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deathrun_noobie

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Publicado (editado)

Hola a todos, hoy vengo a traerles mi segundo mapa del cs :)

Imagenes del mapa

 

deathruntaringacsnoobiecj.png

 

deathruntaringacsnoobie.png

 

deathruntaringacsnoobie.png

 

Aca esta el link: cs.rar

 

LOG

 

 

hlcsg v3.4 Final (Feb 25 2006)

Zoner's Half-Life Compilation Tools -- Custom Build

Based on code modifications by Sean 'Zoner' Cavanaugh

Based on Valve's version, modified with permission.

Submit detailed bug reports to (amckern@yahoo.com)

----- BEGIN hlcsg -----

Command line: "D:\Juegos\Juegos Con CD o DVD\Valve caca editor\ZHLT\hlcsg.exe"-nowadtextures "D:\Juegos\Juegos Con CD o DVD\Valve caca editor\maps\deathrun_taringacs_noobie.map"

Entering D:\Juegos\Juegos Con CD o DVD\Valve caca editor\maps\deathrun_taringacs_noobie.map

 

Current hlcsg Settings

Name | Setting | Default

---------------------|-----------|-------------------------

threads [ 8 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ off ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

max lighting memory [ 6291456 ] [ 6291456 ]

priority [ Normal ] [ Normal ]

 

noclip [ off ] [ off ]

null texture stripping[ on ] [ on ]

clipnode economy mode [ on ] [ on ]

clip hull type [ legacy ] [ legacy ]

onlyents [ off ] [ off ]

wadtextures [ off ] [ on ]

skyclip [ on ] [ on ]

hullfile [ None ] [ None ]

nullfile [ None ] [ None ]

min surface area [ 0.500 ] [ 0.500 ]

brush union threshold [ 0.000 ] [ 0.000 ]

 

Using mapfile wad configuration

Wadinclude list :

[zhlt.wad]

 

0 brushes (totalling 0 sides) discarded from clipping hulls

CreateBrush:

(0.02 seconds)

SetModelCenters:

(0.00 seconds)

CSGBrush:

(0.04 seconds)

 

Using Wadfile: \program files (x86)\counter-strike 1.6\valve\halflife.wad

- Contains 17 used textures, 85.00 percent of map (3116 textures in wad)

Using Wadfile: \program files (x86)\counter-strike 1.6\cstrike\taringacs.wad

- Contains 2 used textures, 10.00 percent of map (11 textures in wad)

Using Wadfile: \program files (x86)\counter-strike 1.6\cstrike\cs_assault.wad

- Contains 0 used textures, 0.00 percent of map (22 textures in wad)

Using Wadfile: \program files (x86)\counter-strike 1.6\cstrike\cs_dust.wad

- Contains 1 used texture, 5.00 percent of map (28 textures in wad)

 

added 10 additional animating textures.

Texture usage is at 0.44 mb (of 4.00 mb MAX)

0.15 seconds elapsed

 

----- END hlcsg -----

 

 

 

hlbsp v3.4 Final (Feb 25 2006)

Zoner's Half-Life Compilation Tools -- Custom Build

Based on code modifications by Sean 'Zoner' Cavanaugh

Based on Valve's version, modified with permission.

Submit detailed bug reports to (amckern@yahoo.com)

----- BEGIN hlbsp -----

Command line: "D:\Juegos\Juegos Con CD o DVD\Valve caca editor\ZHLT\hlbsp.exe""D:\Juegos\Juegos Con CD o DVD\Valve caca editor\maps\deathrun_taringacs_noobie.map"

 

Current hlbsp Settings

Name | Setting | Default

-------------------|-----------|-------------------------

threads [ 8 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ off ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

priority [ Normal ] [ Normal ]

 

noclip [ off ] [ off ]

nofill [ off ] [ off ]

noopt [ off ] [ off ]

null tex. stripping [ on ] [ on ]

notjunc [ off ] [ off ]

subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)

max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

 

 

SolidBSP [hull 0] 433 (0.01 seconds)

BSP generation successful, writing portal file 'D:\Juegos\Juegos Con CD o DVD\Valve caca editor\maps\deathrun_taringacs_noobie.prt'

SolidBSP [hull 1] 359 (0.01 seconds)

SolidBSP [hull 2] 376 (0.01 seconds)

SolidBSP [hull 3] 324 (0.01 seconds)

0.13 seconds elapsed

 

----- END hlbsp -----

 

 

 

hlvis v3.4 Final (Feb 25 2006)

Zoner's Half-Life Compilation Tools -- Custom Build

Based on code modifications by Sean 'Zoner' Cavanaugh

Based on Valve's version, modified with permission.

Submit detailed bug reports to (amckern@yahoo.com)

----- BEGIN hlvis -----

Command line: "D:\Juegos\Juegos Con CD o DVD\Valve caca editor\ZHLT\hlvis.exe"-full "D:\Juegos\Juegos Con CD o DVD\Valve caca editor\maps\deathrun_taringacs_noobie.map"

189 portalleafs

613 numportals

 

-= Current hlvis Settings =-

Name | Setting | Default

-------------------|-----------|-------------------------

threads [ 8 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ off ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

max vis distance [ 0 ] [ 0 ]

priority [ Normal ] [ Normal ]

 

fast vis [ off ] [ off ]

full vis [ on ] [ off ]

 

 

BasePortalVis:

(0.01 seconds)

LeafThread:

(0.98 seconds)

average leafs visible: 116

g_visdatasize:4374 compressed from 4536

1.01 seconds elapsed

 

----- END hlvis -----

 

 

 

hlrad v3.4 Final (Feb 25 2006)

Zoner's Half-Life Compilation Tools -- Custom Build

Based on code modifications by Sean 'Zoner' Cavanaugh

Based on Valve's version, modified with permission.

Submit detailed bug reports to (amckern@yahoo.com)

----- BEGIN hlrad -----

Command line: "D:\Juegos\Juegos Con CD o DVD\Valve caca editor\ZHLT\hlrad.exe""D:\Juegos\Juegos Con CD o DVD\Valve caca editor\maps\deathrun_taringacs_noobie.map"

 

-= Current hlrad Settings =-

Name | Setting | Default

--------------------|---------------------|-------------------------

threads [ 8 ] [ Varies ]

verbose [ off ] [ off ]

log [ on ] [ on ]

developer [ 0 ] [ 0 ]

chart [ off ] [ off ]

estimate [ off ] [ off ]

max texture memory [ 4194304 ] [ 4194304 ]

max lighting memory [ 6291456 ] [ 6291456 ]

priority [ Normal ] [ Normal ]

 

vismatrix algorithm [ Original ] [ Original ]

oversampling (-extra)[ off ] [ off ]

bounces [ 1 ] [ 1 ]

bounce dynamic light [ on ] [ on ]

ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]

maximum light [ 255.000 ] [ 256.000 ]

circus mode [ off ] [ off ]

 

smoothing threshold [ 50.000 ] [ 50.000 ]

direct threshold [ 25.000 ] [ 25.000 ]

direct light scale [ 2.000 ] [ 2.000 ]

coring threshold [ 1.000 ] [ 1.000 ]

patch interpolation [ on ] [ on ]

 

texscale [ on ] [ on ]

patch subdividing [ on ] [ on ]

chop value [ 64.000 ] [ 64.000 ]

texchop value [ 32.000 ] [ 32.000 ]

 

global fade [ 1.000 ] [ 1.000 ]

global falloff [ 2 ] [ 2 ]

global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]

global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]

global light scale [ 1.000 ] [ 1.000 ]

global sky diffusion [ 1.000 ] [ 1.000 ]

 

opaque entities [ on ] [ on ]

sky lighting fix [ on ] [ on ]

incremental [ off ] [ off ]

dump [ off ] [ off ]

 

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]

diffuse hack [ on ] [ on ]

spotlight points [ on ] [ on ]

 

custom shadows with bounce light

[ off ] [ off ]

rgb transfers [ off ] [ off ]

 

 

[Reading texlights from 'D:\Juegos\Juegos Con CD o DVD\Valve caca editor\ZHLT\lights.rad']

[59 texlights parsed from 'D:\Juegos\Juegos Con CD o DVD\Valve caca editor\ZHLT\lights.rad']

 

1948 faces

Create Patches : 15742 base patches

0 opaque faces

283100 square feet [40766528.00 square inches]

1 direct lights

 

BuildFacelights:

(1.54 seconds)

visibility matrix : 14.8 megs

BuildVisLeafs:

(3.67 seconds)

MakeScales:

(1.29 seconds)

SwapTransfers:

(0.87 seconds)

Transfer Lists : 40683266 : 40.68M transfers

Indices : 9449428 : 9.01M bytes

Data : 162733064 : 155.19M bytes

GatherLight:

(0.37 seconds)

FinalLightFace:

(0.19 seconds)

8.13 seconds elapsed

 

----- END hlrad -----

 

 

 

 

Ficha tecnica:

 

 

*Fps: 100

 

*Peso del mapa: rar 459,bsp 1173

 

*Respawns: ct 24, tt 2

 

*Wads: Default:cs_dust.wad, halflife.wad,cs_assault.wad

 

*Descripcion del map: Mapa para nuevos en el deathrun, bastante corto y facil.

 

Bueno me despido y ya se que la base tt esta muy abajo... pero espero sus criticas constructivas.

PD: ya estoy haciendo la v2

Editado por Starkiller
Publicado (editado)

1- Tenes un leak en tu mapa por que estaba todo iluminado y no daba ninguna sombra si no sabes lo que es un leak entra aca: [solución] Leak: Que es y como encontrarlo.

2- Te recomiendo que saques el techo y que pongas un sky si no sabes como se crea un sky entra aca: [Tutorial] Como crear cielo en un mapa (SKY) y poner un light_enverionment :

 

 

 

comentarion.png

Editado por nR MaC
Publicado
1- Tenes un leak en tu mapa por que estaba todo iluminado y no daba ninguna sombra si no sabes lo que es un leak entra aca: [solución] Leak: Que es y como encontrarlo.

2- Te recomiendo que saques el techo y que pongas un sky si no sabes como se crea un sky entra aca: [Tutorial] Como crear cielo en un mapa (SKY) y poner un light_enverionment :

 

 

 

[ATTACH=CONFIG]293[/ATTACH]

listo :)

Publicado
se ve bien para ser tu 2do mapa, para la proxima cambia las texturas y hace que el mapa sea mas cerrado.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

Publicado

El mapa es simple, pero si es tu segundo mapa esta bien ;).

Te recomiendo para la proxima usar texturas innovadoras, ya que estas estan quemadas.


firma_mm8.png

 

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