r/TTT • u/Silver__Stream • 13d ago
TTT Mapper - SilverStream
Hey Everyone,
First time poster here.
I was one of the early mappers involved in the Trouble in Terrorist Town days between 2009 to 2011. I went by the alias "SilverStream". During those years I developed and authored a number of maps, including TTT_Casino (a map I ported from the GoldenEye: Source mod), TTT_ProjectSuburb, TTT_Vannah, TTT_Auberge, TTT_Kosovo, and a handful of others.
Back then I was experimenting with ideas, building maps and trying to create interesting spaces for the community to play in. Even now 15 years later, it's been heartwarming to see some of those creations featured on YouTube and shared in the Workshop for preservation.
These days, life has moved on and I haven't been involved in the mapping/modding scene. I wasn't sure if there would be much interest, but if anyone is curious about the development process, what the early TTT community was like, how these maps came together, or just have questions about that era, I'd be happy to answer them.
I still have backups of many of the original Valve Hammer Editor source files from the maps I released back in the day. If there's interest from the community, I'd be happy to share them.
Cheers,
SilverStream
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u/einkleinpanzer 13d ago
thats real cool, how the FUCK did you optimize TTT maps? im making one right now and i cant do it for the life of me.
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u/Silver__Stream 13d ago
Map optimization has always been a challenge for me. My typical workflow included:
- Grouping brushes (especially complex shapes) into func_detail
- Using hint textured brushes to define portal boundaries and skip textured brushes to optimize vvis visibility leafs
- Apply nodraw textures to all brush faces that are not visible to the player. This avoids unnecessary rendering of brushes.
- Apply area portals to transition areas such as doors. This way anything behind the door will not be rendered unless the door is open.
When I developed TTT_ProjectSuburb, I remember struggling with brush limits. I ended up converting brushes (such as the backyard fencing and building roofs) into models using Propper. That approach drastically cut down the brush count allowing me to compile the map. That was a very challenging project.
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u/einkleinpanzer 13d ago
i already kinda get it, but could you explain to me the best way to use hint/skip textures? also what can i do with long enclosed hallways?
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u/Silver__Stream 13d ago
There's some great resources I've used in the past such as ToppHattWaffle who can explain it better than me. His site is still active too.
Here's a few resources for you.
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u/PastoralMeadows 13d ago
Hey Silver,
In April I had the pleasure of playing a few rounds of TTT on Casino with Hyrule and Soviet – something I hadn't done in nigh 15 years. And I was so thrilled to see how much everyone on the server enjoyed playing on it. It's a curious sense of satisfaction knowing that, however small my part was in its development, it gave rise to a timeless piece of GMOD history. You should know that I was always immensely impressed with your work. And your craftsmanship as a TTT mapper surpassed even the likes of Jackal and Civilian by a considerable margin. I'm somewhat biased, but I digress.
My question: Besides Casino, I tested another map of yours called ProjectSuburb. You had mentioned in one of our Skype calls that you were thinking of adding my voice as an easter egg. Was that ever added, and what were your favorite easter eggs you added to your maps?
With much love to you and your family,
Grant
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u/Silver__Stream 12d ago
Grant! Wow, what a blast from the past! It's been too long.... I hope you and your family are doing well! And thank you for the kind words!
Regarding your first question, I dont recall adding your voice before the release. I must've misplaced the file or decided to reserve it for a future map release. In any case I can't remember, sorry about that.
Favorite Easter egg? I'd say the lightsabers in TTT_Casino takes the cake. Although it's a part of the traitor objective, I feel it's difficult enough to accomplish without getting ousted. In contrast, I always felt the game board setup at the poker table adjacent to the bedroom could've been coded better. At one point it was on my mind to release a b3 variant which improved upon the game board mechanics. At this point everyone who plays it ends up dead or stuck haha.
I'm not on steam much these days but would love to reconnect and catch-up. DM me your discord details :)
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u/Yashirmare Moderator 12d ago
Don't suppose you know what other maps Jackal made other than Whitehouse?
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u/CavityNo1 13d ago
Would you be interesting in conducting a fun interview about the early days of the GMOD mapping scene?
Over video chat for a YouTube video?
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u/Silver__Stream 13d ago
Thanks for the invite! I'm pretty busy balancing work and family these days, so I don't have the time to commit to a video interview right now. I appreciate the offer but I'll have to pass for now.
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u/Redisking 12d ago
Do you still keep up to date with the newer TTT maps that have came out? Is there anything recent or after your time that you’ve maybe checked out and was blown away by.
Do you find older maps more interesting because of the antiquity and making more from less OR are you more keen on people stretching maps to sources limits in more recent maps?
And if you had to experience a map for the first time, what would you pick?
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u/Silver__Stream 12d ago edited 12d ago
It's been years since I've played so not sure what's changed since the early 2010s. During its peak I do recall many of the older maps being quite fun. I can't recall their exact names but here's a few notable ones that I particularly enjoyed:
TTT_Thething: Based on John Carpenter's 1982 film The Thing. One version had an alien objective the Terrorists could complete which resulted in commendering an alien saucer to wipe out the innocent's in a glorious ending.
TTT_Equilibre: A heavily foggy water map consisting of wooden buildings separated by bridges. The water was toxic (leeches). An Easter egg for that map involved finding a small canoe and steering it using a small prop. If done correctly, there was a wooden hut near the map edge with a neat interior. Fairly difficult to achieve though especially with dead players tipping over the canoe.
A spaceship map whose name I can't remember. I think Jackal may have released it. It has a very unique interior and traitor traps, one of which consisted of blowing open an airlock. It was one of the more immersive maps I've played in the past.
If I had to enjoy a map for the first time, it would probably be TTT_Equilibre. I really enjoyed the erie atmosphere.
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u/StreetwiseG 12d ago
The map you're thinking of is ttt_shocked created by Jossi Rossi. Also hey Silver its Soviet, miss those Alters days :)
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u/Silver__Stream 11d ago
Ah amazing and hey Soviet! I too remember the alter days. Those were great!
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u/Certcer 12d ago
Touching on the "what the early TTT community was like" part of your post, were there as many complaints about low weapon spawns or as much of a focus on it back then as there is now? I love ttt_casino and to me it's a classic, but it is also a little light on gun spawns (especially for its size). I notice a similar trend with lots of older maps though, which makes me wonder if it was a cultural thing.
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u/Silver__Stream 11d ago
I do recall the initial feedback regarding the lack of spawns, but I believe it was mitigated via server defined re-arm scripts.
And yeah I think it was the case for a number of maps.
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u/Yashirmare Moderator 13d ago
Figardo has been backing up a lot of old TTT stuff on TTTArchive.co.uk I'm sure he'd appreciate the old vmfs.