Trade_Minecraft_Realms_Final

A Map for Team Fortress 2

The Long Awaited Version Of The Realms Map

HELLO BANANANITES~ FIRST NOTICE: I'm getting tired of complaints, sure, they're helpful if I was still working on the map. I've made it clear that I wish to stop working on the map so... -The VMF (Valve Map File, editable) of the map Trade_Minecraft_Realms_Final is now included in the download along with the custom textures! Improve it, learn from it, add more, I dunno, not my problem any more. Only thing I ask is please, I don't care what you do with the map along as you don't claim ALL the work for yourself, it's not fair. That being said... ------ SECOND NOTICE: THE LOGO IS THERE TO PROHIBIT PEOPLE FROM PLAGIARIZING MY MAP (Happened before multiple times!). If you, a server owner, wants to get rid of it; -Create a transparent 2048x2048 VTF with a corresponding VMT (With UnlitGeneric shader and $translucent command). -Name the VTF (and edit the VMT) to hud1.vtf. -This will override the ingame HUD and make both us and the server owners happy. EDIT: There are other ways now that the VMF is provided. ------ NOHDR VERSION; [http://tf2.gamebanana.com/maps/179071](http://tf2.gamebanana.com/maps/179071 "") ------ Well, you asked for it and it's delivered! The (Official) final version of the Minecraft-Realms! We spent months off and on since the release of my minecraft-realms-V2. Anyways, play testers have been used (Besides us two) to make sure this map is running at it's best and that there are no unneeded bugs present (Check the log in download for newly founded bugs and suggestions by the players, good for people who wish to improve the map). Also, credit is now on the HUD because apparently, people aren't respectful to the makers of the map and simply delete all sources of credit. That's not nice, seriously (-_-;) THIS MAP WAS NOT PORTED FROM MINECRAFT! Made in Source Hammer world editor. It can be found in most Source engine game's bin folder. ------ Well, since it's the final version, here is a list of updates; ->OPTIMIZATION! Yes, this map now runs on toasters better than ever! On my crapwagon, the overworld runs at 50 FPS! ->BUG FIXES! >ALL< the reported bugs from V2 have been dealt with! Every single one (We hope)! ->CLEANER LOOK! Textures have been improved and edited for the toasters out there. ->NEW AREAS! New spawns, secrets, and other fun stuff! It can't be a new version without new stuff! ->MUSIC AND EASTER EGGS! We had to! Also, the music was handpicked by both the players and us this time! ------ It's been fun (And stressful) but in the end, it's done. Thanks
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  • Phytorotama! avatar
    Phytorotama! Joined 6y ago
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    > **Posted by Planub** > > Yo, server stuff apparently doesn't override the bsp. Hope you don't mind, but I'm making a variant of the bsp with the hud removed, and your name in the bsp file. Strange, it worked for me. Anyways, it's fine! All you need to do really is just undo the pakrat process from the BSP (Pakrat has a feature that already extracts mats) and replace with a blank VTF as mentioned in the original description. Don't need to take apart the BSP :P
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    Planub Joined 8y ago
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    5y
    Yo, server stuff apparently doesn't override the bsp. Hope you don't mind, but I'm making a variant of the bsp with the hud removed, and your name in the bsp file.
    King of Derping around
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    > **Posted by El Taco** > Do you think maybe you could release a non-HDR version of the map? I can appreciate your reasoning behind having it in the main release but maybe provide an alternate version without it? Not a problem, I'm not sure if I should release on gamebanana though.... is there a way to post new things without it showing in the featured bar? .---. EDIT: Link to nohdr version in description
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    Mantra
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    5y
    Do you think maybe you could release a non-HDR version of the map? I can appreciate your reasoning behind having it in the main release but maybe provide an alternate version without it?
    BLOOD FOR THE BLOOD GOAT
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    SpaceKGreen Joined 5y ago
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    > **Posted by PortalWreck** > ->This map would be a bit difficult to set a .nav for as it has many different regions (realms*) that the computer would take into consideration. Navigation meshes can't even find teleports and the .nav would take WAY too long to generate.... especially on my Lubuntu+XP toaster. Though, there is a plugin that creates a .nav on server creation; not sure how effective that would be. > I was able to create a .nav file for a previous version of this map, although only snipers, spies, and the bosses used it. Map teleports had to be done manually, though; you make a new nav area that stretches out into the void/wall/whatever until part of it lines up with the destination, use nav_splice to connect the two, and set up the connections to one-way. Have to do it twice if it's a two way teleport, one for each direction. Had a lot of fun as a Scout playing avoid-the-Spy-horde, though. Map is awesome and fun to explore, although it's too bad that it's the final version; otherwise I'd suggest a few capture points here and there, not linked to a win condition. Then you'd be able to have bots other than Spies and Snipers actually doing something.

    9.6

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  • Phytorotama! avatar
    Phytorotama! Joined 6y ago
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    > **Posted by El Taco** > *snip* Thanks! :) ->This map would be a bit difficult to set a .nav for as it has many different regions (realms*) that the computer would take into consideration. Navigation meshes can't even find teleports and the .nav would take WAY too long to generate.... especially on my Lubuntu+XP toaster. Though, there is a plugin that creates a .nav on server creation; not sure how effective that would be. --->Your image shows how the sun's angle interacts with the enviroment B: (The sun is actually directed from the apparent sun on the skybox) ->About HDR, playtesters said the lighting was fine but I guess it's how you look at it. Two things: one, the sun is quite bright on the map as to give a daytime feel (Unlike dustbowl, where it feels like an afternoon). Secondly, the snow would be bright in a lit area (There are no artificial light entities in the natural overworld) and the only fix I could think of is tuning down the colour palette on the snow texture. Ofcourse, if I get enough problems reported (I shouldn't with the amount of testing), I will release a bug fix version (Along the lines of /_Final1) I think I explained that correctly, excuse my grammar.
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    Mantra
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    5y
    No nav file? Also with HDR the map's lighting is waaaay off balance now. Some areas are far far too bright, others way too dark. It looks nice in a lot of places, but a lot of other places are really negatively affected. http://i.imgur.com/cShA37x.jpg I'm standing on 3 stacks of blocks here, you can't even tell it's so bright. Other than that the map is great.
    BLOOD FOR THE BLOOD GOAT
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  • Phytorotama! avatar
    Phytorotama! Joined 6y ago
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    > **Posted by RLVGReveiws** > definitely one of my favorite trade maps and was much in need of a final version :) I was mostly pressured into doing it, but I'm happy with the result! I hope everybody else is too!
    • Agree x 1
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    definitely one of my favorite trade maps and was much in need of a final version

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Credits

Map Developers
Troll-X (Trollgineer)
Mapping, Texturing
Dav'Un Kolsune (Ofdensen)
Mapping, Materials
Original Game
Mojang
Minecraft (Textures, Theme)

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Phytorotama! avatar
Phytorotama! Joined 6y ago
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Phytorotama!
Creator
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Development Info

Notes
Programs used; -Minecraft -hammer.exe -VTFEdit -Pakrat -Photoshop

Game

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Details

Version
Unknown

Attributes

Miscellaneous
Development State
Final/Stable

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  • 7.3k DLs
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  • 9 Posts
  • 5ySubmitted
  • 4yModified

Scores

88 bScore
9.6 Rating

6 voters

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