Octothorpe

KotH Octothorpe version Beta 01

r13

Train God
Aug 30, 2010
259
286
Octothorpe - A tightly packed KOTH map that will make you respect the Train God

Octothorpe: A Koth Map

Welcome to Octothorpe Station, a small train crossroads on the far outskirts of Poco, New Mexico. The way station was built out quickly by the Mann Company to serve as a storage and logistics center during the Gravel Wars. While most of the Octothorpe facilities are now boarded up, the rail lines that cross through remain as active as ever.

The station is also home to an altar dedicated to the Train God.

The Train God has shown to be particularly fond of this altar. He has been lingering in the area blessing trains with his essence as they pass by. The Train God is also a typical god and he needs his blood sacrifices to help keep his confidence up. Of course being the Train God, he will only take offerings that are presented to his proxy locomotives. Standing in front of any of the trains as they pass through the station is the sure fire method for making the Train God happy. The Train God will usually show his appreciation for your offering by igniting the train on fire for a short time. He's also not an uncaring god. He'd like you to live and go forward. He always tries to resurrect those that have been given up to him. But he's the Train God not the Resurrection God, so it doesn't work out so well. He usually only manages to raise the skeletons from the pirate and cowboy graveyard that Octothorpe was originally built on.

Features:

A tight King of the Hill map themed in the industrial trainyard style with a bit of flair from the rocket stand above the point. The map is about as large as Nucleus and shares the same sort of idea of a dangerous control point in the center. The danger is the trains that plow past the point on either side of it. It has an outer and inner ring of play spaces around the point, a basement passage and of course, your typical altar to the Train God.

- A Train god death counter installed under the point. Every death is counted!
- A custom beachball [so fancy!]
- A custom bouncy skull to shoot and shoot and shoot.
- Lots of custom textures, signs and logos
- 4 trains! No waiting!
- Finished spawn rooms!
- Cubemaps!
- A Conga themed train car for the easily amused!
- A Butter themed train car for those unimpressed with the Conga car!
- A fiery train of death... times four!
- Zombies! When you die, the Train God spawns a skeleton as a thanks!
- Bones on almost every surface!
- The Train God and his posse! In person! Ready to kill you!
- Spooky Fog and Soundscapes!

July 23rd Version 21

- added Halloween soundscapes
- tweaked the fog colors and distances
- added a workshop labeled nav mesh in the proper spot this time [thx Pikachu on LSD]
- deleted a couple wall sections to open up a few areas
- deleted the overhead train trestles. Jumpers rejoice in the streets!
- added some coffins
- tweaked the green trench lighting to be consistent in both places
 
Last edited:

Sheltr

L3: Member
Feb 24, 2011
107
73
Well the map is way to busy for sure, things seem to be placed at random with no real focus to anything. the map is kind of hard to look at with everything being so crazy,

1: Forgot the pack the custom files with the map.

2: forgot to build cube maps.

3: These railings are not clipped.
c165c1c964.jpg


4: This area feels vary cramped and kind of confusing, also the only area with dev textures that I noticed. also its vary long
1ea902c7bc.jpg


5:
6c5e832a61.jpg


6:
2293cd98a8.jpg


This is about what I could find in a quick 3 or so minutes fly through of the map.

The layout needs a lot more order in its chaos.

-Manoman

EDIT: almost forgot, the trains are vary loud!
 

dustmotes

L1: Registered
Jan 20, 2014
18
10
I feel like it might not be a bad idea to remove every decal and unecessary prop, and then eventually work back up to something that doesn't hurt to look at. It seems to be a mix of propspam and a lot of different textures. I don't think all the height differences are helping either.
 

r13

Train God
Aug 30, 2010
259
286
1: Forgot the pack the custom files with the map.

2: forgot to build cube maps.

That was a mistake which I have fixed with a new version number download. I'll blame my all nighter on that omission. But regardless, thank you for taking the time to actually look around in it.

cheers, good sir.

also:

The dev texture areas are currently listed as a feature as well. I will get to them sooner or later.

The trains are supposed to be the default 'loudness' but i'll check them again to be sure.
 

r13

Train God
Aug 30, 2010
259
286
Uploaded another version.. this time repacked using Vide.

Thanks to Crash for the suggestion.
 

r13

Train God
Aug 30, 2010
259
286
Uploaded a new copy of the map, version 6.

reduced the train sound volume by half for each train

removed a few walls and models and bits and pieces across the map

redid the ammo/health layout
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Greetings.

If a player stands on top of a train, he is pushed out of the map.

This is probably because the trains have the 'Unblockable by players' flag set, which pushes obstructing players in to brushes. You could use more trigger_hurt brushes or perhaps giving the train some crush damage may help, if not already set.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
Looking gooder!

But...

The buildings could look a little like they fit together a bit more... I'm seeing bricks, wood, plastic, and multiple colors of metal all from one angle. And a lot of geometry (like in the last pic) makes it look like a whole bunch of different maps collided at high speeds.
 

r13

Train God
Aug 30, 2010
259
286
Yeah, i agree there is alot of textures in there. I still need to simplify some it, but some is intended to help the players know where they are in the map.

it'll get more polished once i get some feedback on the new layout.

cheers and thanks
 

r13

Train God
Aug 30, 2010
259
286
January 20th Version B 05

-rendered out the lighting with all the bells and whistles on
-turned on the player clipping to keep them demos from having too much fun.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Hi, r13.

Did you sort out the issue with players riding the trains in to brushwork? IIRC that was the only reason we didn't add it to our server.
 

r13

Train God
Aug 30, 2010
259
286
Heyas, I have a new version that has hurt brushes in all the places you can get stuck as well as a rebuilt collision volume for the trains. I'll probably get it up here tonight/today. i need to do a proper env cube ent placement pass first, but in the mean time:

2015-02-13_00009.jpg