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Old 01-17-2009, 07:58 PM   #1
zSilver_Fox
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The FF Community Map

People want it, it's time to deliver. The first community map attempt failed, and to me, the reason was because it was too open for most people. The reason why Axl Apartments succeeded was because it was very straightforward and easy for people to work with the room templates they were given. In order for a CM to succeed, we may as well emulate that formula.

Right now apartments will be the easiest to make happen, because a design template can easily be used and plenty of copy-pasta can occur. Anyone good who wishes to help (especially with Lua), please PM me.

Update 1/17/09:
The template can be downloaded from RapidShare here.

Room Rules:

1. Do not exceed the template size. You are free to use less than the space provided though.

2. Do not modify the room entrance. It's designed the way it is for a reason.

3. Custom models and small sound files can be used but you must provide them with your room. Simply zip it all up. Don't go overboard on textures. Too much of a variety, and they will be modified or your room rejected. Custom textures are ok, but if too many textures are reached, your room may be sent back for you to replace the textures.

Last edited by zSilver_Fox; 01-18-2009 at 05:34 PM. Reason: It's 2009, isn't it?
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Old 01-17-2009, 09:01 PM   #2
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If I were you, I'd select an existing map with a theme that would work, decompile it and load it up in hammer. Then goto textures, check the "See already used textures only" Then I would create a number of small brushes and paint every texture used in the map on the faces. Then delete the entire map but the small brushes you created. And that would be the restriction of textures to use. People working on it would have to use textures that are already there only.
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Old 01-17-2009, 10:46 PM   #3
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Wouldn't saying "NO TEXTURES OTHER THAN WHAT COMES WITH FF BY DEFAULT" work too? Anyone who breaks that rule will have their room removed.
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Old 01-18-2009, 01:21 AM   #4
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Ok so I'm liking this idea.

Question.
Would we be able to include custom models in a room?

Last edited by PartialSchism; 01-18-2009 at 01:27 AM.
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Old 01-18-2009, 03:45 AM   #5
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Sure, provided you include them with your finished room. Thinking about it, custom textures will be ok too provided you send me the materials... I think. Or something along those lines. I'll throw up a set of rules with the template.
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Old 01-18-2009, 04:38 AM   #6
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Wouldn't saying "NO TEXTURES OTHER THAN WHAT COMES WITH FF BY DEFAULT" work too? Anyone who breaks that rule will have their room removed.
Nah, that won't work. The problem is that you can only have a certain amount of textures in memory before the map starts crashing on some pcs.
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Old 01-18-2009, 05:30 AM   #7
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Bump with template up. The doorway area was built like that in the hopes of making the room leaves isolated from the hallway leaf. Let me know how I did.

EDIT: Thanks sh4x. I shall modify as such, and look into doing as you said.
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Old 01-18-2009, 05:37 AM   #8
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What about changes to height? Can I make my room deeper or taller?

Also, about those texture restrictions. By not going overboard on the textures you mean that we shouldn't use more than, say, 10? Or is even that too many?
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Old 01-18-2009, 05:43 AM   #9
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12 or 13 I think would be a reasonable limit, but try to keep it below. I would do what Sh4x suggested, but I don't have a decompiler handy.

You can lower the height if you wish, but I'd rather it not be raised more than 8 or 16 units.
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Old 01-18-2009, 05:45 AM   #10
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Alright! Awesomeness.
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Old 01-18-2009, 06:14 AM   #11
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No custom textures depresses me. Defeats the whole purpose of your section of map being unqiue. /:
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Old 01-18-2009, 06:18 AM   #12
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See edit. Also, any suggestions for map perks and such are welcome.
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Old 01-18-2009, 06:28 AM   #13
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If having a ton of textures bogs down pcs, then you could always make more than one map.
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Old 01-18-2009, 06:59 AM   #14
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Yeah, but that would mean more time and make it messier. We shall see how things go. I'll probably wind up changing similar textures all to one. After that, then alternate textures may have to go. Just avoid the high res porn and we'll be fine.
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Old 01-18-2009, 03:22 PM   #15
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12 or 13 I think would be a reasonable limit, but try to keep it below. I would do what Sh4x suggested, but I don't have a decompiler handy.
12 is way too few. ff_hunted has something like 150 different textures totaling 102MB of texture memory. ff_shutdown2 is using 120 textures for a total of 82MB. ff_dropdown is using 110 textures for a total of 72MB.

If you wanna do the trick I mentioned earlier without having to decompile anything, you can go to to folder FortressForever/Source/Maps and open one of the vmf there.
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Old 01-18-2009, 05:17 PM   #16
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Thanks for that info, working on that now! However, I'd like a series of textures that really fit an apartment setting. Most FF maps are more industrial and concrete .

Is it possible to better optimize textures after most of the brushwork is done?
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Old 01-18-2009, 11:28 PM   #17
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Old 01-18-2009, 11:53 PM   #18
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Yay, thread's been moved! It seems that requests make it through.

Anyway, work has started on the skeleton. I plan on imitating the original Axl Apartments theme with a closed off street in a city. Secrets will be included.
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Old 01-20-2009, 06:34 AM   #19
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What are we going to do in these apartments?

I'd like to have five respawn turrets in mine in case someone tries to break in and raid my refridgerator.
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Old 01-20-2009, 07:06 AM   #20
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You should add a door to yours Ihmhi
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