dm_spookface1L_OB for Half-Life2 Deathmatch by qUiCkSiLvEr Map Name: dm_spookface1L_OB.bsp Original Date: August 16,2006 Updated: December 12,2010 Author: qUiCkSiLvEr Author's email: ottalini@mindspring.com Homepage: http://QSextreme.com ======================================================= LEVEL DESCRIPTION: Single Player: No Deathmatch: Yes Team Deathmatch: yes Suggested Players: 4 - 16 New Textures: all custom textures embedded into the BSP New Sounds: No (stock sounds only) New Models: embedded into the BSP - pottery models brought over from CS:S map de_piranesi Warps: several No. of Secrets: several Deathmatch spawnpoints: 30 Filesize: 8.72 mb (unzipped) Typical download time: ~4 minutes normal (direct from server) or 60 seconds or less on fast http d/l Optimum DXLEVEL: This map will look good in DX80, 81 and excellent in 90. DX70 is definitely not recommended (don't even bother). Minimum recommend hardware/OS/drivers: AMD1800+ (1.5GHz) with 1GB of memory running XP with the latest service pack and patches ATI 9600 128MB or Nvidia 5900 128MB with the latest video drivers ======================================================= Map description: ---------------- dm_spookface1L_OB is an update to the very popular dm_spookface map that was released June 18,2005. Over 100,000 players have downloaded dm_spookface during the last year (that I have numbers for), over 25,000 just from my little server. This update keeps all the existing textures but considerably improves the performance of the map and adds a few small secrets as well as much needed weapon placement changes (mostly removing slams and reducing the number of RPGs). These changes were developed in anticipation of the release of dm_spookface2 which has a very complete texture update and other additional secrets and play areas. Compile time for dm_spookface1L was almost exactly 2 hours on one 3.2GHz computer. Elapsed time to implement all the updates to the original map was 5 days, but many of the changes were done previously during the development of dm_spookface2 over the last 3 months or so. Playtesting was very helpful and I had great input from {EyE}Loki, {EyE}Valar, [USA]Shadow Santa, [GoTg] Walking Target, (GoTg) Bluesman, [GoTg] Floozey, Ko-Tao, Wasp(Death Stars), [USA]MrT and [RDC]Spook. Primarily, this update is a performance update that should give everyone from 2x to 3x better FPS, especially out on the far runners. Comparing the old map and the new from out on the far runners looking back to the center of the map (worst-case): System: 3.2GHz Intel P4, 2GB memory, Nvidia 6800 Ultra: ------------------------------------------------------- old: ~15ms render time = 68FPS new: ~5ms render time = 180 to 200FPS so I see ~ 3X performance benefit on my high-end test system. These updates should also help the occasional warp connection problem that everyone has been seeing a lot more since the July 27, 2006 HL2DM server/client update. You may still see it the very first time you warp outside and see the entire map but that should be the only time. I've worked very hard to discover and implement the changes to accomplish this update and was very gratified to see that Valve released my changes with the last SDK release. Of course, these changes had already been implemented for EP2, but I would like to think my efforts got them released for HL2DM as well. In addition to other little changes, I removed all slams from the map and removed 3 rpgs. Slams do not work well on this map, even one slam became a major play problem so fini la slam! In general, all of the changes and updates are teasers and lead-in to dm_spookface2 which has an extensive texture update and some additional fun secrets and play areas for everyone to enjoy. I was very lucky and [RDC] Spook was able to spend some time to work on the new secret for dm_spookface2, so I'm sure we will all be thrilled with what he creates. NOTE: There is one bogus runtime warning that you can ignore: "Warning, funcladder with blocked top point" Oh yes ... I also introduce a new play mode for the map, can you find it? In the meanwhile, enjoy! qUiCkSiLvEr <><><><><><><><> original readme: <><><><><><><><> dm_spookface is a very unique play environment characterized by unusual art pictures on marble. The whole map is a beautiful marble construction with three main areas situated in a very craggy mountain environment and surrounded by a shallow water moat. There are three very unusual huge trees growing out of one area of the mountains, odd and symmetrical. They must be unusual to be growing out there don't you think? The main play area is above ground with a central plaza and many hiding, sniping, running and gunning areas. There are a number of sniper cubby holes and all around the map are ramps that connect the upper areas to the plaza. There is also a crow's nest high above the plaza. There are a number of display planters and pots in the main plaza resting on breakable marble pillars. Out in the water moat that surrounds the main part of the map are the far runners which are on high marble pillars with protected embattlements to hide behind. To get to these runners there are 4 spawn points, two warps and an invisible ramp across from the top of the main play area. Below the main level is a lower play area with a long dusty hallway. On display along the hallway are some beautiful pots on marble pillars. All the pillars (above and below) are breakable and the pottery can be grabbed and used by the gravity gun. The hallway has two illusional doorways, one goes all the way down to the treasure vault. There are several other ways to access and exit the treasure room as well, you'll have to do some exploring to find them all. There is also a (slightly) hidden credit room. At one end of the hallway is a poem engraved into the marble, you can click the wall for an additional effect that complements the poem. The outside water area is designed for easy exit, just wade up to any wall and push forward (be sure to look up) and you'll bob right up to the top of the escarpment. You can jump across off the high runners to the far large dam walls and look over the sides, but you probably won't want to stay there since you're going to be a little exposed. ======================================================= CONSTRUCTION: This map is a conversion and extensive update of a HLDM (HL1) map that was released around May 2003 by [RDC]Spook. Spook has made many very popular castle maps for HLDM and this was an unusual and popular variation that he designed. Spook graciously gave me permission to convert the map to the Source engine. My feeling was that the textures would look much better and the map layout would be very suitable for HL2DM. I wanted a very very clean map, nice to look at with comfortable lighting that would enable many different styles of play but not have a lot of physics objects to stumble over. Surprise and the hunt are important parts of this map, but just slugging it out with rpgs is a heck of a lot of fun too! The custom 3Dskybox, water and far runners as well as the pottery and planters are all additions that I thought would give a much more open feel to the map and keep play interesting and challenging. original HLDM map: spookface by [RDC]Spook (Half-Life 1 dm map) with permission orig. author's email: RDCSpook@shaw.ca prefabs: None other models: pottery brought over from CS:S map de_piranesi editor used: Hammer 4.0 (Source) Build 3057 utilities used: Valve Source SDK known bugs: none specific to the map compile machine: Intel 3GHz HT with 4GB DDR RAM compile time: ~78 minutes total map edits: 173 edits from May 2 to June 18 (so 6 weeks) or ~4 map revisions a day on the average. ======================================================= WATER NOTE: As of the release date of this map, if a player dies while in the water there is a chance that when the player respawns he/she may continue to hear water gurgling and nothing short of reconnecting will stop the sound. This is a known bug in the current HL2DM engine. WATER NOTE: It is very easy to get out of the water, just run up to the any of the straight walls around the map push forward and be sure to look up. The game physics will pop you right up to the top of the wall. I tried several lip schemes but they just made things more difficult. SECRETS NOTE: There are several secrets on this map, some from the original design and some I added to improve connectivity or to provide a rest and observation areas. Mostly the secrets are here to inspire players to really explore and learn the map and how it works. ======================================================= INSTALLATION: Unzip dm_spookface1L_OB.zip (there should be three files). Place the dm_spookface1L_OB.bsp, dm_spookface1L_OB.res and dm_spookface1L_OB.txt in your HL2mp\maps folder, typically: C:\Program files\Valve\Steam\SteamApps\\half-life 2 deathmatch\hl2mp\maps ======================================================= OTHER LEVELS BY qUiCkSiLvEr: Please refer to my webpage for my map lists and pictures. ======================================================= BETA TESTERS: [RDC]Spook [Team]USA - Shadow Santa, MrT, X-15, Rev, Boo-Hoo, Boogeyman and Darth Sailor among others. Release Candidate Playtest by all the Steam forum Moderators and Valve participants and Team pfeffer organized by ocarD/Draco (many thanks!). ======================================================= *SPECIAL THANKS* [RDC]Spook for doing such an incredible job on the original map and textures. Many thanks to Valve for the incredible Source engine and specifically to Mike Dussalt, David Speyrer, Jess Cliffe, John Guthrie, Marc Laidlaw, Alfred Reynolds and Taylor Sherman for their ongoing encouragement and assistance. ======================================================= COPYRIGHT STUFF dm_spookface1L_OB.bsp copyright December 12, 2010 by Kevin Ottalini (qUiCkSiLvEr) with original legacy copyright ownership by [RDC]Spook Original Poem "Touch" copyright June 9, 2005, December 12, 2010 by Kevin Ottalini (qUiCkSiLvEr) You MUST NOT distribute this level unless you include this text file WITH NO MODIFICATIONS. Please include the .res file as well so the text description file will propagate properly during map downloads. This map may ONLY be distributed over the Internet. You are NOT authorized to put this map on any CD or distribute it in any way without my written permission. You are NOT authorized to disassemble and use any portion of this map. --------^^^----------------------------------------------------------. Please feel free to email me with any comments and thank you for taking the time to read this and for playing on this map. Enjoy and have a safe day! qUiCkSiLvEr ============== Technical info ============== Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 72/1024 3456/49152 ( 7.0%) brushes 709/8192 8508/98304 ( 8.7%) brushsides 5165/65536 41320/524288 ( 7.9%) planes 3886/65536 77720/1310720 ( 5.9%) vertexes 7146/65536 85752/786432 (10.9%) nodes 2048/65536 65536/2097152 ( 3.1%) texinfos 1662/12288 119664/884736 (13.5%) texdata 73/2048 2336/65536 ( 3.6%) dispinfos 8/0 1408/0 ( 0.0%) disp_verts 648/0 12960/0 ( 0.0%) disp_tris 1024/0 2048/0 ( 0.0%) disp_lmsamples 26472/0 26472/0 ( 0.0%) faces 4210/65536 235760/3670016 ( 6.4%) origfaces 2705/65536 151480/3670016 ( 4.1%) leaves 2121/65536 118776/3670016 ( 3.2%) leaffaces 4893/65536 9786/131072 ( 7.5%) leafbrushes 1627/65536 3254/131072 ( 2.5%) surfedges 30867/512000 123468/2048000 ( 6.0%) edges 17365/256000 69460/1024000 ( 6.8%) worldlights 57/8192 5016/720896 ( 0.7%) waterstrips 303/32768 3030/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4815/65536 9630/131072 ( 7.3%) cubemapsamples 66/1024 1056/16384 ( 6.4%) overlays 0/512 0/180224 ( 0.0%) lightdata [variable] 1910744/0 ( 0.0%) visdata [variable] 156334/16777216 ( 0.9%) entdata [variable] 70955/393216 (18.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/1036 ( 0.1%) pakfile [variable] 1118/0 ( 0.0%) Win32 Specific Data: physics [variable] 358942/4194304 ( 8.6%) ==== Total Win32 BSP file data space used: 3675991 bytes ==== Linux Specific Data: physicssurface [variable] 515389/6291456 ( 8.2%) ==== Total Linux BSP file data space used: 3832438 bytes ==== Total triangle count: 11192