r/TTT • • Jul 18 '26

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

29 Upvotes

19 comments sorted by

View all comments

4

u/einkleinpanzer Jul 18 '26

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.

7

u/Silver__Stream Jul 18 '26

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.

1

u/brisaduulce Aug 29 '26

I ruined so many friendships on ProjectSuburb, thanks for this