KotH Green Hill A2

A Sonic themed map set in Green Hill Zone

  1. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    Green Hill - A Sonic themed map set in Green Hill Zone

    Is it a well balanced and perfect KotH map? Well no, I cannot guarantee that to veteran TF2 players given I wanted it to appeal to Sonic fans and have a layout more familiar with them than of usual TF2 maps expected of them. I still tried to make it a decent TF2 KotH map. The water is hazardous but I tried not to make the lanes too narrow for pushing and not too linear.
    So it is a novelty map, but still plays as a KotH map.

    I have been working on this map for a year, I'm uploading this on the anniversary of when I started making it. I would of finished it sooner but I wanted to make sure I set the theme with this map. Such as replacing the usual pick-ups with Sonic Adventure like item boxes.
    I also wanted to animate the NPC models in spawn but I did not know how to do that, it's beyond me. So pardon those characters in ragdoll-scarecrow possition. As the author of the map it is still; not perfect but even with a year of development I still have my limits.

    Story
    After exhausting all Australium supplies on their world, TFIndustries open a Star Gate to a world not their own. There they find an abundance of a metal extremely similar to Australium and of plenty supply... in the form of rings, just levitating there for the taking.

    RED siding with the Eggman Empire and BLU with Team Sonic, the teams now fight for Green Hill Zone in order to take the beryl mines.


    Credits
    I put the map together and downloaded various props I needed from GMod, so I couldn't of finish this map without content from these people:
    Hyperchaotix- Majority of the textures and some props.
    Apoc Hedgie & RandomTBrush- For the majority of the props.
    Un petit chou-fleur- For the Green Hill props from Sonic Generations.
    Suroguner- The springs which are animated.
    Gamebun- For the Capture Point hologram.
    Spicy Apples- For the Sega Saturn and Dreamcast consoles.
    HTML_Earth- Originally made the "BluStation" jewelcases that I reskinned as Dreamcast cases.
    >=SF=< Itauske Ryu- For Honey the Cat model used in the spawnroom calenders.
    Tumbolisu- For helping me reskin models and advising me whenever I got stuck when I started out.
    Py-bun- The crystals in the mines.
    If you're not happy with me using one of your GMod/SFM props or textures without full permission or I have used a prop without your credit please let me know.

    Item Boxes
    Instead of standard health and ammo pickups, they're replaced with Sonic Adventure like item boxes.
    (!)Like regular pick ups, they respond (break) by touch. Just run over them to break and recieve the content of the item box.
    (+)The content of an item box can be broken by a ranged attack, allowing you to retrieve the content at distances.
    (-)Item boxes are breakable regardless of full health or ammo. Reconsider if you really need the content of an item box.
    (-)There is a half-second delay when you break an item box. (Traditional to Sonic games, but also to allow the player to cease firing before getting full ammo.)
    • Health (Restores full health) Respawns after 10 seconds.
    • Ammo (Restores full ammo) Respawns after 10 seconds.
    • Random (Bestows a random power up) Respawns after 20 seconds.
      • Invincibility (√úberCharge for 15 seconds)
      • Power Sneakers (Disciplinary Action for 15 seconds)
      • Eggman Mark (Marked for Death for 15 seconds)
      • Flame Shield (Fire Immunity for 15 seconds)
      • Health (Restores full health)
      • Ammo (Restores full ammo)

    Bugs and issues
    • Can't figure out how to apply custom animations to the NPC models in spawn. For now they're stuck in ragdoll-scarecrow pose.
    • You can get stuck in item boxes when the capsules respawn. To free yourself, attack the base of the item box. Other than that should be harmless.
     
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  2. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    Also, this is my first map that uses a soundscript. Let me know if the upload included the correct jingles because I'm not entirely sure how TF2maps.net uploads work. (For example when you break an item box, it should sound like how it does in Sonic Adventure when popped. Not the default smashing noise. Power-ups should also have their own themes.)

    Also the map isn't properly tested for a large audience (because I have no friends to play with.) I mostly made and play-tested it all by myself.
     
  3. G.bo

    G.bo L1: Registered

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    Rolling around at the speed of sound, got places to go, got to
    CAPTURE THE OBJECTIVE.

    I can't wait to play this map.
     
    Last edited: Jan 19, 2018
  4. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    Danger is lurking around every turn... *le Spy*

    Also, noticed you suggested a few more page images so I added three more. I took those pictures in GMod because I dunno how to have clear screenshots on TF2 so the lighting is a bit off.
     
    Last edited: Jan 19, 2018
  5. Frosty Scales

    aa Frosty Scales

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    is everyone here just gonna ignore that the map's custom content isn't packed so it's not playable
     
  6. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    No one told me it was.

    I uploaded it as the .bsp, was this not the correct way to do it?
     
  7. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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  8. worMatty

    aa worMatty Repacking Evangelist

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    You have to pack your custom content into the .bsp. Then you have to repack it to make it smaller. 154MB is massive.

    CompilePalX will compile your map for you, pack in the custom content, build cubemaps and optionally repack the map.
     
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  9. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    I think I figured out how to use CompilePalX and I think I compiled my map. But do not know how to "pack" and "repack" it?
     
  10. Frosty Scales

    aa Frosty Scales

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    tick the "pack" box on compile (it should be there somewhere iirc), and it'll pack all of your content usually. Then go in-game, build your cubemaps if necessary, and do this command:
    Code:
    bsp_repack maps/koth_greenhill.bsp maps/koth_greenhill.bsp
    compilepal can also do this automatically iirc, but I've never really touched that to be honest
     
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  11. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    So I compiled the map, but when I playtested it, the light_environment and all manner of lighting has been disabled. The whole map is just cel shaded.
     

    Attached Files:

  12. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    I've made it a .bsp again.
    I've put it through CompilePalX and took the advice given to me on the discussion page. (My brother even helped me with that cel shaded problem I had. I do not know why it was a TF2 video setting thing while it worked fine from playtesting with Hammer, but should be sorted.)
    The map alone SHOULD have everything in it without need assembly required from a zip folder.

    If it doesn't, please let me know, I want the map to work properly just like all the others on the downloads.

    Read the rest of this update entry...
     
  13. Da Spud Lord

    aa Da Spud Lord L0: Shitty Member

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    Protip: You can check that your custom content is packed properly by running your map with sv_pure 2.
     
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  14. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    >Does so.
    Ah well it has packed everything in... but the lighting is still off and cel shaded like. I really hope thats just a problem on my end and I won't get complaints about it.
    If this thread does, I will try to fix it.

    The lighting is kinda important because the caves are suppose to be dark with the only illumination coming from the coloured crystals which colour co-ordinates the caves to the territory ownership.
     
  15. worMatty

    aa worMatty Repacking Evangelist

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    The lighting is fine on my computer.

    When you play a map that does not have any ambient lighting, all the faces have full brightness and no shadows. This effect can be forced using the console variable mat_fullbright 1. The variable is turned on by the game when a map has no ambient lighting, so that the players can still see stuff in it. Unfortunately, the setting stays on in the player's client for the next maps he plays, so maps that come after that have proper lighting will be rendered in fullbright. You can't change the console variable when playing a multiplayer game unless the server allows cheats, so either you can disconnect from the server and change it, or restart your game.

    Nice map. The jump pads don't allow me to move much in the air, so I can't reach the bridge and I fall down to the ground and take damage.
     
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  16. Mystic Monkey

    Mystic Monkey L4: Comfortable Member

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    Yeah my friend recomends I simply make them activate by touch than having to jump on them. However Scouts who are willing to sacrifice their spare jump can steer well in mid-air. I plan on replacing those classic springs entirely with modern springs. The difference being they're larger and will launch you by touch.

    There is still loads more I want to do for this map.
    • Animate the NPCs in spawn. All I want for them is simple waiting animations for them, nothing elaborate or distracting.
    • Redo the Skybox to look more natual to the map.
    • To make "Pumpkin Hill", the same map reskinned with textures from Sonic Adventure 2 but with tf_logic_holiday for Halloween. If possible will include an event where Sonic.exe hunts the primary player who captures the point, but can melee others to escape him.
    • I might make an "IceCap" version, if I can find HD Sonic 3 textures. Make the spawn rooms into festive cabins. I don't know if tf_logic_holiday has a Christmas setting.
    I might do the later ones on a later date this year, but as for animating those models, I'm just not that good on Blender to do it. If it was at all possible on SFM, that make things easier.
     
    Last edited: Feb 12, 2018