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Author Topic: surf_compatoid  (Read 224495 times)

Offline svbg869

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surf_compatoid
« on: January 12, 2011, 06:42:43 AM »
yay it has a thread now!

evolution of map thus far:

screen number one:


screen number two:


screen number three


screen number four


screen number five:


screen number six


screen number seven: LATEST


percents:
Code: [Select]
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  54/1024         2592/49152    ( 5.3%)
brushes               1206/8192        14472/98304    (14.7%)
brushsides           13108/65536      104864/524288   (20.0%)
planes               15830/65536      316600/1310720  (24.2%)
vertexes             10151/65536      121812/786432   (15.5%)
nodes                 2481/65536       79392/2097152  ( 3.8%)
texinfos              1031/12288       74232/884736   ( 8.4%)
texdata                 11/2048          352/65536    ( 0.5%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 6927/65536      387912/3670016  (10.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             4796/65536      268576/3670016  ( 7.3%)
leaves                2536/65536       81152/2097152  ( 3.9%)
leaffaces             8951/65536       17902/131072   (13.7%)
leafbrushes           2474/65536        4948/131072   ( 3.8%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            52656/512000     210624/2048000  (10.3%)
edges                29405/256000     117620/1024000  (11.5%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata           22/32768         264/393216   ( 0.1%)
waterstrips            779/32768        7790/327680   ( 2.4%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         12960/65536       25920/131072   (19.8%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     2464664/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      181153/16777216 ( 1.1%)
entdata               [variable]       38126/393216   ( 9.7%)
LDR ambient table     2536/65536       10144/262144   ( 3.9%)
HDR ambient table     2536/65536       10144/262144   ( 3.9%)
LDR leaf ambient      8873/65536      248444/1835008  (13.5%)
HDR leaf ambient      2536/65536       71008/1835008  ( 3.9%)
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]           1/12       ( 8.3%)
pakfile               [variable]      213495/0        ( 0.0%)
physics               [variable]      468550/4194304  (11.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)
« Last Edit: July 02, 2011, 01:32:32 AM by svbg869 »

Offline svbg869

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Re: surf_compatoid
« Reply #1 on: January 12, 2011, 04:13:55 PM »
weeee, update

i like the lighting, i need to add some more push's in
also, anyone know why the preserve angles flag in the trigger_teleport makes the teleport not work? and does anyone have a work around?

anyways, here is a alpha compile!
http://www.mediafire.com/?j52b6llbaeivpd3
and a second compile!
http://www.mediafire.com/?abj2j1j28kjs19t
OH MY
a third compile!
http://www.mediafire.com/?d1304158q8c5u8e
i lost count compile!
http://www.mediafire.com/?8x5wzq3zjbwp6um
changed a few minor things compile!
http://www.mediafire.com/?3fqc2g0b5vv37q1



enjoy peeps

oh and a new compile
http://www.mediafire.com/?ndjxhdd8vtrg2dg
« Last Edit: May 13, 2012, 05:11:01 PM by svbg869 »

Offline Lightning

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Re: surf_compatoid
« Reply #2 on: January 12, 2011, 04:35:55 PM »
i luv it !  \

Offline WireleZz

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Re: surf_compatoid
« Reply #3 on: January 12, 2011, 05:09:26 PM »
is this for a collab?  \

Offline svbg869

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Re: surf_compatoid
« Reply #4 on: January 12, 2011, 05:22:25 PM »
is this for a collab?  \

i hope he is joking

Offline Lightning

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Re: surf_compatoid
« Reply #5 on: January 12, 2011, 05:26:09 PM »
yea hope 2. this is TO stupid for a post of wirelezz ;D

Offline ChiChiN

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Re: surf_compatoid
« Reply #6 on: January 12, 2011, 05:51:05 PM »
is this for a collab?  \

"Combat surf map" and "collab", that doesn't fit together  \

Offline Buck Nasty

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Re: surf_compatoid
« Reply #7 on: January 12, 2011, 06:12:45 PM »
don't fuck this map up

Offline svbg869

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Re: surf_compatoid
« Reply #8 on: January 12, 2011, 06:15:25 PM »
don't fuck this map up
is this going towards me, or the off topic comments?

Offline FAJ

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Re: surf_compatoid
« Reply #9 on: January 12, 2011, 06:39:31 PM »
Its pretty good mapping advice for everybody

Offline S.T.A.L.K.E.R.

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Re: surf_compatoid
« Reply #10 on: January 12, 2011, 06:42:21 PM »
It seems as if your sun is shining from the side \ you gonna fix that?

Offline Orange

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Re: surf_compatoid
« Reply #11 on: January 12, 2011, 06:52:05 PM »
is this for a collab?  \

A combat collab? That could work /troll
Surfing states of the elder men

Offline svbg869

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Re: surf_compatoid
« Reply #12 on: January 13, 2011, 08:22:07 PM »
updated, new screen first post
new DL second post

Offline RazerSurf

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Re: surf_compatoid
« Reply #13 on: January 13, 2011, 08:55:34 PM »
You should light it up, and chane the textures (I know this is not the final textures / lighting. But it is always better to have the textures you want, and the light you want while developing combat maps. This way you make sure there are no dark spots, ugly shit etc. Idk if you got that but bear with me, I'm tired as fuck.

Offline svbg869

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Re: surf_compatoid
« Reply #14 on: January 13, 2011, 09:17:50 PM »
i actually rather like the lighting/textures, they are growing on me

Offline SRSCAT

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Re: surf_compatoid
« Reply #15 on: January 13, 2011, 11:09:35 PM »
i actually rather like the lighting/textures, they are growing on me
i agree

Offline svbg869

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Re: surf_compatoid
« Reply #16 on: January 14, 2011, 06:33:33 AM »
new pic, see first post!

Offline svbg869

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Re: surf_compatoid
« Reply #17 on: January 14, 2011, 06:57:31 AM »
also, check out the third compile \

Offline Matanza

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Re: surf_compatoid
« Reply #18 on: January 18, 2011, 11:04:21 PM »
some boosts and portals need a little more momentum and it would be a little smoother

Offline svbg869

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Re: surf_compatoid
« Reply #19 on: January 19, 2011, 03:46:07 AM »
im working on it \

Offline Orange

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Re: surf_compatoid
« Reply #20 on: January 19, 2011, 06:49:27 AM »
Love this map! It has an oldschool feel to it. I agree that there should be a little more speed in this map
Surfing states of the elder men

Offline svbg869

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Re: surf_compatoid
« Reply #21 on: July 02, 2011, 01:32:53 AM »
OMG as if risen from the dead, an update!

download: http://www.mediafire.com/?8x5wzq3zjbwp6um

screen in first post
« Last Edit: July 02, 2011, 01:36:03 AM by svbg869 »

Offline silverlol

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Re: surf_compatoid
« Reply #22 on: July 02, 2011, 08:07:43 AM »
looks good svbg!

Offline .eric

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Re: surf_compatoid
« Reply #23 on: July 02, 2011, 10:25:07 AM »
I don't usually like combat maps that have a cluster fuck of ramps..
but this actually looks pretty cool, I'll have to try it later.

Offline svbg869

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Re: surf_compatoid
« Reply #24 on: July 03, 2011, 01:08:23 PM »
i have another compile i wanna test, would someone who runs a server get on steam, I'm impatient

http://www.mediafire.com/?3fqc2g0b5vv37q1 <- new compile
« Last Edit: July 03, 2011, 01:10:41 PM by svbg869 »

Offline Buck Nasty

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Re: surf_compatoid
« Reply #25 on: July 04, 2011, 02:05:51 AM »
change the damn skybox plz.

Offline Dan

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Re: surf_compatoid
« Reply #26 on: July 04, 2011, 02:22:25 AM »
I personally like that skybox.
What the fuck happened?

Offline moonrabbit

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Re: surf_compatoid
« Reply #27 on: July 04, 2011, 02:45:32 AM »
At least append the skybox name with _hdr to fix the terrible stretching.

Offline RambJoe

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Re: surf_compatoid
« Reply #28 on: July 04, 2011, 01:33:57 PM »
The skybox has no bottom. \

Map looks nice though. \

Offline svbg869

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Re: surf_compatoid
« Reply #29 on: July 08, 2011, 06:42:30 PM »
fuck i just realised i forgot to change the skybox, oh well
heres what i thought would have been the last compile -_-
http://www.mediafire.com/?bqav6sg5603jdv6

GIVE ME FEEDBACK or die

Offline RambJoe

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Re: surf_compatoid
« Reply #30 on: July 08, 2011, 07:16:44 PM »
You could always change it with entspy.

Offline Tioga060

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Re: surf_compatoid
« Reply #31 on: July 08, 2011, 07:25:08 PM »
You should ask buck to put this on the shack tonight so we can test its combat functionality.

Offline svbg869

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Re: surf_compatoid
« Reply #32 on: July 08, 2011, 08:04:57 PM »
i dont like the shack tho, stupid re-spawn
i wanted to use world fraggers, but lambda isnt online \

Offline silverlol

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Re: surf_compatoid
« Reply #33 on: July 08, 2011, 08:37:36 PM »
serverffs.com?

Offline svbg869

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Re: surf_compatoid
« Reply #34 on: July 08, 2011, 08:51:00 PM »
and silverlol some how thinks i have any money at all
haha haaaaa

being a student sucks.

Offline silverlol

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Re: surf_compatoid
« Reply #35 on: July 08, 2011, 10:58:56 PM »
sign up and you can rent servers for free, for up to 4 hours.

Offline Skittl35

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Re: surf_compatoid
« Reply #36 on: July 08, 2011, 11:58:19 PM »
sign up and you can rent servers for free, for up to 4 hours.

This is what he means: https://www.serverffs.com/free/

Pretty handy when you don't have a server of your own.

Offline svbg869

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Re: surf_compatoid
« Reply #37 on: May 13, 2012, 05:11:40 PM »
http://www.mediafire.com/?ndjxhdd8vtrg2dg

so i made a new compile, fixed a few things here and there, beta test plox?

Offline Orange

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Re: surf_compatoid
« Reply #38 on: May 13, 2012, 05:19:39 PM »
Ooooh I had forgotten about this, such a shame I can't test it \
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Offline svbg869

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Re: surf_compatoid
« Reply #39 on: March 08, 2014, 02:07:31 PM »
Code: [Select]
** Executing...
** Command: "H:\installed games\SteamApps\common\counter-strike source\bin\vbsp.exe"
** Parameters: -game "H:\installed games\SteamApps\common\counter-strike source\cstrike" "H:\games\map backups\surf_combatoid.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
2 threads
materialPath: H:\installed games\SteamApps\common\counter-strike source\cstrike\materials
Loading H:\games\map backups\surf_combatoid.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in h:\installed games\steamapps\common\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1096 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing H:\games\map backups\surf_combatoid.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (640719 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1860 texinfos to 1237
Reduced 24 texdatas to 12 (772 bytes to 234)
Writing H:\games\map backups\surf_combatoid.bsp
4 seconds elapsed

** Executing...
** Command: "H:\installed games\SteamApps\common\counter-strike source\bin\vvis.exe"
** Parameters: -game "H:\installed games\SteamApps\common\counter-strike source\cstrike" -fast "H:\games\map backups\surf_combatoid"

Valve Software - vvis.exe (Aug 27 2013)
fastvis = true
2 threads
reading h:\games\map backups\surf_combatoid.bsp
reading h:\games\map backups\surf_combatoid.prt
 946 portalclusters
3494 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 20742 visible clusters (2.62%)
Total clusters visible: 791174
Average clusters visible: 836
Building PAS...
Average clusters audible: 874
visdatasize:219223  compressed from 227040
writing h:\games\map backups\surf_combatoid.bsp
2 seconds elapsed

** Executing...
** Command: "H:\installed games\SteamApps\common\counter-strike source\bin\vrad.exe"
** Parameters:  -game "H:\installed games\SteamApps\common\counter-strike source\cstrike" -noextra "H:\games\map backups\surf_combatoid"

Valve Software - vrad.exe SSE (Sep 16 2013)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading h:\games\map backups\surf_combatoid.bsp
Setting up ray-trace acceleration structure... Done (1.67 seconds)
9128 faces
7 degenerate faces
9784140 square feet [1408916096.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9121 patches before subdivision
zero area child patch
zero area child patch
129611 patches after subdivision
sun extent from map=0.087156
4 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (126)
transfers 37917643, max 2424
transfer lists: 289.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(95072, 104052, 83047)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(9302, 9529, 6015)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1132, 1095, 548)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(166, 149, 61)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(26, 22, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0708 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (54)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  73/1024         3504/49152    ( 7.1%)
brushes               1566/8192        18792/98304    (19.1%)
brushsides           19150/65536      153200/524288   (29.2%)
planes               24280/65536      485600/1310720  (37.0%)
vertexes             13286/65536      159432/786432   (20.3%)
nodes                 2798/65536       89536/2097152  ( 4.3%)
texinfos              1237/12288       89064/884736   (10.1%)
texdata                 12/2048          384/65536    ( 0.6%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 9128/65536      511168/3670016  (13.9%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             6696/65536      374976/3670016  (10.2%)
leaves                2872/65536       91904/2097152  ( 4.4%)
leaffaces            12185/65536       24370/131072   (18.6%)
leafbrushes           3097/65536        6194/131072   ( 4.7%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            71956/512000     287824/2048000  (14.1%)
edges                40426/256000     161704/1024000  (15.8%)
LDR worldlights          4/8192          352/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata           35/32768         420/393216   ( 0.1%)
waterstrips           1072/32768       10720/327680   ( 3.3%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         18924/65536       37848/131072   (28.9%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     2803960/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      219223/16777216 ( 1.3%)
entdata               [variable]       47472/393216   (12.1%)
LDR ambient table     2872/65536       11488/262144   ( 4.4%)
HDR ambient table     2872/65536       11488/262144   ( 4.4%)
LDR leaf ambient     10501/65536      294028/1835008  (16.0%)
HDR leaf ambient      2872/65536       80416/1835008  ( 4.4%)
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]           1/12       ( 8.3%)
pakfile               [variable]      214134/0        ( 0.0%)
physics               [variable]      640719/4194304  (15.3%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 26441
Writing h:\games\map backups\surf_combatoid.bsp
3 minutes, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "H:\games\map backups\surf_combatoid.bsp" "H:\installed games\SteamApps\common\counter-strike source\cstrike\maps\surf_combatoid.bsp"


annnnnnnnnnnd a final compile for this map too. yay.

https://www.dropbox.com/s/yzlw7rvzbymf8sb/surf_combatoid.bsp

woo for links that dont die!