Team Fortress 2

Team Fortress 2

Octothorpe
59 Comments
Thirteen  [author] 30 Oct, 2019 @ 7:59pm 
it does pretty well. its a smallish map so the bots generally dont get lost and stay on target.
Conductor Zen 26 Oct, 2019 @ 11:50am 
i wonder how this map will work with bots
eggnog 24 Jul, 2016 @ 3:37pm 
Looks like a good map to be honest
Rippy™ 26 Feb, 2016 @ 6:34pm 
This reminds me of the catacombs under Paris, where it's full of skulls....
MetaruPX 12 Oct, 2015 @ 2:24am 
I feel that the trains could use a bit more speed, to actually make them more menacing.
Squdge 6 Oct, 2015 @ 9:19pm 
lol, that's pretty neat.
Thirteen  [author] 6 Oct, 2015 @ 8:20pm 
The Train God refrence is totally endorsed by Crash too. I gave him a personally signed copy of the Train God protrait from the spawn rooms in Octothorpe to hang in Trainsaw if he ever updates it. :)
Squdge 6 Oct, 2015 @ 3:39pm 
oh yeah i know that, i got a chance to play the map finally and had fun. btw nice train god reference
Thirteen  [author] 6 Oct, 2015 @ 1:44pm 
The trainhead zombies are reskinned skeletons from the Helltower map. They are the same in health and abilities. They mostly are there to serve as distractions and make it more spooky.

they spawn from 3 areas. under the point, in the basement and in the side rooms next to the abandonned trains.

One skeleton spawns each time you die to a train. There is a small percentage change each time that you will also spawn the Train God. That's the largest skeleton wearing a suit. He always spawns from the same spot in the basement.

Squdge 6 Oct, 2015 @ 12:51pm 
i really want this one for this year's halloween, its so well done. bones, trains on fire, new map that isnt a reskin.
Errorname 6 Oct, 2015 @ 12:36pm 
Uh, how do the trainhead zombies work?

Are the Trainheads Hats?
Ethosaur 5 Oct, 2015 @ 1:47pm 
Sure seems like a map valve would add to the game! Well done.
b3afy 3 Oct, 2015 @ 12:34pm 
ah, okay. still cool though.
Thirteen  [author] 3 Oct, 2015 @ 11:55am 
The train is using the same base textures as the pyro's fire.
b3afy 3 Oct, 2015 @ 9:00am 
the train is hyper-textured. doesn't fit with the style of the TF2 textures.
also, train skeletons. so stupid it's fun.
Ecto Supreme 2 Oct, 2015 @ 9:47am 
End of the Line: Riding Hell's Rails
Pimp Skeletor 1 Oct, 2015 @ 3:27pm 
Exactly what I want for Scream Fortress (other than weapons and an actual boss)
Thirteen  [author] 1 Oct, 2015 @ 1:42pm 
I got this up on a server in San Fran on a pretty stout rig. It'll be up 24-7 for the duration of the Halloween season. :D:
NotThirdReich 26 Sep, 2015 @ 12:51pm 
dear god
WolfieLagg 26 Sep, 2015 @ 6:02am 
Amazing map though and is good even without those. I am just suggesting that if you want to/ are able to you could make it even more CRAYZEEEEEEH!
WolfieLagg 26 Sep, 2015 @ 5:57am 
It would be nice if the fire/skull/hell/rape train would for example spawn the control point full of skeletons or just create a huge explotion. OOOOOoooooor just shoot flames everywhere setting everything on fire, not just people right beside it but some little fire balls flying off of it igniting players from further away.
WarViper25 25 Sep, 2015 @ 12:45am 
i swear to shit if the community dosint name that fiery skull train "The Bone Train"
Water Vapor Merchant 22 Sep, 2015 @ 2:53pm 
I think this could legitimately become Scream Fortress 2015's event map. It's concise, it's funny, and it's original.
Mechty 20 Sep, 2015 @ 5:25pm 
a waht valve add this
Mechty 20 Sep, 2015 @ 5:23pm 
200000/10 best map :3 good map
Pikachu on LSD 29 Jul, 2015 @ 2:11am 
Late as I always am; just confirming that the navmesh now works on my Workshop-enabled server without having to pull it out of the BSP. Thanks again!
Thirteen  [author] 23 Jul, 2015 @ 2:52pm 
Ok, version 21 is up and ready for love.

- added Halloween soundscapes
- tweaked the fog colors and distances
- added a workshop labeled nav mesh in the proper spot this time [thx Pikachu on LSD]
- deleted a couple wall sections to open up a few areas
- deleted the overhead train tressles. Jumpers rejoice in the streets!
- added some coffins
- tweaked the green trench lighting to be consistant in both places

Thirteen  [author] 20 Jul, 2015 @ 10:38pm 
Ahh i understand now... hmmm I might just use that as the excuse to bump the map number by one more... i was ponder bringing the fog in for a bit more spooky, but didnt really want to issue another rev unless i had more to put in it ... look for number 21 in a day or so :)

and cheers :D
Pikachu on LSD 20 Jul, 2015 @ 10:28pm 
Finally got some time to take a look again, and it looks like you dropped it into the wrong place. :p

It should be in a "workshop" subdirectory relative to the existing Octothorpe navigation mesh (i.e., no "tf" subdirectory). Sorry if that wasn't clear enough!

When everything's done, the two meshes should be located as follows:
/maps/koth_octothorpe_20.nav (currently in the correct location)
/maps/workshop/koth_octothorpe_20.ugc454721948.nav

Awesome map, by the way! I've played one of the beta versions with my community sometime around forever ago; it's neat to see how much has changed since then.
Maggintons 16 Jul, 2015 @ 4:51am 
with a few retextures this would be perfect for a halloween update... judging the quality of last years halloween.. this would be rather okay!
Thirteen  [author] 15 Jul, 2015 @ 6:24pm 
Ok i uploaded a new version for the workshop that has a new nav mesh included as you suggested. It's esy to add another so I figured why not :)
Thirteen  [author] 15 Jul, 2015 @ 3:14pm 
You should probably stick with the stock maps then.
The Plant 15 Jul, 2015 @ 3:05pm 
when i found this map why randomly going through servers i was like "Whudda heck is this?" i left very quick, now that i look at this map, i'm glad for that, i would've had a mental break down when i found the skeleton room o_o
lichen 15 Jul, 2015 @ 8:18am 
It fits in with the trinsawlaser story. TRAIN GOD!
Pikachu on LSD 14 Jul, 2015 @ 6:50pm 
No worries; it's unfortunately how the game resolves the map name to a full path at the moment. I think if you pack in the nav as "maps/workshop/koth_ocrothorpe_20.ugc454721948.nav" for the workshop release, it should work just fine (hell, just add two copies of the navs if you have the time -- one for the standalone map and one for the workshop copy).

Hopefully there's some sort of fix from Valve's end soon.
Thirteen  [author] 14 Jul, 2015 @ 10:39am 
I suppose I can link the file here manually that i've made before it goes into the system. i'll do that.
Thirteen  [author] 14 Jul, 2015 @ 10:38am 
Poop... i'm not sure if there is anything i can do to fix that.

I might be able to talk to valve... i might not... we'll see.
Zook 14 Jul, 2015 @ 8:32am 
2spoopy4me
Pikachu on LSD 13 Jul, 2015 @ 8:41pm 
I dropped this map into my workshop-enabled server and the navigation mesh doesn't seem to be working.

Seems to be a mismatch between the original map name (koth_octothorpe_20) and the workshop name resolved in-engine (workshop/koth_ocrothorpe_20.ugc454721948), as when I decompressed the map, extracted the mesh, renamed it, and put it in manually, everything works.

Vaaaaaalve.
› TriggerHappy 11 Jul, 2015 @ 6:00pm 
GREAT MAP! Had so much fun on this one.
Thirteen  [author] 9 Jul, 2015 @ 8:40pm 
July 9th Version 20

- repacked the files with a different tool. No more additional files or downloads! The file you get from Valve has everything now.
EpicTagey 4 Jul, 2015 @ 7:22am 
spooky scary skeletins
Something 30 Jun, 2015 @ 2:26pm 
or use the trotim
Something 30 Jun, 2015 @ 2:24pm 
well, make a steamer model with covered wheels so they dont have to be animated
Thirteen  [author] 30 Jun, 2015 @ 2:06pm 
Those wont work; they have animations built into them.
Something 30 Jun, 2015 @ 1:35pm 
if none of that or red rail cars or flat cars,if none of that works, do a normal, just the steamer alone
Something 30 Jun, 2015 @ 1:31pm 
yeah,those ones
Something 30 Jun, 2015 @ 1:30pm 
than passenger cars, from MVM,y'know, the ones on the mannhattan express steamers?
Thirteen  [author] 30 Jun, 2015 @ 1:33am 
So I was considering painting some of the train cars blue, but I just found that Valve has updated the map compilers. I'm already at 95% of Blue data already! Once I updated I'm just barely getting it through the system. I tried the old trick where you store some in the alpha of the other textures but it looks like Valve finally squashed that. Which as a dev, I'm happy cause it was a heidious hack, but the end result is no blue train cars. :sad_creep: