Staging

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Seems like you aren't getting a lot of feedback :(
Try submitting it to the calculated chaos forum and checking out the demo, you could also see if you could get it on 2f2f.

Little feedback? Yeah, its a bit of a bummer... :(

I believe that CC have it on the server rotation.... :) Just wish the peeps would give some constructive criticism...

Nosh.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
I've only had the opportunity to play two full rounds, but this map is great!

The moving flatbed mechanic works well and leads to close, exciting games. All classes serve a role (open lanes for snipers, close quarters for pyro / heavy, numerous useful sentry locations, flanking routes for scout / spy, and naturally soldier / demo / medic work on all maps). There are a lot of unique route choices, so the map seems "strategy rich," if that makes sense.

In both rounds, the winning team took advantage of flanking via the farmost staircase to access the enemy battlements.

My only criticism is that the map feels a bit cramped outside. If I could suggest anything, it would be to find a way to open up the area between the bases and mid, especially near the train tunnel. No structures are necessary, just some extra running room.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
I've only had the opportunity to play two full rounds, but this map is great!

The moving flatbed mechanic works well and leads to close, exciting games. All classes serve a role (open lanes for snipers, close quarters for pyro / heavy, numerous useful sentry locations, flanking routes for scout / spy, and naturally soldier / demo / medic work on all maps). There are a lot of unique route choices, so the map seems "strategy rich," if that makes sense.

In both rounds, the winning team took advantage of flanking via the farmost staircase to access the enemy battlements.

My only criticism is that the map feels a bit cramped outside. If I could suggest anything, it would be to find a way to open up the area between the bases and mid, especially near the train tunnel. No structures are necessary, just some extra running room.

Great feedback, thanks mate....

I have tried to open out the outside a bit but I have always wanted to add a loco either end of the flat bed truck.....have done that now as well as added an additional fence on the staircase side of the middle building....

Here are some screenies of the current W.I.P.....

hl22009-10-2718-28-43-31.jpg


hl22009-10-2718-28-53-31.jpg


hl22009-10-2718-29-04-04.jpg


Feedback always welcome
Nosh.
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
We played this on our KoTH/Arena server and loved it. I wish Mid was a bit wider to be honest, its a bit too cramped with all the flanking routes-gets a bit too chaotic for my tastes. We also wanted to see the train sped up slightly :D
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
We played this on our KoTH/Arena server and loved it. I wish Mid was a bit wider to be honest, its a bit too cramped with all the flanking routes-gets a bit too chaotic for my tastes. We also wanted to see the train sped up slightly :D

Thanks for the feedback - just 2 questions....

1) Where do you feel it is cramped - if you could take a screenie, draw on it and elaborate, I would be eternally grateful!

2) Train speed easy - but I only want the train to push players - not run em over....lemme do some testing. I don't want it to look silly.... ;)

I think the addition of locos may add some spice to it..... ;)

Thanks again for the feedback - really appreciated...

Nosh
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
Agreed about the train, we just thought a slight increase in speed would be a bit more fun. I'll get the screenshots for you sometime this weekend :)
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Here is a video with details of the changes coming for B3 - enjoy and feedback would be welcome!

[ame="http://www.youtube.com/watch?v=Susmw2Akqhc"]YouTube - KoTH_Staging_B3 - teaser[/ame]

Nosh.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
B3 uploaded.....

Changes from B2 are:-

Main playing area much wider

hl22009-11-0201-28-00-93copy.jpg


hl22009-11-0201-28-15-28copy.jpg


Addition of a BLU and RED loco

hl22009-11-0201-29-09-07copy.jpg


hl22009-11-0201-30-34-21copy.jpg


New high vantage point overlooking both ends of track...

Additional eye candy (non playable rooms)

hl22009-11-0201-27-49-82copy.jpg


hl22009-11-0201-28-32-95copy.jpg


Enjoy and please leave feedback....
Nosh
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
All,

Here is the latest development for KoTH_Staging B5....

Fixes / changes:-

Map changed to daylight
Stickies don't stick to train or pass through it...
A few custom bits...
Added the Vents (team specific)

and a little bit of optimizing, BUT the lighting is a bitch!!

[ame="http://www.youtube.com/watch?v=9J4y70FoPew"]YouTube- KoTH Staging - Development Update #2[/ame]

Feedback would be welcome.
Nosh.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Make those trains face the opposite direction so that it seems more like a TUG-of-war and not a push-of-war.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
I don't know whats right or wrong with the train, but having them facing away from the checkpoint would seem more naturally for me
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Make those trains face the opposite direction so that it seems more like a TUG-of-war and not a push-of-war.

As each train loco moves, the opposite train has sparks coming from its wheels to indicate it is being dragged with the brakes on......

The front cab area of the train is a shape that allows the defending team to get on the roof of the train by crouch jumping, where is it impossible to do that from the other end of the loco.....

I tried the trains rotated the other way in an earlier iteration, but the testers preferred them the other way (helping the defenders, rather than being sneaked up from the top of the loco by the attackers)....the attacking team will already have the advantage, as the train will be on their side of the map.

From a sad (read - 'realistic':eek:hmy:) point of view, I have worked in the railway industry for a few years - when trains are being shunted, they can be moved by the loco in either direction.....usually coupled at the front, being moved backwards...

But thanks for the feedback.

Nosh.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Just a couple of nitpicks about the detail, but, for the air vents leading out of the spawn, you should probably just put a normal door texture for all of the sliding vent-doors instead of those grate and vent-cover ones. It's pretty minor, but anything other than a normal gate texture doesn't really fit as a door imo. Also, in the video around 0:50, the blue base's roof looks weird slanting up in that direction. I think you should have it slant upwards from the direction you face it. If you do it that way, the sign won't look like it's half floating, anyways.

Sorry I can't provide any help for the layout, but I will if I get a chance to try out the map!
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Beta 6 released....

All,

Done oodles of stuff, including....

1) Changed to daylight
2) Snow themed (yeah, Xmas spirit and all that blah!)
3) Addition of team only doors - lower level front of base
4) Addition and tweak to vents - no building allowed and you are unable to spam from the grate
5) Custom signs made by me :)

Here are a few screenies......

hl22009-12-0518-06-35-26copy.jpg


hl22009-12-0518-07-07-23copy.jpg


hl22009-12-0518-07-33-99copy.jpg


hl22009-12-0518-10-12-06copy.jpg


hl22009-12-0518-18-50-67copy.jpg