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It's been a few months - I'm curious about what additional criticisms there might be.

 

Roast?

 

:coffee:

removing songs to avoid spam? 5 min cooldown before next song can be chosen? pls its killing my ears

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I don't want to seem to be rude, but the map sky that looks like it's an evening is kinda straining to the eyes when you're outside of the buildings.

 

Don't worry about coming across as rude; constructive/destructive criticism is welcome - it is the last map I'll ever make.

 

As for the eye-strain, is it the contrasting colours of everything in the overworld environment -or- is it the brightness/bloom caused by the High-Dynamic Range? [if it's the latter, you can test it out by typing "mat_hdr_level #" (0 - off, 2 - on) and reloading the map]

 

removing songs to avoid spam? 5 min cooldown before next song can be chosen? pls its killing my ears

 

Considering there's 20+ tracks in the Radio Tower and you're on about spam, I'm led to believe that people are spamming the songs that are more preferable? As for a 5 min cooldown, that may seem like quite a stretch for most people considering it may feel like a lustrum as 1 minute alone seems to be a long time. Then there's the people on the server at 10 in the morning that are quiet and play music while roaming around (at least that's what I remember experiencing). I tried thinking of everyone while making this to stay in the grey area.

 

 

Also, I gave out the source files.

 

The 2nd link with the download has the VMF file and resources needed to compile the map. Literally any change you desire is just an hour's worth of time away.

 

Oh, some other things worth mentioning:

 

The skybox textures used in pkmn_goldenrodcity_b3 is called "nightocean" - you can find this on Gamebanana.

 

Typing "r_3dsky #" (1 - enable, 0 - disable) will toggle the 3D Skybox in any map that will give an FPS increase by ~10 FPS. This is a client-side command that does not require sv_cheats to be enabled. Use it if you want a performance increase at the cost of empty space at the borders of the overworld.

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This is an amazing map to play on whenever I play PKMN Trade. When it is time to change maps, the top vote is near always extend map. After reading this, I can say thank you for being amazing both to the community, since many of my memories from PKMN Trade are held here, and to the game itself, for there are MANY more servers who need maps like this.

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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-

 

[ATTACH=full]22891[/ATTACH]

[ATTACH=full]22892[/ATTACH]

[ATTACH=full]22893[/ATTACH]

[ATTACH=full]22894[/ATTACH]

[ATTACH=full]22895[/ATTACH]

[ATTACH=full]22896[/ATTACH]

 

-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

 

Update:

 

Gen IV Goldenrod City-

 

trade_koganecity_b1.7z

 

[MEDIA=imgur]DZxYRrB[/MEDIA]

[MEDIA=imgur]Y6V9KfQ[/MEDIA]

 

 

Coming soon (Valve time):

 

Gen IV Ecruteak City-

 

[MEDIA=imgur]JOeN9DV[/MEDIA]

[MEDIA=imgur]dOt1NDL[/MEDIA]

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Fucking amazing, forget saffron. xD one flaw would be the ridiculously long cooldown time in between songs. could it be shortened if possible? also people are complaining that they cant see the song names @ColdEndeavour

 

EDIT: about the cooldown, it isnt even that long. supreme said it was 10 minutes. it's only like 2-5. not that bad

Edited by Tomahawk (see edit history)

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@ColdEndeavour I've played on it for approx 1-2 hours now.

The map and its design overall is more than great. The only thing I personally dislike is the tall grass, since it literally hides sentires.

Other than that, I'd give a solid 10/10! (y)

 

10/10? Sir, I'm afraid your spoon is too big. As for the sentries, I assume you're talking about the mini-sentries? I haven't tried building those during testing, but the regular sentries are visible on all build levels. Unless, Valve made an update that changed the size of the sentry models (I wouldn't know, my build of TF2 is dated to December 2014).

 

fricking amazing, forget saffron. xD one flaw would be the ridiculously long cooldown time in between songs. could it be shortened if possible? also people are complaining that they cant see the song names @ColdEndeavour

 

EDIT: about the cooldown, it isnt even that long. supreme said it was 10 minutes. it's only like 2-5. not that bad

 

Cooldown is 300 seconds (5 minutes), it's bearable. As for the visibly nameless soundtrack panels, I did this as an experiment to prevent people from spamming the same music over and over again - until someone memorises their placement. I should ask, does the name of the song display after selection like it's supposed to?

 

Oh wow, that is...

Impressive to say the least, well done; oh and I have a question, will the trees in Ecruteak be the same?

 

Uhh... that question is rather vague, so I'll make some key points.

 

1.) Trees do not have model-bound physics, however; trees are encompassed by clip brushes to block movement but allow projectiles.

 

2.) Trees will remain 2-Dimensional as it cuts down on resources with the overall polygon count in the map [the autumn trees are 2D/3D and have clip collision placed at the trunk]

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