Hat Factory

PL Hat Factory 56

r13

Train God
Aug 30, 2010
259
286
This has been getting positive vibes from the play tests I've been in. People miss the fancy bits but they like the latest streamlining even more tho.
 

Malachite Man

L6: Sharp Member
Oct 16, 2015
345
198
Here is some feedback i got from walking around the map;
pl_hatfactory550000.jpg

This seems stretched i think you should scale it down a bit.
pl_hatfactory550001.jpg

This looks so weird i maybe suggest scale this to some thing like 0.5 maybe?
pl_hatfactory550002.jpg

The hologram isn't on the point i think you knew this cause in your walktrough video you seem to spot it is this intentional?
pl_hatfactory550003.jpg

This looks sorta out of place i know the map isn't ''normal'' but why would this poopy joe sign be here in a hat factory is it some building dedicated to him or is it just there for the laughs ?
pl_hatfactory550004.jpg

The roofs are really flat plus why is metal so close to the wood building ?
pl_hatfactory550005.jpg

This looks very funky why is there wood and metal on the same stairs or should is ramp but it looks weird ?
pl_hatfactory550006.jpg

There is a super obvious border here maybe asign the same cubemap plus the rocks look like there floting on the water.
pl_hatfactory550007.jpg

You can see the nodraw.
pl_hatfactory550008.jpg

The snipers hind clips in the Building it is small but still it looks weird.
pl_hatfactory550009.jpg

Also there is a hale residence sign right which leads nowhere.
pl_hatfactory550011.jpg

The house has really low quality textures so maybe you should edit it to make the textures more sharper higher quality also how did the boat get here? the map is in a circle with no opening areas did a walking hat vault pick it up and put it in the falls?
pl_hatfactory550012.jpg

This is a super small dumb thing but it think it is worth mentioning it the F has the rainbow smoke coming out of it even though there is no more rainbow smoke which is sorta small but still also where is the poco falls in older versions of the map there were the poco falls but there not there anymore so why is it still named poco falls in there is the no falls to it ?

I hope this was helpful and that was all the things i noticed still great map keep up the good work :)
 

Malachite Man

L6: Sharp Member
Oct 16, 2015
345
198
r13 The map is missing a certain silly part vibe when i walked around the map there was not much sillyness i think maybe you should add a cart stopper like the hat inspector or the teleporting heavy i think those were silly or you could do something completely new either way the map is missing a certain silly vibe that i saw in the early versions of the map maybe you could put something new in the map it is just a suggestion anyway this is what i think you don't have add a crazy new thing in i could only imagine the enity work done :eek:
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Please, @Malachite Man, use periods. I have no idea what you just said. It was like a single-breath train wreak.

EDIT: Alright, looking over it, I can see that you want another robot heavy. Didn't r13 say a page or two ago that he was streamlining the map? Wouldn't adding another Heavy without reason bog it down more?
 

Malachite Man

L6: Sharp Member
Oct 16, 2015
345
198
Please, @Malachite Man, use periods. I have no idea what you just said. It was like a single-breath train wreak.

EDIT: Alright, looking over it, I can see that you want another robot heavy. Didn't r13 say a page or two ago that he was streamlining the map? Wouldn't adding another Heavy without reason bog it down more?
HolysnickerPuffs I'm sorry my grammar is bad on the keyboard the keyboard is not my strongest ability as for I totally miss that he said he was streamlining thank you for telling me about my grammar mistake and a post I must have missed.
 

r13

Train God
Aug 30, 2010
259
286
if i do another polish pass on the hatfactory, i'll definitely fix some of these you've found. right now i'm not anxious to touch it anymore to be honest. it's never going to get picked to be an official map, so my interest in continuing to polish it is very low at this point.
 

Boonie

L2: Junior Member
Sep 22, 2015
77
54
Might be a good idea to compress the map.

Can build in first spawn rooms (missing func_respawnroom in the main front room, and in front of the safe door)
xxaxS.jpg
teBhZ.jpg

Might be a good idea to nobuild up here.
5pTNK.jpg

Id convert these clips to blockbullets so rockets hit them.
xkUJJ.jpg
pBYgg.jpg

This clip is sticking out
ODUgl.jpg

This staircase needs a clip (and the one behind it as well)
3EEvZ.jpg

Needs func_spawnroom in both the left and right drop down tunnels
Yy4mm.jpg

This one may not be needed, but to be safe func_spawnroom this upper area
eSBj8.jpg

Same with this area, func_spawnroom
PirFo.jpg

The big grate is non solid, so you can just walk through it to get into this area, also door is non solid so rockets go through it
fMiof.jpg
pJcMB.jpg

Having a kill trigger right above peoples heads is pretty mean, ive had people complain of this spot a LOT. Maybe convert this to just do a bit or damage?
PAcvf.jpg

All of these arches collisions are offset, so you can walk through it, but randomly collide with it out in the open.
XFGJG.jpg

Can stand up here
2huoh.jpg

Can build on the hat, and the clip next to the hat, and on top of the sign
Wm2Ge.jpg
kqIAA.jpg

And can build teles under the windows and through the center on each side
M9nkM.jpg
 
Last edited:

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
518
391
Hey r13!
I've noticed that this map is a 484 MB goliath.
It's obviously not appropriate for a TF2 map to be this large.
This is mostly down to two factors:
  1. The map is not repacked.
    This might not be a problem for the Steam Workshop, which performs its own repacking, but anyone who downloads the map from here has to live with a nearly half-gigabyte map on their hard drive, and multiple-minute download times if they put the map on a fastdl server. Out of curiosity, I repacked the map file, and it dropped it to 83 MB - well, it said it dropped it to 83 MB, but the map's filesize wouldn't actually change - maybe a result of whatever zip compression you're using?

  2. Whatever packing tool you're using is packing in base-game assets which don't need to be included in the map file.
    1682981479074.png

    All of these except "hatfactory" appear to be completely default and unmodified, and not insignificant in filesize.
    There's also a large number of default textures packed in.

    If you want to fix this (and you should), there's a program called CompilePal that can automatically perform packing that only packs custom assets that aren't already in the game files, and it can also automatically perform repacking.
I expect that just recompiling the map with CompilePal will drop the filesize from 484 MB to just 60-80 MB.