Pulling Teeth

KotH Pulling Teeth A4c

Aug 30, 2015
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Pulling Teeth - This one is also a Green Day Reference

Map time!
 
Aug 30, 2015
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Anyone remember KOTH Basket Case? No? Well you have no reason to but I remade it anyway. Hopefully it is good this time.
 
Aug 30, 2015
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A3: October 14, 2017

This version was actually finished in a timely manner for once. Only two weeks have passed since A2, and one of those were spent waiting for the server to get its head out of its ass.
  • Raised flank platform thing and brought it closer to the point so it has a more tangible advantage over enemies on the point.
  • Made the Spawn yard a bit bigger. This will probably be changed back
  • Raised the spawn yard. Blue’s lefthand route stays level while the righthand route goes down. There are still two routes because this map is shaped weird.
  • Added a window and an interior door to spawn rooms.
  • Shifted some pickups around
  • Aesthetics: Changed skybox and lighting to Granary. Implemented some of the Devbucket textures. Sexed up the tunnels under the walkway to the point.
Good.

Read the rest of this update entry...
 
Aug 30, 2015
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Infomaniac

L6: Sharp Member
Nov 29, 2015
374
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Offtopic : That is a very painful map name, getting your teeth pulled out really hurts.
Intopic : Map layout looks alright
 
Aug 30, 2015
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Some miscellaneous polish and non-gameplay stuff. (Also, this update is technically on the same day as A4b but that version was pushed shortly after midnight.)
  • Fixed an issue where all the OOB clipping on the Red side was about 64 units off
  • Fixed an issue where skybox brushes where visible from the side route
  • Remade ground in Blue Yard into displacement
  • Changed angle of lighting so that most of the mid isn’t in shadow
  • Fixed assorted texture problems
  • Miscellaneous crap to make sure that the two sides are symmetrical
  • Swapped out pickups with instances because reasons

Read the rest of this update entry...
 
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Aug 30, 2015
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I think I am going to take a break from this site. I don't know when I'll be back, if at all.
Today I watched as a piece of work I had high hopes for turned out to be another failure in a long and unrelenting history of failures. It was crushing. And I don't know how many more times I can take it.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
I think I am going to take a break from this site. I don't know when I'll be back, if at all.
Today I watched as a piece of work I had high hopes for turned out to be another failure in a long and unrelenting history of failures. It was crushing. And I don't know how many more times I can take it.

sfyHdtD.png
 
Aug 30, 2015
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Hey all. So I got pretty depressed last night, in case it weren't clear. Unfortunately, the emotions of a depressed person, though irrational do not come from nowhere. I would be hard pressed to call this map an abject failure, but even still its problems are deeply ingrained and I think I would have to remake most of it in order for it to be very good.

Having now thought about it with a clear head I... still think it would be best for me to take some time off from mapping. The self-loathing I felt last night may have been fake but the pain was very real, and I don't want to go through that again.
 
Aug 30, 2015
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"Keep going until told to stop" has always been my motto so fuck it! Imma monologue in this thread some more. So I haven't opened Hammer in about two weeks which is like, nothing - I've gone longer spans of time than that on accident. I want to jump back in and if I hadn't publicly declared my intentions not to I probably would have.

The problem is that I don't think a renewed enthusiasm would help me out much. I think the reason that this map came out so poorly, among other things, is that during development I certainly looked at pictures of Viaduct - I looked at tons of diagrams and scale sheets - but I never sat down and played the damn thing, or much of TF2 in general. As such the map was designed for the game I recalled TF2 being - a much slower affair with fewer long-range classes and less players.

And that, I think, is where the trouble lies: I don't want to play TF2 anymore. A combination of tastes shifting away from FPS's in general, the sorry state Valve's inattention has left the game and me getting hooked on StarCraft II has caused my interest in returning to the game drop to just about zero. I mean sure, I might pop into a Dustbowl server to blow some stuff up but the multi-hour sessions, getting excited over major updates or any desire to learn competitive are long gone - relegated to a section of my life I have long since left behind. I could continue making maps based on what I remember the game being like two years ago but do so would be a waste of my time and yours.

And that sucks I think. I've always thought I had exactly one good map in me but worried that my interest in mapping would dry up before I found it. It is ironic then, that I am now in a position where I want to make maps for a game I hate. Or who knows, maybe I was right the first time - you can map for StarCraft II after all.

I guess I'll stick around here a while longer - it's not like anyone noticed I was gone or anything. Plus it's not like TF2 dying a long delayed and well-deserved death will stop my from making dumb details scenes with its engine
 
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