Soulmill

KotH Soulmill rc4

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Erk

erk
aa
Aug 6, 2016
452
1,113
Erk submitted a new resource:

BoneMill - BoneMill- Sawmill for Scream Fortress!

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Halloween version sawmill called "Bonemill" submitted to tf2maps.net for testing! Features- Toxic Skeletons, Ghost blades!, an Underworld, and pro-environmental conservational values!

hopefully...

Read more about this resource...
 

Erk

erk
aa
Aug 6, 2016
452
1,113
Erk updated BoneMill with a new update entry:

fixes, fine-tuning, more spookiness!

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  • Skeletons now spawn every time the point is capped.
  • Adjusted brightness & transparency of saws- should now be more noticable.
  • Changed Overworlds Ghost Saws to set players to a "Scared" state similar to harvest event ghosts
  • Added Portal to underworld at mid point to encourage capping
  • Adjusted lighting around various areas
  • Added toxic damage to barrel...

Read the rest of this update entry...
 

Erk

erk
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Aug 6, 2016
452
1,113

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
932
640
Hey, just wanted to say I really appreciate the minimalist approach to how you detailed Soulmill. A lot of people were saying how "Oh it's just sawmill" but if they wanted that they could just go to Saw Manor, linked here earlier in the thread by me. It was a really fun time during the gameday; Hell was also super cool lol, very thankful for that full health kit center. Keep up the good work, Erk :)
 

Erk

erk
aa
Aug 6, 2016
452
1,113
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  • Near the side entrance to the point, there's a skeleton that's been impaled by a chainsaw- which is a reference to Evil Dead II.
  • Outside of Blu spawn there's a hockey mask with an axe through it- which is another movie reference to Friday The 13th Part 3.
  • Towards Red side, near the point there's a saw-trap located behind a wall. This is a reference to the game Until Dawn, where a similar trap is encountered, and a reference to the Saw movies.
  • Towards Blu side, near the entrance to the Log Shed is a small arm severed by a mouse-trap.
  • In the underworld- a variety of overworld areas are shown, being twisted, and corrupted by the haunted Hellscape. The Log Shed as well as the building on Red side that leads up to the roof is present.
  • The large portal in the underworld behind the main entrance functions as another way to escape, and offers additional damage resistances upon exit. The exits spawn players at the base of the waterfall instead of at spawns.

hey whats up this post is for the tf2 wiki, hopefully this helps with like sources and stuff.
 

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
932
640
Howdy. I had some ideas for detailing last night so I'mma go over em here.
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Inside of the red circles, I think you could afford to place some eerie candles there. This building is quite dark as it stands right now and I think having some artificial, yet still spooky light with them here would bring a lot of alleviation to that. Additionally, I really think that you could bring this building to a bit more life by having an interior up in that attic space; If you'll notice, I drew a window to replace the sign, as well as an attic hatch on the top with the slanted roof; I think you could make a really, really cool easter egg there and have the upper floor be enterable to some degree. Inside, I think you could try taking some inspiration from the "Pidgeon Coop" scene from Detroit Become Human, it was a really tense moment in-game and I think that atmosphere would be really fitting in a TF2 halloween map.

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Here, I really think you could have a bit of a glow from behind this vent and have it emit some green gas that can be found in the OoB of the spawnrooms. It'd be a really nice touch imo.

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"Wth happened here?" I feel like you could have a ghost house model periodically fading in and out to justify this weird, geometry issue. It looks so strange now that I've seen it. Is it in normal Sawmill...?

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I think there's a lot that could be done to this building to make it more interesting, while still maintaining its shape. The first couple things, which I know I told you about in discord, is breaking out a bit of the building with the shattered window up top and having a bit of the boards missing where that second gray outline is. I really do think you could break those boards, have a bit of chicken wire behind it, and show the interior of the building having some toxic waste inside. I think you could also creak that door open there and have some spooky, green lighting coming out of it, like there's something going on inside.

Another couple of additions that I thought of is that you could have a big ol' "BEWARE" right on the side of that building, maybe with emitting particles and some running waste coming from the letters? I think that'd be really cool, and it's just silly enough for it to be TF2 still. Also, the blood slash on the RED sign is just simply a must.

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I think here, with all the waste in the water, you could honestly get away with recolouring the water to something similar to Yokohama's last. It'd look REALLY cool and I feel like it'd make the areas a lot more visually distinct from the rest of the map in a good and interesting way. If that's too bright tho, maybe the green water from the Water & Liquids Pack?
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I think a fun little easter egg would be to have a spy hiding behind these planks of wood, holding a kitchen knife. It'd just be cool, y'know.

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I think there is a lot of unknown potential is the backside of the waterfall, I'm just not really sure to go with it at the moment. It definitely gives off a weirdly liminal space vibe, and I think you could try exploiting that in some way. Maybe what you could do is have the underside of the waterfall enter into a big, open chasm with a strong, green glow coming from it; It's inspired by "Earthmover" from Batman Beyond, where it's just like a massive pit of toxic chemicals being illegally dumped into the earth. I think it'd make for an amazing view!

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So, hear me out for a moment. Currently, I think this is a very uninteresting part of the map, both inside and out. So, what I think you could do is make it so that, perhaps, some sort of alien saucer cut out a hole in the roof and flew away with it. I KNOW I KNOW IT SOUND CRAZY, but you could even justify it by smoldering wood where the aliens cut through the roof of the sawmill and made their escape. I think it would provide a very new-feeling main area of play, while still maintaining the gameplay since you could just have a playerclip brush with however deep you want the hole to be here. (That's what she said)

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I just think it'd be cool if you busted this window out tbh.

I think I'm gonna stop here for now; I had a couple of other ideas while running around, but these are definitely the main things I'd like to see happen with this map.