name : dm_killbox_Emc2_v2
mapper: FougereDeGuerre
map type: Killbox
settings recommended: sv_gravity 400
number of player: max 12
properties :
435 Solids
2603 Faces
245 PointEntities
20 SolidEntities
15 UniqueTextures
Description:
This map is an unusual killbox map. The gameplay is a little bit different, mainly because there is a three points random teleportation system.
This map is a square one, like standards killbox, but in this box, there are 2 superposed rooms, each of these room having 2 opposite access, and one roof access aligned. The bottom room has a jumppad just under the roof access, so you can jump accross the two room and come in the square box.
There are 2 sets of platforms in this map. The firs one is a platform surrounding the whole box, and the second one is a circle at the top of the map, connecting the top teleportaion, the big healthcharger, and the first platform set.
Another teleportation is on the first platform, and the last teleportation is on the bottom room.
ScreenShots:
Note:
Map performances: I just pointed out here the actions made to increase the performances:
- Any architectural pieces (the two arches, the rounded corners, ...) are tied to the funcdetail entity, who is less computer and graphical consuming than standard brushes.
Any invisibles faces are textured whith the nodraw texture, which permit to spare the calculs involved with thoses invisible faces.
No dynamical lighting, every dynamical flag is disable.
No HDR informations. All HDR brightness flags are disable.
- The jumppad cause some problem to some players, who aren't able to move quicly out of the pad. For me this is not a problem, because with a little training, it's easy to get out where you want. If it's a problem for you, it can be fixed of two diffent way.
The first one: just make the roof access bigger.
The second one: make the pad smaller. This one is more difficult. In fact the jumppad is an imported model, so I can't (until now) resize it in hammer. But I can restrict the jumpad effect to a smaller zone, because another brush is responsible of the real jump, the model is there only to look nice.
- Change the physics entities to physics multiplayer entities: the collision between object is then going to be less accurate, beccause the server will use a less detailed model than the real object.
Change the model used for the teleporters. Until now, I'm not able to do this because I don't know the syntax of the files needed for a model. In fact, the model I used (the only teleporters model) was unconsistent, you can pass trhough its armature. So I made a "nodraw" wall around the armature of the teleporter, and tied it to a func_wall entity to disable the display and the generation of shadows for this invisible wall. This additional wall isn't needde anymore if i'm able to modifi the model file so that the model become a standard static model.
Download link:
DOWNLOAD HERE