Source Filmmaker

Source Filmmaker

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Harvest but better (for sfm)
   
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Universe: Team Fortress
Map
Tags: SFM
File Size
Posted
Updated
62.250 MB
16 Feb, 2022 @ 5:41pm
19 Feb, 2022 @ 3:11pm
2 Change Notes ( view )

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Harvest but better (for sfm)

Description
Read the description

map is this btw: sfm_koth_harvestereding.bsp

Hammer editor meme: (for those in the know)



Anyways, word of warning. If your computer isn't good, this map won't work well. In order to do this, I had to greatly unoptimize it, which shouldn't make a difference in rendering, but your computer might not be able to handle it in the viewport if it isn't that powerful. I'd say 8 gb ram and anything better than integrated graphics.

If you don't want to read the rest, just hop into the map in game mode and see what changed before you animate.

Now, for things I changed.
I scaled the skybox up by 16 times and put it where it would be in the map, so now you can walk right out onto the skybox! I also textured all the nodraw textures (so now a lot more of the map can be used for filming). I don't think anybody else has done this before, but for good reason. It's now pretty demanding on the computer, and I couldn't do it with any of the other maps I tried since the skyboxes were too big to fit within the map after scaling them up. Also, I tried to sew the displacements together of the skybox and the normal map, but even after manually moving them hammer doesn't like that and won't compile the map at all.

Also, more relevantly, because gameplay quality doesn't matter I added a couple new rooms where there were once gates that didn't open.

This map is pretty epic to play in gamemode and rocket/sticky jump around in. Remember you can do hurtme -99999999 for infinite overheal.

So yeah, I predict i'll have at least 1 day before someone tells me an issue with it and I have to take it down. Goodbye.

Rules:
What? there are no rules!
except for this one
don't port this into among us vr that's the ONE RULE NEVER DO THIS PLEASE I BEG

Okay one more funny thing

This model is for public purpose, you are allowed to decompile it or modify it by any method, any copy of that addon will not be taken down according to Steam Workshop's rules.

If you're somehow searching for the Garry's Mod map, it's never gonna be released yet.

This model is not for overwatch, overwatch, overwatch and weird stuff (yes, that's include overwatch).

--Features--
• It's a map
• There's no features
• Stop reading this

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The model has been requested by Nobody

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File any complaints with the complaints department at https://gtm.steamproxy.vip/app/1840/images/?searchText=OFFICIAL+COMPLAINTS+COMPARTMENT&browsefilter=trend&filterLanguage=default

Be prepared, I shall now write an essay on why the hammer editor is so good.


The hammer editor is the best map creation software available, and this is because of the limitless possibilities it opens. Sure, the hammer editor may have its limitations, but they are mostly products of the engine used at the time, and most can be worked around. Did you know that the hammer editor was the first program that used an edited picture of The Fonz with text that says "Obsolete"? Newell, Gabe (2009)[tf2maps.net] This is just one of the many technological showcases that made the hammer editor one of the most powerful pieces of software available at the time, and still to this day one of the easiest creation tools for the layman. This is the technology that enabled me to make this map, and the fact that it still holds up in an era of windows 10/11, being a software originally developed in the 20th century, it shows that they put in the effort to future-proof this software to the nines, and why I believe it is the right of every man and woman on the face of this earth to have easy and affordable access to a copy of the Valve Hammer Editor/Worldcraft. This is why the SFM is so powerful, it gives anyone with even the processing power of an ordinary school laptop at their disposal the possibility of creating something great.

My first reason why it's so good is that despite the high skill ceiling, it has a very low skill floor to start creating. Most maps are created by beginners due to the huge skill ceiling, but there are even beginner maps out there that have made it into major competition. This is what we call the 'it just works' factor. It should be noted that there are maps that have a higher skill ceiling, but were not built with beginners in mind. For example, Iron Fortress is considered one of the best maps in the game, and is extremely competitive because of its complex mechanics and high skill ceiling, but for every Iron Fortress there is at least one other map that does not have such a thing. Just because it's extremely competitive does not mean that everyone who plays it will have the same experience, and this is what makes it so competitive.

The second reason is that it is extremely easy to start playing your map. This is arguably the most important factor of all, because it means that you are not subjected to one of those unfriendly 14 day window that Valve puts in Steam where you are forced to go into game and learn how to play the map. With this program you just pop your map in, make a save, and forget about it for the next month or two. No one forces you to keep up with the meta or whatever other nonsense people do to make themselves seem hardcore. All you have to do is drop the hammer. This is great for new players who are getting their feet wet, but it's still relevant to the hardcore crowd, because it enables easy playtesting of maps within the few minutes it takes to compile.

When you take all these things into consideration, it's impossible to not see the Valve Hammer Editor as a tool with great potential with users who are willing to take the extra step in harvesting that potential. It really is time for Valve to release the source code of the software, and for this there is one more reason.

The name of the editor is no coincidence. When you think of the modern day map, most would say that of the Fonz with text that says "Obsolete"? This is the exact definition of the word 'obsolete'. It has lost its relevance in the modern map-making era, and in order for us to get it back in the game we need to go back to the beginning. A time where the easiest way to make a map was to not write a map, but simply to walk around the map with a bucket of steaming paint and draw out a scene. So if that is not the reason to not release the source code of the Valve Hammer Editor, I don't know what else is.

Since this is being brought up so much, I feel obligated to go over the changes Valve has done to the editor from version to version.

When Valve first released the Hammer Editor, the most notable change was the default appearance of the editor interface. This was the era of graphical user interfaces. It was the era of MOO2, SC1, and WOW. The UI in Hammer was incredibly basic, and let you change the images to whatever you wanted. Nothing more than that. Then, Valve released CS:GO, the modern game. With CS:GO came the age of high end graphic user interfaces, and with that came an evolution of the Hammer Editor that we are currently still playing with today.

There was more stuff here, but I had to cut it due to the fact that I found out there is indeed a word limit in these descriptions.

Includes:
sfm_koth_harvestereding.bsp
22 Comments
Witherspoon 8 Jul @ 1:21pm 
nobody like dustbowl lol
King Sans  [author] 7 May @ 11:44am 
not even slightly
JemJ 7 May @ 11:19am 
does this work with sfm
King Sans  [author] 16 Jun, 2024 @ 5:06am 
thank you :steamhappy:
Magtroll 15 Jun, 2024 @ 9:45pm 
you did not have to put for sfm you idiot. i've never seen anyone dumber then you
GroundZero 25 Jul, 2023 @ 7:23pm 
epic:medicon:
King Sans  [author] 25 Jul, 2023 @ 6:02pm 
yes didn't know it was still wanted I'll make it for sure
GroundZero 25 Jul, 2023 @ 5:29pm 
is it someday yet?
King Sans  [author] 30 Oct, 2022 @ 8:57am 
someday...
DRAGON INSTALL 29 Oct, 2022 @ 10:02pm 
Harvest Event when?