Concmap_Vain By: foamy
==========================================================
The teams are self-explanatory
The precision team only has one jump however, due to lack
of space when compiling. A good amount of time went into
making this map, and I hope you enjoy it.
It is a medium-hard map that increases in difficulty
forwards that is, backwards it is a bit random being that
jump nine backwards is pretty hard to get under your
fingers. The whole map is possible forwards and backwards
and me myself have completed each of these jumps at least
once concing. Meaning the map won't be anything too
complicated.
Either way this was the goal of this map, to have my map
to be played, and forever remembered in the land of tfc.
The other goal which I did not accomplish was making the
map look to the best of my abilities. The precision side
is an old map prodject of mine for Chaotic Concers and
was oringinaly meant for a future .avi that I was going
to complete. This never came to be however, the skills
were not there and the drive wasn't either.
==========================================================
Miscellaneous
I feel like tfc has been a big part of my life, even
maybe for the worse of my well-being because of the
social drama that came with playing tfc. I grew up
around old people swearing and people making fun of
me. I really felt that all the maps I have made have
been in-vain hence the name concmap_vain. Until
recently I have become more at peace with myself.
Being able to ignore and keeping calm under simple
social fights that I might become involved in.
---------------------------------------------------------
=========================================================
Special Thanks To...
Tyrant: For always helping with mapping tips--giving me
helpful insight and suggestions.
Madcow: For helping me through some compiling issues along
the way.
Ridovit: The inspiration of the first jump
Totoro: For inspiration of the prec jump and some textures.
Thank to anyone I forgot and....
All the beta testers
=======================================================
And Thank YOU for reading and taking time to play my map!
Sincerely,
Foamy
=======================================================
Everything else
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 175/512 11200/32768 (34.2%)
planes 4236/32768 84720/655360 (12.9%)
vertexes 16681/65535 200172/786420 (25.5%)
nodes 4472/32767 107328/786408 (13.6%)
texinfos 716/32767 28640/1310680 ( 2.2%)
faces 12299/65535 245980/1310700 (18.8%)
clipnodes 13362/32767 106896/262136 (40.8%)
leaves 2828/32760 79184/917280 ( 8.6%)
* visleafs 780/8192 0/0 ( 9.5%)
marksurfaces 13150/65535 26300/131070 (20.1%)
surfedges 55755/512000 223020/2048000 (10.9%)
edges 28689/256000 114756/1024000 (11.2%)
texdata [variable] 534920/33554432 ( 1.6%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 35616/524288 ( 6.8%)
* AllocBlock 63/64 0/0 (98.4%)
84 textures referenced
=== Total BSP file data space used: 1798732 bytes ===
1.85 seconds elapsed
12299 faces
Create Patches : 77014 base patches
3147217 square feet [453199264.00 square inches]
1511 direct lights
1 light styles
BuildDiffuseNormals:
(0.78 seconds)
BuildFacelights:
(70.74 seconds)
BuildVisLeafs:
(16.43 seconds)
visibility matrix : 11.4 megs
MakeScales:
(51.49 seconds)
Transfer Lists : 38519356 : 38.52M transfers
Indices : 7837708 : 7.47M bytes
Data : 77189111 : 73.61M bytes
Bounce 1 GatherLight:
(0.78 seconds)
Bounce 2 GatherLight:
(0.76 seconds)
Bounce 3 GatherLight:
(0.49 seconds)
Bounce 4 GatherLight:
(0.42 seconds)
Bounce 5 GatherLight:
(0.84 seconds)
Bounce 6 GatherLight:
(0.74 seconds)
Bounce 7 GatherLight:
(0.48 seconds)
Bounce 8 GatherLight:
(1.20 seconds)
FinalLightFace:
(3.04 seconds)
158.48 seconds elapsed [2m 38s]
----- END hlrad -----
==========================================================
The teams are self-explanatory
The precision team only has one jump however, due to lack
of space when compiling. A good amount of time went into
making this map, and I hope you enjoy it.
It is a medium-hard map that increases in difficulty
forwards that is, backwards it is a bit random being that
jump nine backwards is pretty hard to get under your
fingers. The whole map is possible forwards and backwards
and me myself have completed each of these jumps at least
once concing. Meaning the map won't be anything too
complicated.
Either way this was the goal of this map, to have my map
to be played, and forever remembered in the land of tfc.
The other goal which I did not accomplish was making the
map look to the best of my abilities. The precision side
is an old map prodject of mine for Chaotic Concers and
was oringinaly meant for a future .avi that I was going
to complete. This never came to be however, the skills
were not there and the drive wasn't either.
==========================================================
Miscellaneous
I feel like tfc has been a big part of my life, even
maybe for the worse of my well-being because of the
social drama that came with playing tfc. I grew up
around old people swearing and people making fun of
me. I really felt that all the maps I have made have
been in-vain hence the name concmap_vain. Until
recently I have become more at peace with myself.
Being able to ignore and keeping calm under simple
social fights that I might become involved in.
---------------------------------------------------------
=========================================================
Special Thanks To...
Tyrant: For always helping with mapping tips--giving me
helpful insight and suggestions.
Madcow: For helping me through some compiling issues along
the way.
Ridovit: The inspiration of the first jump
Totoro: For inspiration of the prec jump and some textures.
Thank to anyone I forgot and....
All the beta testers
=======================================================
And Thank YOU for reading and taking time to play my map!
Sincerely,
Foamy
=======================================================
Everything else
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 175/512 11200/32768 (34.2%)
planes 4236/32768 84720/655360 (12.9%)
vertexes 16681/65535 200172/786420 (25.5%)
nodes 4472/32767 107328/786408 (13.6%)
texinfos 716/32767 28640/1310680 ( 2.2%)
faces 12299/65535 245980/1310700 (18.8%)
clipnodes 13362/32767 106896/262136 (40.8%)
leaves 2828/32760 79184/917280 ( 8.6%)
* visleafs 780/8192 0/0 ( 9.5%)
marksurfaces 13150/65535 26300/131070 (20.1%)
surfedges 55755/512000 223020/2048000 (10.9%)
edges 28689/256000 114756/1024000 (11.2%)
texdata [variable] 534920/33554432 ( 1.6%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 35616/524288 ( 6.8%)
* AllocBlock 63/64 0/0 (98.4%)
84 textures referenced
=== Total BSP file data space used: 1798732 bytes ===
1.85 seconds elapsed
12299 faces
Create Patches : 77014 base patches
3147217 square feet [453199264.00 square inches]
1511 direct lights
1 light styles
BuildDiffuseNormals:
(0.78 seconds)
BuildFacelights:
(70.74 seconds)
BuildVisLeafs:
(16.43 seconds)
visibility matrix : 11.4 megs
MakeScales:
(51.49 seconds)
Transfer Lists : 38519356 : 38.52M transfers
Indices : 7837708 : 7.47M bytes
Data : 77189111 : 73.61M bytes
Bounce 1 GatherLight:
(0.78 seconds)
Bounce 2 GatherLight:
(0.76 seconds)
Bounce 3 GatherLight:
(0.49 seconds)
Bounce 4 GatherLight:
(0.42 seconds)
Bounce 5 GatherLight:
(0.84 seconds)
Bounce 6 GatherLight:
(0.74 seconds)
Bounce 7 GatherLight:
(0.48 seconds)
Bounce 8 GatherLight:
(1.20 seconds)
FinalLightFace:
(3.04 seconds)
158.48 seconds elapsed [2m 38s]
----- END hlrad -----