Trade_Minecraft_Realms_V2

A Map for Team Fortress 2

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Version 2 6y
  • - The Aether,
  • - Nightclub (With music!),
  • - Ambience,
  • - Revamp of existing landmarks,
  • - Improved textures,
  • - More Herobrine,
  • - Wrestling Arena,
  • - Smarter health/ammo placement,
  • - Polished look,
  • - Various bug fixes,
  • - And much more!
(Sorry, we couldn't fix the laggy teleports, thank the Source engine for that!) Version 2 is finally up! Thanks for the new ideas everybody! We planned to stray trade_minecraft_realms away from a realistic minecraft map and into more of a trade/deathmatch map! Enjoy the update!

A freeroam/open-world concept minecraft map for TF2. Consists of Overworld, Nether, End and Aether

**FINAL VERSION IS UP! [http://tf2.gamebanana.com/maps/179038](http://tf2.gamebanana.com/maps/179038 "")** ========================================================== What's new in the map; - The Aether, - Nightclub (With music!), - Ambience, - Revamp of existing landmarks, - Improved textures, - More Herobrine, - Wrestling Arena, - Smarter health/ammo placement, - Polished look, - Various bug fixes, - And much more! (Sorry, we couldn't fix the laggy teleports, thank the Source engine for that!) _____________________________________________________________________________ ### -Map Overview- This is a open-styled Minecraft map consisting of four seperate biomes. The map also contains a Nether, End, and an Aether. Each team begins in it's own spawn room with four different portals leading to the four different biomes. The portals are randomized to make spawn camping virtually impossible. ### -Feature Summary- - Large open "main" area, which contains four different Minecraft "biomes". Being a trade map, the large area is perfect for deathmatch styled play. - Plenty of places to go and explore, along with many secrets; can you find 'em all? - Everything in this map was hand made, including some textures, for a fun and unique experience. **- Keep on crafting!**

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  • Chaofanatic avatar
    Chaofanatic username pic Joined 9y ago
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    6y
    Would it be possible to get HDR support for this? Pretty please?
    Something clever goes here
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    6y
    > **Posted by portalwreck** > Anybody got a VMT command to make things look better on "Low" texture option; I got word that the "Loading Chunks" texture is blurry on low-def. > > Otherwise I could upload the map if I wanted to tomorrow (Unless something occurs in the final playtest). > > Edit: Was messing with the VTFEdit flags and found that "No Level of Detail" does exactly what I wanted! Great! You can also tick the flags : Clamp S and Clamp T (I think)
    You're...pretty good...
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  • Phytorotama! avatar
    Phytorotama! Joined 6y ago
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    Anybody got a VMT command to make things look better on "Low" texture option; I got word that the "Loading Chunks" texture is blurry on low-def. Otherwise I could upload the map if I wanted to tomorrow (Unless something occurs in the final playtest). Edit: Was messing with the VTFEdit flags and found that "No Level of Detail" does exactly what I wanted! Great!
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    Mantra
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    6y
    > **Posted by portalwreck** > > **Posted by -ChAoS-** > > > > **Posted by portalwreck** > > > > > > **Posted by -ChAoS-** > > > > > > > > **Posted by portalwreck** > > > > > > > > > > **Posted by -ChAoS-** > > > > > > > > > > > > Oh I know, only map details are func_detail; otherwise they are func_brushes or world brushes. Still, Tjunctions are caused when a func_detail hits a world brush! Way to go VALVe, thanks for trying to make optimization even easier/sarcasm. > > > > > > > > > > > > > > I missed a lot of things in the first version that are now in the second. That would include ambience; how the hell I forgot about that is even surprising me. On another note, V2 is literally done, we are just playtesting now before a final compile (The final/full compile takes 15 minutes (Huzzah!) even on my half-crap processor) > > > > > > > > > > > > > > ***I will release a list of what is to come in V2, no spoilers for now! > > > > > > > > > > > > I never got that error and Im sure that there are some details on world brushes. I have no idea though. Also how can you compile with full vis and rad in 15 mins ??. My anthlon x3 455 proccessor surely isnt better than your "Half crap". I never successfully completed vis, I always, run vis on fast. The level come out really neatly optimized (2,xx% xD) If i had to let vis compile on full it would probably take me a day to complete it. Vis is so cruel > > > > > > > > > > My full VIS runs in 9 minutes! I told ya guys before, I made sure the map was optimized to it's fullest! And my Intel Celeron 440 is quite ghetto. I have an awesome graphics card though! :p > > > > > > > > Found another bug (chat is becoming really large lul) -507 -1856 82 there is a flipped texture if you didnt already fix it. In the future if i find any problems i will report okay ? :3 > > > > > > Yeah, ofcourse! Would love any last minute bugs! And I believe I fixed all the textures including the very discrete ones in sand biome and nether cave. > > > > > > Othernews; V2 of map will be uploaded next week (Subject to extension in case of pakrating problems) > > > > Awesome :3. Oh and why do you use pakrat ? I used it from the start since it seemd so auto. Then after the steam pipe updated it wouldn´t work AT ALL D:. Now i use BSPZIP gui. Its really simple : You just create a folder somewhere, and put ALL of the used materials/sounds what ever in that folder and select it when It asks you which folder to pack to the bsp. Its also faster > > Pakrat works for me with some edits but for some reason, it hates soundscape scripts... can't get them to work. I might try your idea if it involves getting the damn music into the game and the map out faster.... EVERYTHING IS DONE (Pictures, map, textures,) BUT THE DAMN SOUNDSCAPE SCRIPT! When testing it on a server, nobody can hear the soundscapes but it works on solo-servers. Weird, eh? I read that it could be a sound.cache or manifest but I have no idea; anybody out there who can help? I have no idea what soundscapes are.Never worked with them :c. So I cant help you with this. If Its PakRat causing the problem, try using bspzip gui. It might work but Im not sure what is causing those errors. Oh and Try asking TopHatWaffle. He might help you, he is very experienced with source mapping.
    You're...pretty good...
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    6y
    > **Posted by portalwreck** > > **Posted by -ChAoS-** > > > > **Posted by portalwreck** > > > > > > **Posted by -ChAoS-** > > > > > > > > Oh I know, only map details are func_detail; otherwise they are func_brushes or world brushes. Still, Tjunctions are caused when a func_detail hits a world brush! Way to go VALVe, thanks for trying to make optimization even easier/sarcasm. > > > > > > > > > > I missed a lot of things in the first version that are now in the second. That would include ambience; how the hell I forgot about that is even surprising me. On another note, V2 is literally done, we are just playtesting now before a final compile (The final/full compile takes 15 minutes (Huzzah!) even on my half-crap processor) > > > > > > > > > > ***I will release a list of what is to come in V2, no spoilers for now! > > > > > > > > I never got that error and Im sure that there are some details on world brushes. I have no idea though. Also how can you compile with full vis and rad in 15 mins ??. My anthlon x3 455 proccessor surely isnt better than your "Half crap". I never successfully completed vis, I always, run vis on fast. The level come out really neatly optimized (2,xx% xD) If i had to let vis compile on full it would probably take me a day to complete it. Vis is so cruel > > > > > > My full VIS runs in 9 minutes! I told ya guys before, I made sure the map was optimized to it's fullest! And my Intel Celeron 440 is quite ghetto. I have an awesome graphics card though! :p > > > > Found another bug (chat is becoming really large lul) -507 -1856 82 there is a flipped texture if you didnt already fix it. In the future if i find any problems i will report okay ? :3 > > Yeah, ofcourse! Would love any last minute bugs! And I believe I fixed all the textures including the very discrete ones in sand biome and nether cave. > > Othernews; V2 of map will be uploaded next week (Subject to extension in case of pakrating problems) Awesome :3. Oh and why do you use pakrat ? I used it from the start since it seemd so auto. Then after the steam pipe updated it wouldn´t work AT ALL D:. Now i use BSPZIP gui. Its really simple : You just create a folder somewhere, and put ALL of the used materials/sounds what ever in that folder and select it when It asks you which folder to pack to the bsp. Its also faster
    You're...pretty good...
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    > **Posted by -ChAoS-** > > **Posted by portalwreck** > > > > **Posted by -ChAoS-** > > > > > > Oh I know, only map details are func_detail; otherwise they are func_brushes or world brushes. Still, Tjunctions are caused when a func_detail hits a world brush! Way to go VALVe, thanks for trying to make optimization even easier/sarcasm. > > > > > > > > I missed a lot of things in the first version that are now in the second. That would include ambience; how the hell I forgot about that is even surprising me. On another note, V2 is literally done, we are just playtesting now before a final compile (The final/full compile takes 15 minutes (Huzzah!) even on my half-crap processor) > > > > > > > > ***I will release a list of what is to come in V2, no spoilers for now! > > > > > > I never got that error and Im sure that there are some details on world brushes. I have no idea though. Also how can you compile with full vis and rad in 15 mins ??. My anthlon x3 455 proccessor surely isnt better than your "Half crap". I never successfully completed vis, I always, run vis on fast. The level come out really neatly optimized (2,xx% xD) If i had to let vis compile on full it would probably take me a day to complete it. Vis is so cruel > > > > My full VIS runs in 9 minutes! I told ya guys before, I made sure the map was optimized to it's fullest! And my Intel Celeron 440 is quite ghetto. I have an awesome graphics card though! :p > > Found another bug (chat is becoming really large lul) -507 -1856 82 there is a flipped texture if you didnt already fix it. In the future if i find any problems i will report okay ? :3 Yeah, ofcourse! Would love any last minute bugs! And I believe I fixed all the textures including the very discrete ones in sand biome and nether cave. Othernews; V2 of map will be uploaded next week (Subject to extension in case of pakrating problems)
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    Mantra
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    6y
    > **Posted by portalwreck** > > **Posted by -ChAoS-** > > > > Oh I know, only map details are func_detail; otherwise they are func_brushes or world brushes. Still, Tjunctions are caused when a func_detail hits a world brush! Way to go VALVe, thanks for trying to make optimization even easier/sarcasm. > > > > > > I missed a lot of things in the first version that are now in the second. That would include ambience; how the hell I forgot about that is even surprising me. On another note, V2 is literally done, we are just playtesting now before a final compile (The final/full compile takes 15 minutes (Huzzah!) even on my half-crap processor) > > > > > > ***I will release a list of what is to come in V2, no spoilers for now! > > > > I never got that error and Im sure that there are some details on world brushes. I have no idea though. Also how can you compile with full vis and rad in 15 mins ??. My anthlon x3 455 proccessor surely isnt better than your "Half crap". I never successfully completed vis, I always, run vis on fast. The level come out really neatly optimized (2,xx% xD) If i had to let vis compile on full it would probably take me a day to complete it. Vis is so cruel > > My full VIS runs in 9 minutes! I told ya guys before, I made sure the map was optimized to it's fullest! And my Intel Celeron 440 is quite ghetto. I have an awesome graphics card though! :p Found another bug (chat is becoming really large lul) -507 -1856 82 there is a flipped texture if you didnt already fix it. In the future if i find any problems i will report okay ? :3
    You're...pretty good...
    URL to post:
  • Dracula Mafioso avatar
    Dracula Mafioso Joined 9y ago
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    6y
    > Oh I know, only map details are func_detail; otherwise they are func_brushes or world brushes. Still, Tjunctions are caused when a func_detail hits a world brush! Way to go VALVe, thanks for trying to make optimization even easier/sarcasm. > > I missed a lot of things in the first version that are now in the second. That would include ambience; how the hell I forgot about that is even surprising me. On another note, V2 is literally done, we are just playtesting now before a final compile (The final/full compile takes 15 minutes (Huzzah!) even on my half-crap processor) > > ***I will release a list of what is to come in V2, no spoilers for now! I never got that error and Im sure that there are some details on world brushes. I have no idea though. Also how can you compile with full vis and rad in 15 mins ??. My anthlon x3 455 proccessor surely isnt better than your "Half crap". I never successfully completed vis, I always, run vis on fast. The level come out really neatly optimized (2,xx% xD) If i had to let vis compile on full it would probably take me a day to complete it. Vis is so cruel
    You're...pretty good...
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    Phytorotama! Joined 6y ago
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    > **Posted by -ChAoS-** > Thats simpler than i thought xD. And I heard (think) That TopHatWaffle sayd that you shouldnt use func_deatil on larger walls. That it should only be used on objects that cant block your vision or something. Again im not entirely sure. Oh I know, only map details are func_detail; otherwise they are func_brushes or world brushes. Still, Tjunctions are caused when a func_detail hits a world brush! Way to go VALVe, thanks for trying to make optimization even easier/sarcasm. I missed a lot of things in the first version that are now in the second. That would include ambience; how the hell I forgot about that is even surprising me. On another note, V2 is literally done, we are just playtesting now before a final compile (The final/full compile takes 15 minutes (Huzzah!) even on my half-crap processor) ***I will release a list of what is to come in V2, no spoilers for now!
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    Mantra
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    > **Posted by -ChAoS-** > I don't want to insult you or anything, but the Architecture picture is a lie :3, Its all just blocks. Any mapper can do that. Still awesome map. I hope you optimized it :3 Yes, it was optimized as it is a big map. At the moment, we are fixing bugs that we missed on our first release as well as building the real Aether (We wonder if we should keep the Skyblock reference in the map). We have compiled a small list of bugs as of now; -Sideways texture in Snow -Laggy teleporting on constant use -Build in spawns -Lighting touchups -Nether portal bug *We hope that V2 is bug-free as well as being twice as fun.
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    Mantra
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Key Authors
Trollgineer
Map Editor, Map Designer
Mr. Ofdensen
Map Editor, Material Designer

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Source Hammer Editor

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WE DO NOT OWN THE RIGHTS TO MINECRAFT!

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Version
2.0

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