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Well,

 

About 1 year ago, around the holidays, I had planned to give you guys a Christmas present before I left.

However, things didn't work out that way, and the map just got put off to the side for a long time.

 

Over the past few months I have been working on it bit-by-bit, whenever I could get around to doing something with Hammer, to bring this map up to a publishable standard - to share with everyone.

 

Why?

 

It's because when I got back into TF2 in 2012, I started looking into playing on custom servers. Nintendo themed maps were the most interesting to me at the time, so I searched for servers using maps based on a Pokemon game.

 

I typed <<Pokemon>> into the filter dialogue, and I scrolled down the list looking at the player count.

Most of the servers were empty or had too little a number of people on it; however, near the bottom of the list, there it was, [xG] Pokemon Trade Centre 30/32.

 

Upon joining this server, I was met with interesting people whom were regulars, and over time I kept coming back because it was an exciting experience being able to play something that was something other than vanilla - this also introduced me to the trading aspects of the game that brought me interesting amounts of profit. Needless to say, this server is also what introduced me to xG as a whole - eventually using the /servers command that led me to Nintendo64tress/TGH where I encountered even more interesting people.

 

I made this re-touch of a map as a personal -thank you- to this community, but, most importantly, it is a gift. The original map that was done by Frewie was cut off in Beta 3 as "finished", yet there were a number of things that needed to be addressed/fixed; therefor, I thought this was a good idea (back in October of 2014).

 

**There is a 'readme' in the .zip archive that will list the details of what is different or the same with this map from the other map**

 

-Screenshots-

 

ai.imgur.com_lz6kGmE.thumb.jpg.f1bc4a813543452217f62bf7487a932a.jpg

ai.imgur.com_CscAv8K.thumb.jpg.8fb31d3ae82221043c876784a037c704.jpg

ai.imgur.com_q1jpbGl.thumb.jpg.31d969b6533b91e03ce116bbef16a82c.jpg

ai.imgur.com_gk2WnO5.thumb.jpg.0cc388e25675c46686a6476805b76896.jpg

ai.imgur.com_uD4gnpH.thumb.jpg.e2e5078de71fd8103dd14c6dd1471acd.jpg

ai.imgur.com_hpmDj1h.thumb.jpg.d4407ba4dc5cefe57fa3113a1096b621.jpg

 

-Download Link-

 

If something goes wrong, just say something. I tried to make this a smooth and simple presentation, but; then again, I'm just a person that's capable of mistakes like everyone else.

 

Version 1

trade_goldenrodcity_v1.zip

 

Version 1 - B

trade_goldenrodcity_v1b.zip

Edited by ColdEndeavour (see edit history)

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Are the trees going to be annoying?

If not then it looks great :>

 

Well...

 

The tree models themselves do not have any physics data; however, the trees are encapsulated by clipping brushes.

 

Example:

 

A tree that covers a 128x128x256 volume will not have any physics data, yet the clipping brush that was placed in the exact same volume will server as a collision instead. What the clipping brush does is that it will deny player movement through the specified volume; however, anything else can pass through the volume (ragdolls, bullets, rockets, stickybombs, etc).

 

It's an improvement over the appalling setup I had with Ecruteak where nothing could pass through, yet a step back from pkmn_goldenrodcity_b3 which allows almost everything to pass through. In essence, the new cheap trees do not obstruct anything - the clipping brush only negates navigation through a specified volume.

 

I opted for the cheap trees because,

1.) It's easier.

2.) It's cheaper than a 3D model that has far more polygons being rendered at all times within the scene + all faces being rendered.

3.) It doesn't tax the memory limit during compile time as much as a world brush-based tree/func_detail/func_lod/whathaveyou.

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This server is really awesome, however.. It has just a few tiny issues.

  • Blu spawn is easily spawn camped, and its hard and/or almost impossible to stop/avert the Spawncampers


  • The Radio Tower building is really small.


  • We can’t walk through building areas like where there is space.
  • Music Room - Its a lot harder to choose music because a lot more people are trying to press a song at the same time.

Other than that the server is 100% awesome!

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This server is really awesome, however.. It has just a few tiny issues.

  • Blu spawn is easily spawn camped, and its hard and/or almost impossible to stop/avert the Spawncampers


  • The Radio Tower building is really small.


  • We can’t walk through building areas like where there is space.
  • Music Room - Its a lot harder to choose music because a lot more people are trying to press a song at the same time.

Other than that the server is 100% awesome!

Music room isn't the mapmaker's fault. That's just Pokemon kids being like "omg musik!!!!"

 

Besides that, good input :]

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This server is really awesome, however.. It has just a few tiny issues.

  • Blu spawn is easily spawn camped, and its hard and/or almost impossible to stop/avert the Spawncampers


  • The Radio Tower building is really small.


  • We can’t walk through building areas like where there is space.
  • Music Room - Its a lot harder to choose music because a lot more people are trying to press a song at the same time.

Other than that the server is 100% awesome!

 

Blu Spawn is easily camped

 

This is undoubtedly true. However, this is another one of those kinds of maps that make implementations of spawn points trivial/difficult.

 

Having both spawns in the city would be chaos; the layout just doesn't allow it.

 

If I were to go with even more trigger_teleport & info_teleport_destination entities, it would swallow up even more entdata (currently around 90%). Not to mention, it may even be the same kind of clusterfúck that the Minecraft Realms map went through before the map creator decided to opt for traditional spawn rooms (at least I believe the map was called that. It's made by TrollX).

 

I'll think of something when I get around to it.

 

Radio Tower (interior) is really small

 

It is but it isn't, I shall explain.

 

When recreating things from older games that use tile sets, map makers will often utilise a simple formula when bringing something to scale.

 

Example:

 

1x1 (16x16 pixels) Tile = 128x128 Hammer Units.

 

The reason that Frewie's work on the internal aspects of Goldenrod differs from mine in this respect is that he factored in every visible tile. I only factored in the tiles you were able to walk on in the games because logic.

 

As a result, the rooms he built are 1 unit larger in reference.

 

Ground Floor of the Radio Tower

 

Frewie

 

(l x w) 512 x 1152

 

Me

 

(l x w) 448 x 1152

 

The formula we both use (for the interior) is 1 walkable unit is equal to 64 x 64 Hammer Units. For whatever reason, Frewie included the wall. If you play Gold, Silver, or Crystal and enter the Radio Tower (or anywhere for that matter) and count how many steps you are able to take in a room and convert it using the information from above, it will make more sense to you on why this is the case.

 

Gaps between buildings are too small

 

True. I'll think on it. I would have to resize every brush and re-work the textures to scale properly.

 

Music Buttons

 

Well, that's the way it is.

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Blu Spawn is easily camped

 

This is undoubtedly true. However, this is another one of those kinds of maps that make implementations of spawn points trivial/difficult.

 

Having both spawns in the city would be chaos; the layout just doesn't allow it.

 

If I were to go with even more trigger_teleport & info_teleport_destination entities, it would swallow up even more entdata (currently around 90%). Not to mention, it may even be the same kind of clusterfúck that the Minecraft Realms map went through before the map creator decided to opt for traditional spawn rooms (at least I believe the map was called that. It's made by TrollX).

 

I'll think of something when I get around to it.

 

Radio Tower (interior) is really small

 

It is but it isn't, I shall explain.

 

When recreating things from older games that use tile sets, map makers will often utilise a simple formula when bringing something to scale.

 

Example:

 

1x1 (16x16 pixels) Tile = 128x128 Hammer Units.

 

The reason that Frewie's work on the internal aspects of Goldenrod differs from mine in this respect is that he factored in every visible tile. I only factored in the tiles you were able to walk on in the games because logic.

 

As a result, the rooms he built are 1 unit larger in reference.

 

Ground Floor of the Radio Tower

 

Frewie

 

(l x w) 512 x 1152

 

Me

 

(l x w) 448 x 1152

 

The formula we both use (for the interior) is 1 walkable unit is equal to 64 x 64 Hammer Units. For whatever reason, Frewie included the wall. If you play Gold, Silver, or Crystal and enter the Radio Tower (or anywhere for that matter) and count how many steps you are able to take in a room and convert it using the information from above, it will make more sense to you on why this is the case.

 

Gaps between buildings are too small

 

True. I'll think on it. I would have to resize every brush and re-work the textures to scale properly.

 

Music Buttons

 

Well, that's the way it is.

 

 

Ah, I see. Thank you for taking the time to explain these :)

 

It will take some time to get used to the new map, but it still is one hell of an awesome map :D

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Also, I did remove the Sentries from the server since people were complaining about it.

 

The only issue I have is the sign for the bike shop. It's WAY too close to the teleporter for the bike shop, and makes walking past it a chore!

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Also, I did remove the Sentries from the server since people were complaining about it.

 

If you can, could you be more specific about that? I am to assume it is because of the idling sounds....

 

If it is because of that, it's quite a shítter. They're supposed to ward off campers. :(

 

The only issue I have is the sign for the bike shop. It's WAY too close to the teleporter for the bike shop, and makes walking past it a chore!

 

Got it.

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If you can, could you be more specific about that? I am to assume it is because of the idling sounds....

 

If it is because of that, it's quite a shítter. They're supposed to ward off campers. :(

 

The idling sounds are a part, even the teleporters has it which is a little annoying but it's whatever haha.

 

I have two reasons for the removal:

 

1. It cuts off parts of the map to other teams, making the map feel smaller. Now the opposite team cannot explore near the other team's spawn, and it's frustrating.

2. Sentry respawn time being set to 10 seconds is way too quick. I was gonna just update the time via S:S but I figured people would still complain, so I just removed them completely.

 

I'm not sure if it's possible, but maybe we can make a SM plugin to target the sentries and change the range of fire, so it would only shoot REALLY close, but even then it still might be aggravating.

 

Don't the teleporters help ward off spawn camping? Maybe make a front and back exit for the spawn in the city?

 

I'm not sure :( I just know the sentries in their current state are not very fun.

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