KotH Traintown

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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Alright so after a crap ton of work and some hair pulling out I finally have the alpha version of my map for Star's King Of The Hill mapping contest. Traintown is by far the most intense map I have worked on yet and I have to say that it has turned out beyond my expectations.

Consisting of both open outside areas and close courters inside areas. With multiple ways to access the capture point and areas that cater to different classes Traintown aims to be a map that everyone can enjoy. Please leave your honest feedback and opinions on any and every concern.

A big thanks to my friends Whattageek and Banzai for helping me thoroughly test this map during development. I will also be listing credit to the creators of all of the custom models used in this map once I collect all the names.

Now if you excuse me :sleep:

11/5/12
I've been working on this map over the past few months and it is finally at a place where I think I can release an update for it. Everything should now be textured and I changed/added a few things here and there. The map is far from done as there is still some work I want to do with the lighting, displacements, and the need to fix/work on any concerns anyone may have with it. I will be uploading a video going over it to my YouTube channel but until that is up I have some updated screenshots. This is the most work I have ever put into a TF2 map and all feedback is welcomed. If something is wrong with the map please let me know in detail and leave ideas on how I can fix it.
 
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phi

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Nov 6, 2011
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Please use another texture for all that.
Any texture.
Heck, I bet even the SLIME texture would look better than that one. (Please don't use that, though)

(And sorry to be a spoilsport: but wasn't the deadline for contest #8 the 12th or something around then?)

AND, if you're going to take screenies, please don't make them fullbright.
 
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MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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Please use another texture for all that.
Any texture.
Heck, I bet even the SLIME texture would look better than that one. (Please don't use that, though)

(And sorry to be a spoilsport: but wasn't the deadline for contest #9 the 12th or something around then?)

Augest 30th is the deadline. It is easier to change things when things are in dev so until I get everything squared away I'm not going to take the time to fully texture it.
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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Please add lights and replace that dev texture with the silhouette on it with something a little easier on the eyes.

Those will be added later once I get people opinions on how the map is set up and if anything needs to be fixed. It is easier to work with things in dev if I have to change something then having to retexture anything I change.
 

tyler

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Sep 11, 2013
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You had to have a thread by August 12th to qualify to enter the contest. There were several reminders posted on the forum and sent out to the TF2M Steam group. Sorry.
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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Alright I added blu and red dev colors to the map so that it wasn't so hard on the eyes. I don't plan on adding lighting or more textures till I hear some feedback on the layout of the map and if people want to see more of it. Please take a run through the map and let me know what you think.
 

BanzaiBasher

L1: Registered
Aug 21, 2012
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Just try it will you? It's only meant to check for any errors that I missed during my run through. If you have anything else such as areas for health and ammo or other things besides texturing to make it better, let him know. It's all the current build is meant for so just drop the issue with lighting and try to tell him something that he's actually looking for
 

Jeremy

L11: Posh Member
Oct 24, 2010
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It's not even that hard to add basic lighting. Just use light entities and one light_environment - you don't even need any light props or anything.
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
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Just try it will you? It's only meant to check for any errors that I missed during my run through. If you have anything else such as areas for health and ammo or other things besides texturing to make it better, let him know. It's all the current build is meant for so just drop the issue with lighting and try to tell him something that he's actually looking for

the least he could do when trying to get unpaid volunteers to take the time out of their day to download and take a look at his map is add a light_environment. we see enough fullbright in hammer, kindly give us proper (if temporary) lighting ingame.

plus it is more difficult to properly judge distances and proportions on a shadowless map.
 
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MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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Ok I will work on adding lighting next and will make an update post on this thread when I have it uploaded on here. Thank you for taking interest in the map and letting me know that it is best to have some kind of lighting then nothing. I'm still rather new to mapping let alone posting on here so the more I learn the better.
 

Jeremy

L11: Posh Member
Oct 24, 2010
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I'll have a run through it in a bit and I'll tell you what I think.