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[Contest Entry WIP] cp_trainstation
Created 13th February 2009 @ 16:21
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So here’s my map for the contest:
i started making this two days ago, so I didn’t have time for details, and the playtesting now needs to be done.
awesome! we’ll try and arrange some playtesters if you can get the map hosted online somewhere
I can give you the link for the map to download.
I think the area around the last cp is too small yet, I will have to make it bigger.
Ah! My favourite so far simply because you have concentrated on a simple idea, and now you are open to fixing the basic problems present, and then adding/ changing.
Go for it!
Thanks, I will give my best :)
2nd Mirror: http://files.filefront.com/cp+trainstation+a1zip/;13277384;/fileinfo.html
Rapidshare will sap it for free users after 10 downloads ;P
No it wont because I am registered user at rapidshare :P xD
So here’s the new version, main change is that the inside of the bases is bigger.
It would be nice if someone could test this and give me feedback then, because it seems my squad leader isn’t there to put it on our server.
Nothing happened the last days here, but now I have an Update, here it is:
Download
Main change is, that there are driving trains now, just like on well. Also, I have 1 week of holiday now, enough for adding lots of details and stuff.
Unfortunately, we weren’t able to test the map in my clan yet, I hope we’ll be doing that soon.
Hmm. I was just playing the old version, then I noticed this new one had come out. I don’t see any changes apart from that you’ve managed to ruin every part of the map. The spawn doors work, but I don’t think the prop is parented to the func_door entity, so they open but it looks like it stays shut. Every door except the spawn doors no longer works at all, it just doesn’t open. After noclipping out of the base, I tried to cap mid before realising that it’s actually locked, so nothing can be capped in the map at all.
Then I heard a train coming and figured at least that’s there, but it was just the bells going off and there was no train.
What?
A simplistic and somewhat traditional layout, clearly influenced by badlands : )
Really easy to grasp the idea of the map, and also looks like it has some basic ideas that have been proven to work for competitive TF2. Middle CP looks a bit boring, but still looks like it works.
I’d suggest shortening the distance between second and middle CP a bit, and also making the windowed hallway above CP 2 reachable by players. Also, on middle I would suggest making the CP platform itself to be on a lower level, so that controlling the crates would give a height advantage to fight for.
Sorry, it seems I didn’t test this version before, here’s the latest one:
I am currently working on the details, also in the middle area, this isn’t finished yet. Ialso thought about making the area between cap 2 and 3 smaller, gotta think about it.
Invisible Train + bugged second forward spawn + ITS SO OPEN + Spawntimers on defense too long. Areaportals at the resupply are bugged, and I could shoot IN to one of the forward spawns. I think it was at the yard between mid and RED 2nd, it was a hole above the door.
Also, one pro sniper on the map, or perhaps even two = win.
a4 introduces spawn bug issues :( and weird lag around mid area ish. I think some of the map needs redesigning for it to be on par with some of the competition. Especially the huge area between cp2 and 3
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