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Railyard 



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Released: 05-11-2009 
Last Update: 06-16-2009 
Tom Foolery
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a2 is out. I'm too lazy to add new pictures right now. The bases are very different now. The spawns are now on the second floor, and the huge halls have been divided into smaller rooms. The middle is pretty much the same with some ways onto the battlements and middle hut. I don't think that sentries will be nearly as effective this time.

New for a2:
  • Very different base layout
  • Paths from the middle to the battlements
  • Props allowing jumping onto the middle building
  • Added sudden death
  • Built cubemaps
  • Made it so that teams can cap if their intel is gone

Not in a2:
  • There is no train in the middle. I want to get the layout working better first
  • The doors from the middle to the first floor bases will still push players up if they stand under them. I don't think this will be too much of a problem for playtesting.




Old 05-12-2009, 09:18 PM   #1
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This is alot like ctf_well... and also, alot like my map in progress (which I haven't put on the website yet so it's not like I'm blaming you for stealing or anything D:>)
 
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Old 05-12-2009, 09:36 PM   #2
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Would you kindly add atleast mediocre lighting to the map and supply screenshots? It adds detail and 1UPs it ten-fold.

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Old 05-13-2009, 06:27 AM   #3
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Quote:
Originally Posted by nubcake View Post
This is alot like ctf_well... and also, alot like my map in progress (which I haven't put on the website yet so it's not like I'm blaming you for stealing or anything >)
True, but a lot smaller, and hopefully better (than ctf_well that is).

Quote:
Originally Posted by Void View Post
Would you kindly add atleast mediocre lighting to the map and supply screenshots? It adds detail and 1UPs it ten-fold.
I was in the process of lighting it when I decided to save that version and delete the lights so that I could post a fullbright version. I'm fairly new to hammer, so I need more practice lighting to make it look halfway decent.
 
Last edited by Tom Foolery; 06-14-2009 at 12:50 PM.
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Old 06-13-2009, 12:29 PM   #4
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logic_auto > tf_gamerules: SetStalemateOnTimelimit: 1

Overall I thought it was a very good start at a CTF map

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Old 06-13-2009, 02:53 PM   #5
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Was fun today. Ithink its a pretty decent layout. Maybe add one more way into base.

I think it could also use a few smaller corridors. Lots of wide open spaces but not many small tight ones.

I also think maybe the spawn should be further back and not directly in front of the intel. That kindof leads to turtling issues like 2fort. Although both teams were getting the intel and getting out so it's not too bad.

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Old 06-13-2009, 03:33 PM   #6
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It was pretty fun today. You're off to a great start.

The only big problem is that the bases are too spacious; the rooms are gigantic.

And I mentioned in chat: either disable collisions on the train tracks or player clip them to be flat. When you run over them you pop up and down twice from the rails, and it messes up rock-jumping.

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Old 06-14-2009, 12:49 PM   #7
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Thank you for the feedback, it's very encouraging and helpful.

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Old 06-21-2009, 09:33 AM   #8
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The major moan this week is that we couldn't cap if the intel is not at the base. It's a rather large design flaw and it made for plenty of facepalms and people screaming "Why did you pick up the intel?" Either allow capping while the intel is away or shorten the wait time for a dropped flag to respawn.
 
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Old 06-21-2009, 09:41 AM   #9
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Yeah, the map was totally broken yesterday because of not capping without the intel at base.

This caused two facepalms:

a) you have the enemy intel at the cap point, but your intel is 3 feet away so you can't cap, and enemies can constantly touch it to reset the timer.

b) both teams have the intel at their bases, and painful all-talk conversations about diplomacy ensue.


You need to let capping work without the intel at base. Or, if you could let players return their intel to base by touching it, that could work too, maybe.

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