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Goldenrod City B3 - A Mod for Team Fortress 2.

This is Goldenrod City from Pokemon Gold/Silver/Crystal in 3D for TF2! This map has everything the game had to fill your nostalgic needs! Go to the DJ room in the radio tower to play songs that range from remixes to 8-bit classics! Want to go in a building, just simply walk towards the door and you're in! This map is supported for the max amount of players that TF2 allows you to put and is meant for trading, or just hanging out. This is the 3rd and final version of the map, this version includes: -Functional Elevator In The Mart -Underground Warehouse -3 New Songs in DJ Room -More Gameboys -And some texture fixes. (This map is complete, but I may add new content if needed.) Thanks for checking this out. Feel free to use this map in your servers! If you have any questions or bug reports, ask me anytime, or just post it in the comments below!
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  • FLCL64 avatar
    FLCL64 Joined 10y ago
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    7y
    What is the custom file directory for the music?

    I thought it would be: tf/custom/folder/sound/mysounds

    but its not.

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    Mantra
    FooLy CooLy
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    Travis_Touchdown Joined 10y ago
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    8y
    Can you tell me where you got the textures from? I would like to make a pokemon mvm map.
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    Mantra
    Bananite
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  • Mr. Neutral avatar
    Mr. Neutral Joined 10y ago
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    10y
    **Pros:** - Great songs - Makes the user feel like they are playing on Game boy again! **Cons:** - change Prefix from Pkmn to trade - Enable a command to listen or stop listening to the songs! **Improvements:** - Add HDR (For SFM)
    Engineer
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    Matr!X7689 Joined 11y ago
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    10y
    ### nice map
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    Doneh Joined 15y ago
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    10y
    Oh my god, the memories :D
    Shaders Specialist
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    10y
    > **Posted by Enthers** > > Quote: "Even if the map isn't designed for competitive play (as it says on a sign in-game), people are still going to play competitively. You should have kept this in mind while designing the map." > > I hope you've read the whole review. oh crap sry, your text is very long ^^.
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    Enthers Joined 11y ago
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    > **Posted by AleXXT | Dr.mINI** > @ Enthers: > > i don't think the map creator has designed for Deathmatch or CaptureTheFlag mods, because he told us the map was designed to **trade** or only **hanging out**. Not fight vs other but it do sense, if he make a entity to take no damage since the map is nosense if he want only this map to **trading** & **hanging out**. Every second player will kill each other. Quote: "Even if the map isn't designed for competitive play (as it says on a sign in-game), people are still going to play competitively. You should have kept this in mind while designing the map." I hope you've read the whole review.
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    10y
    @ Enthers: i don't think the map creator has designed for Deathmatch or CaptureTheFlag mods, because he told us the map was designed to **trade** or only **hanging out**. Not fight vs other but it do sense, if he make a entity to take no damage since the map is nosense if he want only this map to **trading** & **hanging out**. Every second player will kill each other.
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  • Enthers avatar
    Enthers Joined 11y ago
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    10y
    **Pros:** - Accurate to the original Pokemon city. - The textures are crisp and clear, without any blurring or meshing. - There is clear effort put into this, with a lot of rooms replicated from the originals. - The "DJ room" is a really nice addition. While being simple to use and having a wide variety of songs, it actually clearly details how to use it right from the front. Even the volume of the songs is at a decent level. This is my favorite part of the map. - A lot of Easter Eggs scattered throughout means that the map doesn't become stale over long periods of play. **Cons:** - The layout is very confusing, and it is extremely easy to get lost not only in part of the unnecessarily vast outdoor area, but also because of the needlessly confusing indoor complexes. - The map doesn't feel like it belongs in first-person. Shapes and places that make perfect sense in a 2D universe look unrealistic in a 3D one. - Another issue about the layout is that it has some odd quirks. For example, I see circles of houses with nothing in the middle, where you can't even get into the middle. - It is impossible to rocket jump over some of the terrain, like invisible walls were placed on top of it for no reason. They're not even used to fix exploits; you could already walk from point A to point B using the main road, but you can't rocket jump over the trees _directly to the side_ of it. - The map doesn't look professionally done. Only basic polygons are used, the same textures are reused for whole buildings, and most of the props looks like the same squares, only with mild size differences. - In some cases, you've ripped official Pokemon artwork from the Internet and used them as painting in the game. Not only is this lazy and simple to do, but the incredibly detailed pieces of art conflict directly with the simple pixel textures in the foreground behind it. - The map feels static. There are only a few sliding doors, the props do not give any reaction when hit (with a few exceptions, where only a small sound byte is played), and it just feels like there was potential to do so much more with the map's decoration. - The placement of health and ammo packs feel random, as if they were only useful as decoration filler. - The spacing of the buildings is _extremely_ aggravating. You think you can squeeze in between the walls of two adjacent houses, but it turns out you can't because the mapmaker put them one inch too close together. This happens completely at random, with some buildings having enough space to put a sentry in, and other ones that you can only see a slit through. - The skybox of the map is depressing. It's very murky, doesn't give off the dramatic effect that it's supposed to, and feels out of place with a city as bright as Goldenrod. - The map is incredibly favored towards snipers. You can see the enemy spawn the instant you get out of your team's base, the map is incredibly vast and is hard to traverse, and the only way to deal with snipers is to run to the nearest building 50 feet away and hope that they don't see you. - The layout has some serious density issues. I see impossible to traverse forests places directly to the side of empty fields surrounded by fences, themselves surrounded by huge complexes of houses. Example here. **Improvements:** - I suggest changing the map name to something along the lines of dm\_goldenrod, instead of pkmn\_goldenrodcity_b3. My suggestion is more concise and also gives the players a sense of what the map is designed for. - There was one instance where there was a birthday cake used as a prop. This is a bad idea, since players in Pyrovision see large health packs as the same birthday cake in the prop. Naturally, this would cause confusion to new players as to why a health pack is blocking their path. - Some of the props are ripped from other Source engine games. Replacing these with original ones would add much to the realism of the map. - The props should be more interactive. I want to be able to shoot a PC and have it play a sound effect from the original game. The compatibility of the +use command would be a great addition for this improvement. - The lighting of the map doesn't feel dynamic. It should be so that all the light is coming from one source, overshining the entire city, with mild light coming from lit windows and buildings. - The Gameboy Easter Eggs shouldn't have the ability to spam sounds. If you hit it with a rapid-fire weapon, it just replays the same sound without completing the current playthrough. There should be a cooldown timer so that the sound can only be replayed once the current sound is through playing. - I really would appreciate a daytime version of this map, for the reason listen in the "Cons" section. **Notes:** - The Easter Egg Gameboys are a nice addition, if not a bit unnecessary. - The map is supposedly _final_, but it seems like it's too soon to call it that. - Even if the map isn't designed for competitive play (as it says on a sign in-game), people are still going to play competitively. You should have kept this in mind while designing the map. Really, I feel like the only reason people are praising this map so highly is because it has a mildly original idea that's related to Pokemon. Once you get past the shiny surface, however, the map turns into a difficult to play, hard to handle, impossible to traverse mess of blocky shapes and bad design. There's only one possible saving grace to this map, and that it's completely true to the original Goldrenrod City from the Pokemon titles. Unfortunately, it's accuracy is also it's biggest downfall. Keeping so true to the original city made for a terrible conversion to a first-person perspective, and is proof that innovation beyond a base product is required for a successful map. In short, I am very, very disappointed with this map.
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  • JUST... WOW!
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