Snowy PASS Time map with a train.
72hr PASS Time Map
Snowy & Cozy
pass_snowylake - Snowy PASS Time map with a train.
The very first version had some broken entities for the RED team, making the gameplay unfair. I already know what's wrong with the map, but I would like to see another test with these minor changes.
Changes for A2:
Added a version number to this map file. Hope you're happy!
Added clipping for the location of some trees.
Added blockbullet brushes for some wired brushes.
Added some wired brushes on the walls next to the attack spawns, so classes like Scout, Soldier and Demo don't jump them over.
Added frames for the windows so it's easier to tell that you're looking at the actual windows.
Added trigger_push entities on trees and on the bonus goals.
Added two fences next to the bonus goal and the small lake.
Sealed one giant crate completely while also removing one small health kit in it.
Reduced the size of the jump-pads next to the attacking spawns.
Reduced the time for spawning.
Hopefully that won't be an issue anymore.
Fixed RED Resuply lockers and doors working only for BLUs.
Fixed an invisible glass in certain areas.
Fixed the train not killing the player sometimes.
Fixed the train not showing the lights.
Fixed the train getting stuck by the JACK.
Fixed the train getting stuck by the player.
Fixed the time for when the train gates open and close.
Fixed some lights facing the opposite way on the RED side.
Removed collisions from lanterns in the caves, so they don't stop you while running and jumping as Scout.
And maybe more.
The map still doesn't display goals on the HUD. If someone knows the solution, please message me straight away.
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Good to see Pass Time getting more maps made.
The experience with dealing broken HUD so far.
So like I have said before, the map has the HUD. It kinda works, but it refuses to display goals. Currently my map has 2 normal goals, 1 walk-in goal and 1 bonus goal on each side.
Not long ago, I've tried to remove one normal goal on each side, and apparently that forced the HUD to show the remaining goals. I feel like I've missed something. However, when I copied & pasted special a normal goal in the prefab (which has 1 normal goal, 1 walk-in goal and 1 bonus goal) on each side, the HUD doesn't erase all of the goals at all. It's hella confusing in this case. Not only that, but the BLU pasted special goal didn't appear on the HUD at all. Only RED pasted special goal appeared. That's just feels so wrong on so many levels.
This whole situation is just making me feel quite depressed due to having little or no proper documentation about the goals and the HUD in PASS Time. All I have is this outdated page about the entities of this gamemode. I seriously don't wanna work with only one normal goal (on each side) in my map.
It's kind of funny, but sometimes sad. Some people love my map, some people hate it. I might I understand their love, but I might find it hard to understand their hate. I gotta say this, it's really stupid to hate the map based on the game mode. The map is new. It's still in the testing phase and some players just refuse to play just because it's PASS Time. It's really stupid to behave like that without giving the map a chance.
Despite that hate which didn't make any sense whatsoever, the majority of folks who actually play-tested it properly and truly loved it, have said in the public that the map is completely different while comparing to other existing official PASS Time maps; It brings a new unique gameplay to the mode and is more fun to play in general. I was actually quite happy to hear someone actually saying, "I love this map", with an uplifting voice. It gave me hope to continue the development of this map.
However, some folks have said that the map feels quite tight. That kind of made me a little bit worried.
By looking at the existing PASS Time maps, I understood that some official maps are wide as hell - using big dangerous sightlines which give big opportunities to snipers. So I thought to myself: "You know what? Let's just accept this wideness in this gamemode." The back area on each side of my map is pretty wide already, so I might not even bother listening to someone saying that these areas are wide.
So because of tightness and understanding that PASS Time maps are wide in general, I decided to build balconies on the roofs for each team with a hope that people wouldn't mention the tightness again. Although, I still think they will say it; I hope that the players will actually think with their heads on what to do while playing the map instead.
What also concerns me are the bonus goals. They were meant for slamming the JACK just like you would slam a basketball into the basket. If you stand on the crates or even on the lake, you can try to score the bonus goal. However, if a player would actually be standing there and begin trying to score a goal there, I would actually start questioning the team balance between two teams. To prevent that from happening, I decided to add trigger_push entities surrounding the hole in hopes that players won't abuse the bonus goal this much. Will it work? I don't know.
Now the biggest part. Trees. Specifically pines. You see, the trees like pines aren't really used anywhere in the good maps. They are mostly placed in the areas where players can't run around. Players in the A2 version players have complained about them mostly in the mid part of the map. They are gone now in the A3 version. Although they're a lot of them in the back areas. I decided to ask a friend about the trees. To be very honest with you, he doesn't really play TF2 that much and has little experience in the game. However, when he was running around, play-testing my map by himself in the map, he was just all like: "You know what? If someone hates those trees, it's their problem. They are really good for cover." I am not sure how normal TF2 players would feel about this and should I actually take these trees seriously, but if I am gonna do remove them, what am I gonna replaced them with? These trees block the sightlines in certain places which is really good from a distance. Although if someone gets close to them, they can't see anything. If someone remade these existing pine models, so the leaves are a bit higher and they don't get in anyone's sight while walking on the ground, that would be a perfect experiment. But still, I don't know if I should actually bother myself with those pines. Maybe as of now, they are completely fine, so there's no need to touch them. I dunno really. Go test the map. And please, be being respectful to it.
Changes for A3:
Reworked Mid completely.
The area has been widened on each side.
Added balconies on each side of the team.
Added a new room on each side.
Added new props and some small health kits.
Added "No Build" brush under the ball spawner.
Replaced a big health pack with a medium health pack in the mid.
Reduced the size of the high ground to 256.
Reduced the size of the lake.
Reduced the size of the jump-pads.
Removed some trees.
Added more clipping for smoothing and blocking.
Replaced "No Entry" signs in the BLU side with BLU colored spawn signs.
Adjusted the size of certain jump-pads and the ways where they launch players.
Adjusted "trigger_push" entities on the bonus goals.
Fixed some issues related to goals.
Fixed some lights facing the wrong direction in the RED side.
Fixed certain props facing the wrong direction in the RED side.
Fixed HUD not showing the goals.
Removed one goal on each side due to gamemode's limits.
And maybe more.
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Screenshots have been updated on this thread as well.
It's been quite awhile since I have updated this map. When I tested the A3 version, I found out that this version had mostly some problems with spawn-camping and with the bonus goals. So I thought that the A4 version will solve those issues and will, later on, move my map to the BETA stage.
However, I was heavily wrong. Once the engineers started turtling in the A3, I literally got disappointed with the gameplay. As we all know, almost in every single TF2 map, a swarm of engineers can ruin your fun within a couple of seconds. That's what exactly happened in the A3.
So in this new version, the map itself will combat engineers and will reduce their desire to do something awfully stupid. In shorter words, this version includes major changes to the defense/back zones for each team respectively. They've been completely reworked and they will include more fun for the mercs to score the goals. At least I hope so.
But don't worry. Engineers aren't unplayable in this version. They still are. This version just reduces their dominance, so it's more fun for other classes to enjoy this map.
But most importantly, the tress had a diet. So as of now, you can stop complaining that they are covering your entire screen.
Changes for A4:
Reworked Defense/Back zones completely:
Each defense spawn room has been reworked and one of them have been moved to the very back of the map.
Each defense spawn room will now active whenever a player is located on its side.
Changed the bonus goal to look like a smaller version of the normal goal
Changed the position of the bonus goal to be now slapped on the back side of the roof.
Changed a small frozen pond to a death pit.
Changed a normal goal's position to be now stuck on the newly added hills.
Replaced one container with a giant rock.
Added even more containers.
Added three lights on the side of the roof for the walk-in goal.
Added a new ventilation zone filled with dihydrogen monoxide for the enemies to flank the other team.
Minor changes to the Mid:
Added a trigger_hurt entity under the control point in order to prevent players from being stuck inside of it (that's due to the train).
Added two STOP signs for each jump pad in order to tell players to stop jumping on them while standing on the control point.
Added a sign for the players to understand that there's another way that leads to the sniper spot.
Added some snow on the containers.
Added some new giant hills.
Changed the proportions of the brushes in one small room under a giant balcony/sniper spot.
Changed a direction in which doors move in the offense spawn from TOP to BOTTOM.
Changed the colors for the floor in the offense spawn.
Added some bushes for the pine trees mostly.
Added some other small props.
Added even more clipping.
Added some lights to brighten up certain areas a little more.
Added areaportals to improve optimization.
Added a better fog with Z clipping to improve the optimization.
Replaced the giant pine trees with the smaller versions of the pine trees.
Changed the mirrored rock props to proper models on the RED side.
Fixed some other anomalies that have been missed in A3. At least I hope so!
Add clipping in two known spots to prevent players from being stuck forever.
Extend a ventilation zone, so players can know where to go once they drop into the dihydrogen monoxide. For now, a sign has been slapped to indicate where the players should face once they drop down there.
Reduce the amount of the pine trees on the giant hills which are located in the mid.
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Based on the previous version A4, a lot of players who actually gave a try at playing my map had positive feedback towards the layout of the map. Except for lighting.
Although after a couple of tests, I saw two areas that absolutely required the rework. As small they might have looked, I felt very concerned about the new changes and what could they bring to the gameplay. Well, mostly one area in particular.
The first area that I felt concerned about was the ventilation systems filled with dihydrogen monoxide. I already questioned myself about it when I was developing it during the version A4. When a player drops down in it, s/he already realizes that s/he's taking damage and starts panicking while still staring at the wall having no idea where to swim - left or right.
The reason why I was concerned about expanding the area was that the ventilation system itself was created in a really narrow location, making me think that I'll have to move some other buildings which would lead to the change in the gameplay as well. Luckily, I had enough space to expand the ventilation system to the point the player would no longer be facing a wall when s/he dives into the chemical water. I've also added some arrows in the vents if the player still feels confused about the directions.
Now the second area is the area that concerns me the most. And that the area is the small house standing next to the jump pad when coming up the hill. Apparently, it was a lot easier for a player to score a bonus goal rather than a non-bonus goal. So changes had to be implemented pretty quickly. What I did, in the end, was place a door which couldn't be accessible by enemies from inside but rather from the outside, and place an alternative route which would make you walk longer to reach the jump pad itself.
The reason why I am concerned about it is due to activities of the engineers - I don't want them to start turtling around this building either it be outside or inside regardless if it's by the enemies or your teammates. So let's see what the next playtests will tell me about this new small route.
Changes for A5:
Ventilation system changes:
Expanded the area quite a bit, so the player no longer stares at the wall when dived in the dihydrogen monoxide.
Added arrows to signal the player where to swim.
Added a new route for the building next to the jump pad:
Added a door next to the jump pad which can be opened only from the outside area.
Replaced a small ammo pack with another small health pack.
Added more clipping.
Added more areaportals.
Added inaccessible outside area filled with snowy mountains, rocks, trees, and oil pumps, so it doesn't look like the map is inside of the box.
Changes for the train:
Added icicles to the train.
Fixed the case when point_spotlights wouldn't render. The change might make them look buggy.
Added a proper tonemap to improve the lighting.
Added and fixed more lights while increasing the brightness to brighten up some dark areas.
Reworked some displacements:
The cave area next to the train tracks should look more smooth now.
Snow on some containers.
Fixed some cases when some displacements would become fully dark. Some small bits can still be seen though.
Moved construction barricades closer to the rock, so the player no longer runs around them. Jump over them you lazy shit.
Added trigger_push entity in the area of the walkable goal. If the player decides to throw the jack into the goal rather than walk into it, the jack would fly away.
Added steam particles when:
Throwing a jack into the walkable goal.
Getting pushed by the ventilator in the vents.
Added a new small room in the offense spawns to improve the optimization and add more space in general.
Added some small details to hide the snow from the crates next to the train tracks.
Added an electrical box with a looping sound.
Added two metal barrels in each shop.
Added two wooden barrels on the center bridge.
Added an overlay warning about the slippery ice under giant balconies.
Added a small beam that would allow a player to get the offense spawn in a different way.
Added a sign next to the jump-pad in the giant room.
Added custom soundscapes.
Reduced the size of the fog and z-clipping. That might hurt optimization.
Moved spectators cameras a bit.
Moved some point_spotlights closer to the lamps to avoid some weird anomalies. (I forgot about some. Whoops!)
Removed some trees. 3kliksphilip didn't like them. He didn't actually play it lol.
Added more clipping.
Added more optimization related brushes.
I am very concerned about optimization in this version. Please let me know if your FPS is low. And most importantly - where.
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