powerhouse_event

CP powerhouse_event h1r

Off My Meds

L1: Registered
Jul 22, 2016
27
2
powerhouse_event - CP_Powerhouse Halloween edition!

*Disclaimer: This is my first upload to TF2Maps, so if something has gone horribly wrong, let me know and Ill try to correct it*

Its been a few years since I have made significant updates to this project but I'm looking to dig back into it this year and would love to get feedback!

Powerhouse_Event_db1 is my Halloween Rework of CP_Powerhouse. Over the past years I have worked on the project on and off and it has reached what I would consider its Beta Stage. In other words this is not the final product, but it is certainly playable and ready for feedback.

When I started this project I wanted to ensure that it would become more than a simple reskin, and took the liberty of making subtle changes to the layout to try and shake up the game play. One major example of this is turning Mid into a bridge, with walkways above it, and new entrances into key chokes. Some more expectable changes would include the addition of pumpkin bombs, spells and of course the Halloween Theme Overhaul.

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Credits

-Blue Mannor Props: Krazy
https://steamcommunity.com/profiles/76561198139139265/

-Halloween Resupply Locker
Model: DatGmann
https://steamcommunity.com/id/DatGmann/
Design and Texture: blaholtzen
https://steamcommunity.com/id/blaholtzen
Submission Thumbnail: Sandwhip
https://steamcommunity.com/profiles/76561198060917401/
 
P

Prosciutto

yeah i tried to check it out but it also crashed my game for me
 

Off My Meds

L1: Registered
Jul 22, 2016
27
2
Version e, attempting to fix crashing issue and missing models.

Deleting your current version of the map, and re downloading should fix your issue, the file name after downloading will still be cp_powerhouse_event_e . Even though its technically e2 on the forum here. Enjoy!

BLU spawn is in a poor state at the moment, I was only half way through converting it to a new version when I had to fix the broken download here, so its out of shape.
 
Last edited:

TheFluffycart

L3: Member
Jul 6, 2019
142
41
Yo, wanted to drop a comment letting ya know that cubemaps are bugged. Not important, just a note for whenever you relaunch
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Feedback Time:
Overall this map needs a lot of work and I hope my feedback doesn't come off sounding mean
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-first of all, no cubemaps. Always be sure to build cubemaps before releaseing a map. I like to compile maps with a program called compilepal which has an option to just tick a checkbox so every time it compiles, it does cubemaps too
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-remove collision on portrait props like these as they stick out from walls a fair bit. Also be sure to keep them up and out of general play space so any stickybombs hidden in them aren't all that useful
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-clip stuff like this flat instead of angled in with the doors
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-little bits of trimwork like this should be clipped so the whole wall is flat
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-These skybox displacements are just awful. They look real messy and the texture on them just does not work for how they are being used here. Probably should use some of the big cliff props instead
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-books leaning on nothing
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-the ramps on these logs are very finicky and annoying to try and get onto, plus they are the only way out of the water AND a very thin path at that
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-stuff like this should also be clipped flat so players don't get stuck in the lil doorframe nook
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-That's a problem
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-lots of lil props here and there in this room have disabled collision which lets me hide stickies in them. Also that rope prop has always looked bad, perhaps don't use it.
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-idk how much of these displacements may be just retextured from the original map but they are very messy and don't work with the textures used on them. They need to look more natural.
20200711235026_1.jpg 20200711234830_1.jpg
-This cow is weird to have here. It's clipping is odd and it just seems to fill space. Also while I can't walk through it, I can still shoot through it. Just get rid of it.
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-I sort of get the idea of moving this exit to the higher ground but what's with the weird pile of junk for a ramp? Just use some stairs and make it easy on everyone. Ramps like this are janky. Also you may want to push the high ground out so you can use a big exit door instead of the small one
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-chunky railing brushwork
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-I can't tell where the map boundaries are outside.This all looks accessable but is blocked by an invisable wall. With the bridge replacing the original point area, there's now a little hallway path between it and the clip brush but it's impossible to tell where that clip brush is. The original point was lowered with a concrete wall here and some fencing on top which made the boundary very obvious.
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-It's even worse from on top of the bridge since you can't see the props below that somewhat indicate where the gameplay space ends.
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-There's no explanation as to why this water does damage nor anything to make it look like it would. It just looks like water. There's a no swimming sign but in the tf2 universe that doesn't indicate dangerous water. It needs to look dangerous if it's supposed to be dangerous.
20200711235454_1.jpg
-A lot of your indoor spaces need work. They tend to reuse the same textures EVERYWHERE and feel very empty. A room like this would really benefit from some beamwork. Take a look at mann manor to get an idea of what can be done with this style of architecture.
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-most pickups don't have patch indicators showing where they spawn. Some do though and it really doesn't make sense.
20200711235559_1.jpg
-Can't read this sign on the wallpaper texture.
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-these upper textures are just a visual mess.
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-none of the bottles on these tables are physics props and that makes me sad :(
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This room really goes to show the lack of interesting detailing present in the whole map. Big, empty areas with extremely repetitive textures and just not much going on in general. That doesn't work with this kind of manor theme. There could be anything from a loft to skylights up there, more beam work and/or a broken plaster ceiling showing a hidden away attic. Don't be afraid to think outside the box and please use something besides that dang wood texture on the ceilings!

That's all for now. Hope it helps and best of luck.
 

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Off My Meds

L1: Registered
Jul 22, 2016
27
2
Oh thanks Pieman, definitely going to get some of those collisions fixed and clipping, and actually already got a whole new wall area for the bridge I was working on :), as for the displacements and your weird distaste for cows lol I think we are just gonna disagree

"Ramps like this are janky."
"Just get rid of it."
"These skybox displacements are just awful."

Again just disagree with some critiques but nonetheless some good feedback overall.
 

Off My Meds

L1: Registered
Jul 22, 2016
27
2
A quick update with some fixes as suggested, I believe I fixed the cubemap issue, and the nav mesh should be included. However I seem to have trouble getting those to save and pack so let me know if the cubemap and nav mesh work! Thanks : )

Read the rest of this update entry...
 

Off My Meds

L1: Registered
Jul 22, 2016
27
2
Lots of updates, player clipping, redesigns and details.

I believe functionally everything is in order, if you notice any mistakes please don't hesitate to let me know (Ive been known to butcher the paking process so leave a comment if somethings missing) Enjoy!

Read the rest of this update entry...