[KOTH] WarTown

KotH [KOTH] WarTown B1a

★iSlime★

L1: Registered
Aug 3, 2015
12
1
[KOTH] WarTown - Don't just tell the people about the war, bring it straight to 'em!

This is a king of the hill map made specifically for frontline. This will require that you have the assets in order for the map to function properly.

I made this map in about a week and I plan on updating it with fixes and other planned additions and changes I have in mind. Feedback is appreciated, and will help me refine the map for the best player experience.

Also, I am already working on a 3D skybox so you don't have to tell me to do that. ;)

Anyways, enjoy everyone!
 

tomGER

L2: Junior Member
Jul 22, 2016
81
43
I would recommend you to get some feedback and play testing.
Just go to the tf2maps groupchat and type that:

!ADD <Map Name> <DownloadURL> <notes> Adds the map and download url to the map list, a download URL is required even if the map is already uploaded to the servers, and everything after will be added as notes, if your map is over 50mb please specify this in the notes
 

tomGER

L2: Junior Member
Jul 22, 2016
81
43
I would highly recommend to pack the textures for the map into it.
Use CompilePal for packing, it just works.

Then in TF2, type sv_pure 2 in the console, then load up your map. If the game crashes or models/materials/particles/etc are missing, you have unpacked content.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Also, maps can become quite large in file size when they use a lot of custom content. For that reason, Valve made some compression tools allowing a bsp (the map file) to compress down up to 40-60% of its original size. I made some handy drag-n-drop repacking/unpacking tools (that's what the official names are), which you can find here: https://tf2maps.net/threads/drag-n-drop-repack-unpack-batch-files.29621/

A readme on how to use these is included in the download.
 

★iSlime★

L1: Registered
Aug 3, 2015
12
1
Thanks for the help guys I appreciate it.

I am not a master of hammer (obviously), but I had a feeling I was missing a component of the compile when using Frontline's custom content.

So I took your recommendation and used CompilePal. I never heard of it, but I got it's overall point. I was able to compile the map in it and have it appear the same as it does now, but it wouldn't pack anything. I am not sure exactly how either... I have been searching for a long time on how to do it but I can't figure it out.

Well, since I had these problems, I tried to find another program, and I found VIDE. So I tried using that but it will not pack any custom content into the .bsp with the automatic scanner. I could manually place in each asset, but there are way too many for me to get the exact ones textures and models.

So in other words I am stuck and don't know how to pack these custom files into the .bsp.

As for the repacking tool, I haven't tried it yet but I am hoping it is rather simple to use. :)
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
One note from the screenshots, and this is just an educated guess, you may want to disable the Texture Lock :texlock: option on the top bar in Hammer, doing so will keep your textures aligned.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Some alignments are on purpose, but some aren't.

Kind of a bad habit of mine, I need to think about texture lock more. :/

Yeah, it's a habit for many, many mappers, tbh. Especially after editing overlays, keeping Texture Lock enabled has been a huge nuisance.