Any SteamPunk Maps out there?

ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
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...
 

ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
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.
 
Mar 20, 2012
391
806
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!
 

ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
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.
 
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Woozlez

L3: Member
Jul 28, 2010
129
287
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!