Notices

WIP (Work in Progress):  Show other mappers your map progress.

[WiP] ctf_railways  Thread Tools
Old 02-09-2009, 11:52 AM   #1
krik3t
L2: Member
 
krik3t's Avatar
 
krik3t is offline
Posts: 70
Thanks: 20
Thanked: 21

Default [WiP] ctf_railways


Railways

Latest version: a5b

Railways is small ctf map build with idea of non-hurting trains used as moving obstacles in the central area between team bases.

Updates in a2:
  • repaired some minor graphic glitches
  • wider stairs in front of spawns
  • spawnroom moved to reduce visibility from main building door
  • some clips added

Updates in a3:
  • blocked tunnel sides and added maintenance tunnel
  • trains recreated - now 3 trains with different length circling on each track
  • added some details into red base (no finished yet)
  • 3D skybox added (not finished yet)
  • signs added
  • another small changes

Updates in a4:
  • odd train angles repaired
  • added truck and piles of wood under the rocks next to base entrances to allow anyone jump up the first floor
  • added details to red base interior (not finished yet)
  • added some more details worldwide

Updates in a5:
  • added some props along the railways to fimplify jumping to trains
  • reorganized crates around truck and on other side to simplify jumpinf up
  • removed one lost prop-pipe floating on bridge

Updates in a5b:
  • added nobuild to trains and capture points
  • resolved stuck-points on plank bridges
  • set door timers valve style (trigger reset 0, door reset -1)
  • pipes in tunnel moved into hurt zone to avoid stuck in it




Thanks to GrimGriz, map is now awailable on his server 63.211.221.159:27015





 
Last edited by krik3t; 03-16-2009 at 04:01 AM. Reason: add 63.211.221.159:27015 server
Advertisement
 
Advertisement
Advertisement Sponsored links

Old 02-11-2009, 02:11 AM   #2
krik3t
L2: Member
 
krik3t's Avatar
 
krik3t is offline
Posts: 70
Thanks: 20
Thanked: 21

Default [WiP] ctf_railways


Yesterday, we playtested map on GrimGrizs server. Although there weren't many players I have some basic feedback.

My feelings from playing:

- map is very small (feel smaller than turbine) thus very fast, with scout and some luck you can cap inteligence in one minute. With more players it will be much more complicated of course.

- there's no "owning" sentry spot, even with two sentrys you can't dominate central area (I really hate this on turbine).

I'm rather happy with map now, but still I really need more playtesting and feedback from others.
 
Last edited by krik3t; 02-11-2009 at 02:18 AM.
Old 02-11-2009, 02:32 AM   #3
GrimGriz
L7: Guru
 
GrimGriz's Avatar
 
GrimGriz is offline
Posts: 717
Thanks: 93
Thanked: 136

Default [WiP] ctf_railways


Just in case you forget, my main feedback was that the trains come too often. Other than that, I thought it was a very fun map, and very well put-together.

__________________
http://forums.tf2maps.net/picture.ph...&pictureid=536
 
The Following User Says Thank You to GrimGriz For This Useful Post:
Old 02-11-2009, 03:32 AM   #4
krik3t
L2: Member
 
krik3t's Avatar
 
krik3t is offline
Posts: 70
Thanks: 20
Thanked: 21

Default [WiP] ctf_railways


Quote:
Originally Posted by GrimGriz View Post
Just in case you forget, my main feedback was that the trains come too often. Other than that, I thought it was a very fun map, and very well put-together.
Moving and blocking trains is the main idea of the map. I want players to have to jump over trains, raid them and so. Without trains you can cap intel in about 30 sec. First time I was thinking about neverending trains. Maybe I can add more flatbeds to trains (now its every 3rd wagon).

Of course, If I get same judgement from more players I'll make some changes.

Still - many thanks for your feedback.
 
Old 02-11-2009, 07:20 AM   #5
Ravidge
Grand Vizier
 
Ravidge's Avatar
 
Ravidge is offline
Posts: 1,777
Thanks: 492
Thanked: 2,282

Default [WiP] ctf_railways


It's too hard to rocketjump over both of the trains in one go. Look at the first picture, If a soldier is standing where the blue intel compass are and he performs a rocketjump, where is he supposed to land? There is no way he's going to reach the rock/cliff because he needs height no fly over the trains. Best thing would be to land on the second train but even that is terrible, landing on something that moves is seriously confusing and there's not much room to navigate in (bridge and cliff are very restricting)

After 3 or 4 tries at jumping over the trains I gave up and started using the bridge. It was just too much work, too hard, for no adavantage at all. (I had 220 ping so It might have been harder for me that it actually is)

Also, the supports under the bridge are too close to the tracks.

The bases seem to have a good size (a little small maybe) and good alternative paths, might play differently with more players though. There was one "exit" however that led from flagroom to spawn/traintunnel and when I tried to escape after taking the intel I ran into that tunnel, straight into a door that wouldn't open and then onto a train that pushed me into instadeath tunnel. It was very confusing... (make it clear which doors are spawnroom doors)
The spawnrooms main exit door could be easily camped and I felt really bad when I was forced to fight right outside of the enemy spawn. But it is basically right there as soon as you enter the base and it can't be avoided (I only used the bridge entrance)

I could not find any sniper spots that were overpowered and health and ammo were nicely distributed around the map.

__________________
Finished: Silvertrail | System
WIP: Panic | Fusion | Saxton Hills | Evergreen | Hysteria

Download mIRC and Join #tf2maps on (IRC) Quakenet (Guide)
Direct link: irc://quakenet/tf2maps
Or use the webchat if you're really lazy!
 
The Following User Says Thank You to Ravidge For This Useful Post:
Old 02-11-2009, 08:39 AM   #6
krik3t
L2: Member
 
krik3t's Avatar
 
krik3t is offline
Posts: 70
Thanks: 20
Thanked: 21

Default [WiP] ctf_railways


Quote:
Originally Posted by Ravidge View Post
It's too hard to rocketjump over both of the trains in one go. Look at the first picture, If a soldier is standing where the blue intel compass are and he performs a rocketjump, where is he supposed to land? There is no way he's going to reach the rock/cliff because he needs height no fly over the trains. Best thing would be to land on the second train but even that is terrible, landing on something that moves is seriously confusing and there's not much room to navigate in (bridge and cliff are very restricting)
Yea, I noticed you are master rocket-jumper I'm not sure if I want easy rocket-jump over both trains. I think being able to jump on (first!) train / over it is enough. I'm even thinking about widening space between trains to make it more battle-zone. Now its more like connecting corridor.

Quote:
Originally Posted by Ravidge View Post
Also, the supports under the bridge are too close to the tracks.
Yep, exactly. Will be changed. Same with piles of planks/logs.

Quote:
Originally Posted by Ravidge View Post
The bases seem to have a good size (a little small maybe) and good alternative paths, might play differently with more players though. There was one "exit" however that led from flagroom to spawn/traintunnel and when I tried to escape after taking the intel I ran into that tunnel, straight into a door that wouldn't open and then onto a train that pushed me into instadeath tunnel. It was very confusing... (make it clear which doors are spawnroom doors)
I'll be thinking about optimal way to do so. Some good placed signs should do I hope.

Quote:
Originally Posted by Ravidge View Post
The spawnrooms main exit door could be easily camped and I felt really bad when I was forced to fight right outside of the enemy spawn. But it is basically right there as soon as you enter the base and it can't be avoided (I only used the bridge entrance)
Because of main-door camping I created second spawn exit. I must say I'm not fully satisfied, that one way to intel is "through" enemy spawn, but can't find alternative way without making it too easy for attackers.
 
Old 02-11-2009, 01:33 PM   #7
GrimGriz
L7: Guru
 
GrimGriz's Avatar
 
GrimGriz is offline
Posts: 717
Thanks: 93
Thanked: 136

Default [WiP] ctf_railways


Quote:
Originally Posted by krik3t View Post
Moving and blocking trains is the main idea of the map. I want players to have to jump over trains, raid them and so. Without trains you can cap intel in about 30 sec. First time I was thinking about neverending trains. Maybe I can add more flatbeds to trains (now its every 3rd wagon)
What about more trains of varying length?

The way it is now, it's like you have train A twice....like the second copy is half way across the map before the first one is out of the tunnel, and that's just one 1 track! It's too easy to see that it's a pattern.

Also, if you could make the tunnels maybe 16 units wider on either side of the train, it would make my life easier

__________________
http://forums.tf2maps.net/picture.ph...&pictureid=536
 
Old 02-12-2009, 02:50 AM   #8
krik3t
L2: Member
 
krik3t's Avatar
 
krik3t is offline
Posts: 70
Thanks: 20
Thanked: 21

Default [WiP] ctf_railways


Quote:
Originally Posted by GrimGriz View Post
What about more trains of varying length?
Yep, I'll make more shorter trains.

Quote:
Originally Posted by GrimGriz View Post
Also, if you could make the tunnels maybe 16 units wider on either side of the train, it would make my life easier
I was thinking opposite way - blocking tunel on side connected to middle area. I have to think ovet it again.
 
Old 02-12-2009, 01:00 PM   #9
Fearlezz
Veteran Member
 
Fearlezz's Avatar
 
Fearlezz is offline
Posts: 776
Thanks: 360
Thanked: 238

Default [WiP] ctf_railways


I think this looks very nice, Although it is missing something, props. Put out some props inside. It would help alot.

Looking very nice and clean. Keep it up.

__________________

 
Old 02-12-2009, 01:10 PM   #10
krik3t
L2: Member
 
krik3t's Avatar
 
krik3t is offline
Posts: 70
Thanks: 20
Thanked: 21

Default [WiP] ctf_railways


It's still in alpha version. I'll add more props and details after more playtests.
 
Sponsored links
Advertisement
 
Advertisement
Advertisement

 

Tags
alpine, ctf, ctf_railways, train

Previous Thread Next Thread
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 03:43 AM.