Any SteamPunk Maps out there?

Discussion in 'Mapping Questions & Discussion' started by ROFLsnakes, Apr 25, 2012.

  1. ROFLsnakes

    ROFLsnakes L2: Junior Member

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    Working on a steampunk style map. no pun intended (for running the steam program). Was curious if there is anyone else out there with one or know of something close. Would love some ideas with current maps. Foundry really opened up a lot of great effects for this kind of map;hope to release it for the contest as my first map.

    I'll post a pic once I get something well textured...
     
  2. Draco18s

    Draco18s L9: Fashionable Member

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    Color me interested.

    But no, I've not seen any SteamPunk maps before.
     
  3. ROFLsnakes

    ROFLsnakes L2: Junior Member

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    Great! I'll try not to disappoint, surprised it really hasn't been done before. It does have a very solid design behind it that easily built once you think it over.
     
  4. Sel

    Sel Banned

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    cyberpunk

    8)
     
  5. Draco18s

    Draco18s L9: Fashionable Member

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    Cyberpunk is not Steampunk. :|

    Seriously. The former is about cybernetic implants and virtual reality and the nature of the soul, the latter is about brass, leather, and steam engines.
     
  6. Sel

    Sel Banned

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  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    wtf there is a room

    EDIT: I can't stop looking at those screenshots. This is what taking LSD and playing tf2 with your head stuck in the neck-hole of a tie-dye tshirt must be like.
     
    Last edited: Apr 26, 2012
  8. ROFLsnakes

    ROFLsnakes L2: Junior Member

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  9. ForbiddenDonut

    aa ForbiddenDonut

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    As a fan of steampunk art and design, I only wish to give a word of caution:

    Steam punk is, generally, highly detailed. You're going to have to get very very creative to make a steampunk map without lots of models and overly-complicated brushwork.

    Thus, choose the scenes you want to portray and focus on them as the attraction. If you, say, make a 5CP map, you'd want your steam-run workshop (or whatever you have planned as the "spotlight" points) in the vicinity of the point.

    And of course, exercise proper optimization.

    I wish you all the luck, good sir!
     
  10. ROFLsnakes

    ROFLsnakes L2: Junior Member

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    funny enough is that a gib detail happens to be (several types) gears-that saves me a lot of work of making new models. Obviously steam is taken care of. Pistons and moving parts; they will be the trickiest part.

    edit: any tutorials on advanced moving parts,or even basic as a refresher? Don't see any on the forums; only just for simple projects like elevators.
     
    Last edited: Apr 26, 2012
  11. Woozlez

    Woozlez L3: Member

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    Here you go:

    func_tracktrain + path_track. Become familiar with both by reading up on each Valve Developer Community page. These seem to be the most reliable entities and will most likely work best in TF2.

    Specifically regarding a Steampunk map, conveyor belts will be a must. They will probably be best in large capture point areas where you can have spiky rollers killing those who decide to stay on too long. You could use non-solid moving func_tracktrain's that can act as a conveyor belt and a func_conveyor brush to have a standard client to server-side move speed (Make sure to use a func_nobuild on top of this conveyor though).

    Another useful strategy is to parent a brush or other model to a model so that it moves with it. Search up a Portal 2 moving panel tutorial for more info and help with this. This way you can have modular parts.

    Not so sure on this, but you could manipulate a func_platrot brush so that it repeats and is triggered on start. Parent a cog model to such a brush and you may be able to have ridiculous ellipse cogs. As far as I can tell though func_platrot and func_rotating (Like func_platrot but only rotating) are iffy, so do a bit of testing to see if any of that works for you. This whole case might even be better done with func_tracktrain as per this thread: http://forums.tf2maps.net/showthread.php?t=3269

    I hope this helps. I have near to zero experience with these entities so there may be a flub in my explanation, but good luck to you in using these techniques!
     
  12. Draco18s

    Draco18s L9: Fashionable Member

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    I've played on that map. It's awful, flashy, annoying, and if you spectate the one camera, then get spawned in, your view will be titled in a sickening and disorienting manner until you die and spectate a camera that isn't all fucked up with yaw rotation.

    And it's still not Steampunk.