Green Hill

KotH Green Hill A3fixed

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
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HTML_Earth- Originally made the "BluStation" jewelcases that I reskinned as Dreamcast cases.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 (ÜberCharge 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.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
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.
 

G.bo

L4: Comfortable Member
Sep 24, 2017
175
193
Rolling around at the speed of sound, got places to go, got to
CAPTURE THE OBJECTIVE.

I can't wait to play this map.
 
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Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Rolling around at the speed of sound, got places to go, got to
CAPTURE THE OBJECTIVE.

I can't wait to play this map.
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.
 
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Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
is everyone here just gonna ignore that the map's custom content isn't packed so it's not playable
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
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.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
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?
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
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?
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
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
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.
 

Attachments

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Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
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...
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Protip: You can check that your custom content is packed properly by running your map with sv_pure 2.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Protip: You can check that your custom content is packed properly by running your map with sv_pure 2.
>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.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
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.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
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.
 
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Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
I think I accidentally broken my map.

I've tried sprucing up my map, replacing the springs with modern ones and redoing the "mountain" next to the BLU base... but something appears to be broken. Chunks of the map seem to be not rendering entirely and no matter what I try it seems to be stuck as a post-development mess.


Code:
** Executing...
** Command: "E:\Program files\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Program files\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_greenhill.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
4 threads
materialPath: E:\Program files\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_greenhill.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_greenhill/map_textures/rock_sand_blend_wvt_patch
Patching WVT material: maps/koth_greenhill/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1072 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_greenhill.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (7781494 bytes)
Unable to load vertex data "models/models/mystic_monkey/fall_sign/fall_sign.vvd"


** Executing...
** Command: "E:\Program files\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Program files\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_greenhill"

Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_greenhill.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_greenhill.prt
631 portalclusters
2050 numportals
BasePortalVis:  0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:  0...1...2...3...4...5...6...7...8...9...10 (182)
Optimized: 2302 visible clusters (1.02%)
Total clusters visible: 226415
Average clusters visible: 358
Building PAS...
Average clusters audible: 625
visdatasize:102101  compressed from 100960
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_greenhill.bsp
3 minutes, 2 seconds elapsed

** Executing...
** Command: "E:\Program files\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "E:\Program files\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_greenhill"

Valve Software - vrad.exe SSE (Oct 14 2017)

  Valve Radiosity Simulator  
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_greenhill.bsp
Error! Unable to load model "models/props_movies/hs_sign/hs_sign.mdl"
Setting up ray-trace acceleration structure... Done (2.29 seconds)
10202 faces
6 degenerate faces
1562629 square feet [225018656.00 square inches]
195 Displacements
23705 Square Feet [3413611.75 Square Inches]
10196 patches before subdivision
100820 patches after subdivision
sun extent from map=0.087156
288 direct lights
BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (55)
BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 6619170, max 858
transfer lists:  50.5 megs
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #1 added RGB(255538, 258414, 81635)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(25463, 15990, 5786)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(2599, 1282, 480)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(311, 121, 61)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(40, 13, 7)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(6, 2, 1)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0273 sec>
FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
209 of 228 (91% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Ready to Finish

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models  109/1024  5232/49152  (10.6%)
brushes  1314/8192  15768/98304  (16.0%)
brushsides  15821/65536  126568/524288  (24.1%)
planes  22326/65536  446520/1310720  (34.1%)
vertexes  15043/65536  180516/786432  (23.0%)
nodes  4393/65536  140576/2097152  ( 6.7%)
texinfos  2136/12288  153792/884736  (17.4%)
texdata  99/2048  3168/65536  ( 4.8%)
dispinfos  195/0  34320/0  ( 0.0%)
disp_verts  36595/0  731900/0  ( 0.0%)
disp_tris  63360/0  126720/0  ( 0.0%)
disp_lmsamples  91096/0  91096/0  ( 0.0%)
faces  10202/65536  571312/3670016  (15.6%)
hdr faces  0/65536  0/3670016  ( 0.0%)
origfaces  7364/65536  412384/3670016  (11.2%)
leaves  4503/65536  144096/2097152  ( 6.9%)
leaffaces  11522/65536  23044/131072  (17.6%)
leafbrushes  2730/65536  5460/131072  ( 4.2%)
areas  3/256  24/2048  ( 1.2%)
surfedges  77890/512000  311560/2048000  (15.2%)
edges  43197/256000  172788/1024000  (16.9%)
LDR worldlights  288/8192  25344/720896  ( 3.5%)
HDR worldlights  0/8192  0/720896  ( 0.0%)
leafwaterdata  3/32768  36/393216  ( 0.0%)
waterstrips  892/32768  8920/327680  ( 2.7%)
waterverts  0/65536  0/786432  ( 0.0%)
waterindices  14151/65536  28302/131072  (21.6%)
cubemapsamples  0/1024  0/16384  ( 0.0%)
overlays  91/512  32032/180224  (17.8%)
LDR lightdata  [variable]  6083108/0  ( 0.0%)
HDR lightdata  [variable]  0/0  ( 0.0%)
visdata  [variable]  102101/16777216 ( 0.6%)
entdata  [variable]  330397/393216  (84.0%) VERY FULL!
LDR ambient table  4503/65536  18012/262144  ( 6.9%)
HDR ambient table  4503/65536  18012/262144  ( 6.9%)
LDR leaf ambient  13587/65536  380436/1835008  (20.7%)
HDR leaf ambient  4503/65536  126084/1835008  ( 6.9%)
occluders  0/0  0/0  ( 0.0%)
occluder polygons  0/0  0/0  ( 0.0%)
occluder vert ind  0/0  0/0  ( 0.0%)
detail props  [variable]  1/12  ( 8.3%)
static props  [variable]  1/27990  ( 0.0%)
pakfile  [variable]  1811/0  ( 0.0%)
physics  [variable]  7780462/4194304  (185.5%) VERY FULL!
physics terrain  [variable]  0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 27169
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_greenhill.bsp
1 minute, 23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_greenhill.bsp" "E:\Program files\steamapps\common\Team Fortress 2\tf\maps\koth_greenhill.bsp"


** Executing...
** Command: "E:\Program files\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "E:\Program files\steamapps\common\Team Fortress 2\tf"  +map "koth_greenhill" -steam

I'm aware of "WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU." which I pressume I was running out of space on my (C:) drive, so I resintalled Team Fortress 2 on my (E:) drive which I installed last year and got LOADS of leg room and moved over the custom content. However the same broken map is what I get after compiling and the same problem persist.

Can I repair this damage?
 

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You should generally avoid using power 4 displacements, for the reason listed by the error. Power 4 displacements can sometimes even cause crashes if physics objects (eg grenades) hit the displacement. Use smaller displacements with smaller powers that are sewn together if you need displacements covering a large area.

Alternatively, does it look like VVIS crapping the bed? I've fixed this problem by redoing brushwork in the area. Copying the map into a fresh VMF file also sometimes fixes random problems.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
If the problem is caused by the caves in particular... why now? I had no problems with it beforehand.

I triedf, as you said making a new map and copy-pasting it over. I figured with the map now saved obn the E: drive, it'll know where to load up and render.

But the same problem persist... in fact it's worse now than it was before.
 

Attachments

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Hm. What does that spot look like in Hammer?