1 in red teleporter -dietz- merged 2 func_walls into 1 at sniper deck -dietz- merged 4 func_ills into 1 at sniper deck -dietz- merged 4 func_walls into 1 at sniper deck -dietz- moved sign into the wall and removed func_ill at sniper deck -dietz- merged 4 func_walls into 1 at upper hallway -dietz- merged 4 func_ills into 1 at upper hallway -dietz- merged 4 func_walls into 1 at upper hallway -dietz- merged 3 func_ills into 1 at upper hallway -dietz- merged 3 func_ills into 1 in waterway -reno- merged 2 func_ills into 1 in first main room -reno- merged 4 func_walls into 1 in second main room -reno- lowered the volume of the wren and cricket sounds -reno- moved two signs into the wall and removed func_ill in third room -MAX_MAP_MODELS- I reduced the solid entities in the map from 424 to 350 and fixed this error. Compile gave a leak and MAX_MAP_FACES... BETA 2 -all- added as many clip brushes as I could find -all- made all the signs func_illusionaries to rectify an old complaint and reduce r_speeds -all- replaced an op4 texture with a hl.wad texture to get rid of missing texture errors -orph- made some texture corrections to recify old complaints -orph- changed the stairs to reduce faces -orph- changed the floor to reduce faces and clipnodes -orph- moved the name sign into the wall -orph- removed a step on the ramp to the elevator -orph- texture fixes on the elevator ladders (and people used to bitch at me for making perfectly aligned ladder prefabs...) -orph- brush adjustments in elevator section -orph- resized two walls just because I can -orph- oh holy crap, Orph, you need to remake that warning light prefab. I'll just clip the thing off instead. -orph- removed some completely unnecessary 1 unit gaps between wall brushes and lights that I'll assume added clipnodes -yak- deleted two pipes that were unnecessary details -yak- fixed an overlapping brush -yak- better clips around yellow teleporter -yak- better clips around blue teleporter -yak- simplified the corner of the tunnel -yak- texture fix in first main room -yak- removed lip in floor of first main room -yak- fixed misshapen wall in second main room -yak- removed wasteful detail brushes in back room -grim- moved the pump station sign into the wall to remove clipnodes and wasteful faces -grim- made a texture correction to rectify old complaint in egon room -grim- fixed an overlapping brush in egon room -grim- texture fixes in egon room -grim- lowered the volume of some deafening cricket chirps -grim- texture fixes in engine room -grim- fixed a wall that consisted of an untextured door frame and a brush blocking what used to be an empty doorway -grim- moved the name sign into that spot -grim- moved high voltage sign into wall to fix clipnode, face, and movement issues -grim- fixed a window that was func_illusionary allowing players to get essentially outside the level -grim- texture fixes in hallway to pipe trap -grim- fixed some gaps in the ceiling near the pipe trap -grim- fixed a floor gap in pipe trap -dietz- fixed a clipping issue with the bridge -dietz- fixed a texture error -dietz- fixed another texture error -dietz- changed a group of brushes in RPG room to a func_wall -dietz- increased the speed of a fan x4 to closer match the sound being played -dietz- clipped off red teleporter -The Great Leak Hunt- -dietz- found three 8 unit wide brushes that had no business being where they were HAHA! Fixed the leak on the very first try. What're the odds on that? -MAX_MAP_CLIPNODES- Fixed, now I get a max_map_models error as there's more than 400 solid brush entities in the map. Moving on to beta3 BETA 1 -orph- re-added the stairs he removed to eliminate a huge dead-end :D -orph- texture alignments in the skylights -orph- deleted some bush textured things in the big sign area as they looked strange and were unnecessary -orph- changed the outside of the area to fix a bug that had brushes disappearing in the sky -orph- found and corrected a number of slight brush errors that were a few units off -orph- removed the passageway between the elevator and the sniping point because of view distance and r_speed problems -orph- created a new hall that connects the elevator and sniping point but removes the above errors -orph- lowered a window a little bit so we could see the pretty sign from the second floor -orph- redid the clip brushes around the ceiling -yak- fixed an insignificant texture error in a doorway -yak- removed unnecessary lights in hallway overlooking Grimlock's outside area -yak- moved a detail door to a different location -yak- changed some stupid arcitecture in the first main room -yak- changed a small part of the ceiling in the first main room -yak- added a ladder in the first main room -yak- changed the floor of the 'rockroof' room -yak- texture fix in the connection room -yak- added a sign to the connection room -yak- texture fix in the back room -yak- removed some lights in back room -yak- added a sign to the back room -yak- added teleporter sprites -reno- fixed a sign in middle room so it wouldn't flicker -a_s- fixed a sign in square room so it wouldn't flicker -grim- fixed a sign in bowl so it wouldn't flicker -grim- fixed a sign in machine room so it wouldn't flicker -dietz- removed a clip brush that interfered with swimming, extended the floor in front of ammo room to compensate -dietz- removed a clip brush that interfered with walking on the second level -dietz- added clip brushes in all the small areas that players cannot reach -dietz- he said at one point that the ammo room was supposed to be a teleporter, and I aim to please. The teleporter looks like the other two and they are set up to go yellow -> blue -> red -> yellow -dietz- added teleporter sprite