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File: Nocturne
Filename: nocturne.zip
Author: Peregrine
Downloads: 718
Description: Just standard CTF. Nyeh.
Size: 2MB
Date: 05/19/2003

Click to Download
Additional Info:
----------------------------------------------------------------
Nocturne
TFC Map

May 11, 2003

I'm always up for suggestions/comments! [email protected]

----------------------------------------------------------------
================================================================
Information
================================================================
----------------------------------------------------------------

Title : Nocturne
Version 1.5
Final Version 1.0
Game Type : Standard Capture the Flag
Author : Peregrine
Other Levels by Author : http://pere.50megs.com/tfc.htm
http://pere.50megs.com/hl.htm
Meh Email Address : [email protected]
Meh Website : http://pere.50megs.com
Installation : Extract to your Half-Life folder
Thanks : Everyone who helped in anyway
The Guys at Department of Engineering
( www.game-edit.org )
TFL Uncharted
( http://uncharted.tfleague.com/ )
Dash, for the skybox
My Family, for putting up with me
God, for giving me this ability


================================================================
DESCRIPTION
================================================================

Just standard CTF. Nyeh.

================================================================
CONSTRUCTION
================================================================

Base : Scratch
Editor(s) Used : Hammer 3.4
Build Time : About 1-2 weeks
Compile Machine : AMD Duron 701mhz / 512 MB RAM / GeForce4 Ti 4400
New Sky? : Yes, by Dash http://www.planetquake.com/dash/
Sounds : Nothing New, Some HL Sounds
Textures : Standard HL textures, Openfire textures
DMC lava textures.
Prefabs : I used a CTF prefab set
Compile Time : 1 hour 34 minutes
Extra Parameters : full VIS
sparse, -extra for RAD.
-high for the priority
-wadincludes

================================================================
Other Stuff you Should know
================================================================

The force-field thing kills enemy team players. Also, if a rocket
/grenade flies in, it'll be launched the opposite way, so you
can't really spam inside the spawn.

You spawn fully stocked.


================================================================
Changes in FINAL
================================================================

(Since I really couldn't think of anything else major to add, I
decided not to make a b6, and make a final. Most suggestions
were not implementable. If there are more suggestions, I might make a _l or _r or something)

Moved Ladders closer in Canyon Route.

Added Teleport Protection from getting stuck.

Aligned Textures.

Made FR better looking.

Other minor things.

================================================================
Changes in Beta 5
================================================================

New Route from lava area, leading to the Canyon cliffside that leads to an elevator to the flag. Also a grate that can detpacked to get into the water from this elevator area.

Some more signage.

Changed the bridges up a bit on the corners to allow SGs.

Tweaked bags.

And a bunch of other things I forgot.

================================================================
Changes in Beta 4
================================================================

Added a nifty tunnel thing. It has lava! =o

Aligned some textures.

Added clip brushes to prevent annoyances.

================================================================
Changes in Beta 3
================================================================

Added Team-only bags to flag rooms.

Added Else goal messages to certain things.

Modified direction of one player start.

Added message to grenade bag.

Added Elevator to flag rooms.

================================================================
Changes in Beta 2
================================================================

Respawn system changed a bit. You spawn fully loaded. Two bags
are in the main spawn for injured defensive players. If a front
line defender is in need of health, he should go into the team
teleporters in the front spawn, to be teleported to the
main spawn for the health. The grenade bag (for extra secondary
grenades) is in the main spawn as well. You spawn with full frag
grens or caltrops.

Added a ledge in one of the ramp rooms.

Added crates in one of the ramp rooms.

There is a small bag in both ramp rooms.

Spotlight changed to additive.

Aligned some textures.

Fixed disappearing flag glitch.

Lowered water level.

Fixed ladder bug.

Put respawn turret on opposite side of front spawn to prevent
getting stuck in it during teleports.

Took grenades out of the front spawn.

Teleporter is team specific.

Fixed the unit gap between the ramps and ground.

Some extra signs.

Minor tweaks.

================================================================
Known Bugs
================================================================

There is a leaf-saw-through-leaf error, but that shouldn't affect anything.

Theres a few misaligned textures I'll fix in the final version. Can't be bothered recompiling just for a few textures. :P

Please contact me ( [email protected] ) if you encounter a bugs.

================================================================
Proposed names for areas :D
================================================================

There really is no telling what kind of names people will come up with for different areas in Nocturne, for there is 2 ramp rooms, and a semi-ramp room. What I call the areas:

Of course there's the flag room, it has the flag in it, which is on the flag bridge. Under the flag bridge is the flag ele and the FR water. The main resupply/respawn is behind the FR (with the force field). The forward resupply/respawn is towards the middle of the base near the halls and ramp rooms. The 2 halls that converge into the FR are called "left" and "right" halls (imagine that). The Long Hall that connects the Right and Left halls is called the Long Hall. The hall that connects right and left and the main resupply is the Rear Hall. The Ramp Halls are the halls emerging from the Ramp Rooms, called left and right as well. The Ramp Room with the Crates I call the Main RR or Crate RR, and the other ramp room I call the Secondary RR or Ladder RR. Its the RR with the ladder and SG perch. The Water Route Halls lead to the water route to the FR, called left and right as well. The Water Route is the long hall that leads to water in the FR. The Sewer/Vent is the dry detpackable area that leads to the Water Route. The room with the elevator and detpack area is called the Elevator Room (originality at its best.) The canyon area inside the base with the backpack and ladder (emerging from the lava route) is called the Canyon. (The cliff area in front of the Secondary RR is the yard, and the Midfield is the area between the two main entrances) The Main Entrance is the Entrance that can take you to the Main (Crate RR) The Lava Route is the route that has the rickety bridge over the lava, it can take you to the main entrance and/or the Canyon.


================================================================
COPYRIGHT / PERMISSIONS
================================================================

Authors MAY NOT use this level as a base to build additional levels.
No Decompiling, Please! [besides, that causes ugly errors]

You MUST NOT distribute this level UNLESS you INCLUDE THE ENTIRE ZIP FILE WITH NO MODIFICATIONS!!!.

This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.



-Peregrine, 2002

-----------------------------------------------------------------
-The Log-
-----------------------------------------------------------------
hlcsg v2.5.1 rel (Mar 10 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: "C:\Program Files\Worldcraft\hlcsg.exe"-wadinclude nocturne.wad -wadinclude openfire.wad -chart -high C:\SIERRA\Half-Life\tfc\maps\nocturne2.map

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]
[nocturne.wad]
[openfire.wad]


entering C:\SIERRA\Half-Life\tfc\maps\nocturne2.map
CreateBrush:
(127.27 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(19.46 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 19934/32767 398680/655340 (60.8)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 4496/32767 179840/1310680 (13.7)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 578520 bytes ===
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\tfc.wad
Using WAD File: \sierra\half-life\valve\liquids.wad
Using WAD File: \sierra\half-life\valve\tfc2.wad
Embedding textures from WAD File [\sierra\half-life\tfc\maps\nocturne.wad] into BSP
Embedding textures from WAD File [\sierra\half-life\tfc\openfire.wad] into BSP
added 20 additional animating textures.
Texture usage is at 2.76 mb (of 4.00 mb MAX)
151.78 seconds elapsed [2m 31s]

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



hlbsp v2.5.1 rel (Mar 10 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlbsp -----
Command line: "C:\Program Files\Worldcraft\hlbsp.exe"-chart -high C:\SIERRA\Half-Life\tfc\maps\nocturne2.map

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\SIERRA\Half-Life\tfc\maps\nocturne2.prt'

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 255/400 16320/25600 (63.8)
planes 19934/32767 398680/655340 (60.8)
vertexes 14748/65535 176976/786420 (22.5)
nodes 5695/32767 136680/786408 (17.4)
texinfos 4496/32767 179840/1310680 (13.7)
faces 10536/65535 210720/1310700 (16.1)
clipnodes 16586/32767 132688/262136 (50.6)
leaves 3578/8192 100184/229376 (43.7)
marksurfaces 12540/65535 25080/131070 (19.1)
surfedges 49887/512000 199548/2048000 ( 9.7)
edges 25937/256000 103748/1024000 (10.1)
texdata [variable] 135748/4194304 ( 3.2)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 43235/524288 ( 8.2)
127 textures referenced
=== Total BSP file data space used: 1859447 bytes ===
60.59 seconds elapsed [1m 0s]

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



hlvis v2.5.1 rel (Mar 10 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlvis -----
Command line: "C:\Program Files\Worldcraft\hlvis.exe"-full -chart -high C:\SIERRA\Half-Life\tfc\maps\nocturne2.map

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]


1854 portalleafs
5364 numportals
BasePortalVis:
(56.51 seconds)
LeafThread:
(472.95 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 817 and 831:
(733.000 -461.521 -12.526)
(733.000 -461.093 30.568)
(655.074 -434.000 29.354)
(653.886 -434.000 -12.526)

average leafs visible: 87
g_visdatasize:77769 compressed from 430128

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 255/400 16320/25600 (63.8)
planes 19934/32767 398680/655340 (60.8)
vertexes 14748/65535 176976/786420 (22.5)
nodes 5695/32767 136680/786408 (17.4)
texinfos 4496/32767 179840/1310680 (13.7)
faces 10536/65535 210720/1310700 (16.1)
clipnodes 16586/32767 132688/262136 (50.6)
leaves 3578/8192 100184/229376 (43.7)
marksurfaces 12540/65535 25080/131070 (19.1)
surfedges 49887/512000 199548/2048000 ( 9.7)
edges 25937/256000 103748/1024000 (10.1)
texdata [variable] 135748/4194304 ( 3.2)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 77769/2097152 ( 3.7)
entdata [variable] 43235/524288 ( 8.2)
127 textures referenced
=== Total BSP file data space used: 1937216 bytes ===
530.20 seconds elapsed [8m 50s]

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



hlrad v2.5.1 rel (Mar 10 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlrad -----
Command line: "C:\Program Files\Worldcraft\hlrad.exe"-extra -sparse -lights velocity.rad -chart -high C:\SIERRA\Half-Life\tfc\maps\nocturne2.map

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 45.000 ] [ 45.000 ]
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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


[Reading texlights from 'C:\SIERRA\Half-Life\tfc\maps\velocity.rad']
[74 texlights parsed from 'C:\SIERRA\Half-Life\tfc\maps\velocity.rad']

10536 faces
Create Patches : 61956 base patches
0 opaque faces
522356 square feet [75219272.00 square inches]
9475 direct lights

BuildFacelights:
(3293.53 seconds)
BuildVisLeafs:
(831.11 seconds)
visibility matrix : 15.0 megs
MakeScales:
(1473.27 seconds)
SwapTransfers:
(42.32 seconds)
Transfer Lists : 41119396 transfers
Indices : 18381668 bytes
Data : 164477584 bytes
GatherLight:
(5.37 seconds)
FinalLightFace:
(11.39 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 255/400 16320/25600 (63.8)
planes 19934/32767 398680/655340 (60.8)
vertexes 14748/65535 176976/786420 (22.5)
nodes 5695/32767 136680/786408 (17.4)
texinfos 4496/32767 179840/1310680 (13.7)
faces 10536/65535 210720/1310700 (16.1)
clipnodes 16586/32767 132688/262136 (50.6)
leaves 3578/8192 100184/229376 (43.7)
marksurfaces 12540/65535 25080/131070 (19.1)
surfedges 49887/512000 199548/2048000 ( 9.7)
edges 25937/256000 103748/1024000 (10.1)
texdata [variable] 135748/4194304 ( 3.2)
lightdata [variable] 1482909/4194304 (35.4)
visdata [variable] 77769/2097152 ( 3.7)
entdata [variable] 43235/524288 ( 8.2)
127 textures referenced
=== Total BSP file data space used: 3420125 bytes ===
5682.30 seconds elapsed [1h 34m 42s]

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