Team Fortress 2

Team Fortress 2

Gorge_event
Notes, Ideas, issues for creator.
I'd just like to say fantastic work. I only wish it could be the 5 cp version ;3. You did what I love in halloween maps. Make them look vastly different from their original version. It looks like a entirely new map. Just do your best to fix exploits, clipping, and NEVER FORGET EASTER EGGS! :D :steamhappy:
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Showing 1-15 of 32 comments
puxorb  [developer] 30 Sep, 2015 @ 5:58pm 
Oooh, easter eggs would be fun. Never even thought about that!
Oleander 30 Sep, 2015 @ 9:55pm 
If it was the 5CP version, it wouldn't really work as a house/mansion, would it?
Hatsune Miku 1 Oct, 2015 @ 3:15am 
Chocolate egg on top of mansion confirmed
Guglhupf 1 Oct, 2015 @ 9:39am 


Originally posted by flammingidiot:
I'd just like to say fantastic work. I only wish it could be the 5 cp version ;3. You did what I love in halloween maps. Make them look vastly different from their original version. It looks like a entirely new map. Just do your best to fix exploits, clipping, and NEVER FORGET EASTER EGGS! :D :steamhappy:
Agreed, except for the 5 cp version. As Poopy Joe was an Inside Job already said, it wouldn't really work as a mansion and to be honest: I hate the 5cp version ^^
flammingidiot 1 Oct, 2015 @ 1:12pm 
Originally posted by puxorb:
Oooh, easter eggs would be fun. Never even thought about that!
I don't wanna be shellfish but could you make a easter egg referencing my name? ';3
Oleander 1 Oct, 2015 @ 2:01pm 
Originally posted by CaptainConflagration:
Originally posted by puxorb:
Oooh, easter eggs would be fun. Never even thought about that!

Any thoughts on wanting a boss-type character in your map? Especially in the hallway before the second point, a boss would break up the cluster-fight that always tends to slow down the fight on gorge.

Since this is a mansion, I was thinking a butler head-in-a-silver-platter-ghost who appears at random in the area and runs towards whoever hits him. Once he is a certain distance from the last person to hit him (or say ~1000 health) he explodes, dealing 450+ damage to the person who hit him and the opposite team, which could either be a curse, or a tool to clear the second point by the attackers or clear the hallway for the defenders.

Such a thing would require special modeling and AI programming skills. And probably new voice acting. Tons of work. Something Valve is more suited for, if they would want to spend time and money on that.

Conversely, the Horseless Headless Horsemann, Skeletons, and Merasmus already exist in the game and could be used as placeholders.
Last edited by Oleander; 1 Oct, 2015 @ 2:01pm
Ra5h 1 Oct, 2015 @ 3:29pm 
Originally posted by Poopy Joe was an inside job:
Originally posted by CaptainConflagration:

Any thoughts on wanting a boss-type character in your map? Especially in the hallway before the second point, a boss would break up the cluster-fight that always tends to slow down the fight on gorge.

Since this is a mansion, I was thinking a butler head-in-a-silver-platter-ghost who appears at random in the area and runs towards whoever hits him. Once he is a certain distance from the last person to hit him (or say ~1000 health) he explodes, dealing 450+ damage to the person who hit him and the opposite team, which could either be a curse, or a tool to clear the second point by the attackers or clear the hallway for the defenders.

Such a thing would require special modeling and AI programming skills. And probably new voice acting. Tons of work. Something Valve is more suited for, if they would want to spend time and money on that.

Conversely, the Horseless Headless Horsemann, Skeletons, and Merasmus already exist in the game and could be used as placeholders.

The AI would be identical to skeletons, just a simple follow mechanic with a distance check to cue an explosion. The voice acting could be replaced with any moaning from dozens of items already in game, the only problem would be a model.
ThorN 3 Oct, 2015 @ 10:10am 
Can you use a different tint for the background trees? It's obviously way too bright and intended for use on daylight maps. Why do all custom halloween maps do that anyway?
lolz 3 Oct, 2015 @ 5:35pm 
Maybe he should add spells.
mind goblin 3 Oct, 2015 @ 9:40pm 
Originally posted by Batman:
Maybe he should add spells.

Pretty sure there already is right?
Oleander 3 Oct, 2015 @ 10:08pm 
Originally posted by Giggimish:
Originally posted by Batman:
Maybe he should add spells.

Pretty sure there already is right?
I didn't notice any when I tested it. There are spells on ctf_hellpower or whatever that new map on the workshop is.
linkinator539 4 Oct, 2015 @ 8:53am 
Another thing, is that I don't think this map is tagged as "Halloween". It seems that all the maps with that tag have a special border around the icon, but this one doesn't. If the creator wants it to be in the showcase, they have to tag it otherwise it'll be ignored, which would be a shame because this is a great map.
No emaN 4 Oct, 2015 @ 11:21am 
A little advice to make this map even better:
-Easter eggs, or references to the TF2 story line via comic, or other
- Toss in spells, and some old halloween boss that the players have to fight. It keeps things fresh instead of just pure choke points galore (HHH might be a better idea, great place to spawn is under the middle control point.
-Skeleton minions spell on final points both RED and BLU.
Oleander 4 Oct, 2015 @ 11:23am 
I agree with what the last two people said.
puxorb  [developer] 4 Oct, 2015 @ 7:49pm 
Originally posted by linkinator539:
Another thing, is that I don't think this map is tagged as "Halloween". It seems that all the maps with that tag have a special border around the icon, but this one doesn't. If the creator wants it to be in the showcase, they have to tag it otherwise it'll be ignored, which would be a shame because this is a great map.

This is tagged as halloween. It says right under the icon "Tags: Halloween". The picture means nothing. (Though I do have an icon version with that green pumpkin border, I may use that instead)
Last edited by puxorb; 4 Oct, 2015 @ 7:49pm
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