KotH Bullet Train

HQDefault

...what
aa
Aug 6, 2014
1,056
535
This is a joke map :3

Current version: Beta 2

So, KotH Bullet Train! A quick little, convoy-inspired map, meant to be played stupidly. Emphasis on the word: Little.

I know the map is terrible, but it was pretty fun when I played it with bots :D So, it's so bad that it's good. Works for me. I just need feedback on how to make playing on this tiny little train as fun as possible.

Are screenshots up to date? Yes :)

Fair warning that if you want to test the map with bots, it will require some nav editing.
 
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baconsandwich

L1: Registered
Jun 1, 2013
10
1
I've looked at the map and found 2 minor bugs :
http://cloud-4.steampowered.com/ugc/536257194267017712/BCD326D8E5E67A236DF9EDB14BA84D33EFDFAE33/
and
http://cloud-2.steampowered.com/ugc/536257194267022906/79F0EB9FC3EC4DA84E4A4A93CDF40B616E847354/.
You should also make everything a bit wider, at the moment you only have to shoot in one direction : forward.
The time it takes to cap th CP is a bit long, i doubt taht it will be possible to cap the CP at this rate without spawncamping.
Speaking of spawncamping : you should make a secnd exit that leads to the top of the container, to prevent spawncamping.A sentry on top of the container carrying the spawn will probably result in an insta-win without this.

I hope this feedback was helpful, i'm not very experienced with map testing/making yet :)
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Why not have 3 trains running parallel from each other with holes blasted in the walls and rickety planks forming routes between them? It would definitely help the issues with Spawn.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
I've looked at the map and found 2 minor bugs :
http://cloud-4.steampowered.com/ugc/536257194267017712/BCD326D8E5E67A236DF9EDB14BA84D33EFDFAE33/
and
http://cloud-2.steampowered.com/ugc/536257194267022906/79F0EB9FC3EC4DA84E4A4A93CDF40B616E847354/.
You should also make everything a bit wider, at the moment you only have to shoot in one direction : forward.
The time it takes to cap th CP is a bit long, i doubt taht it will be possible to cap the CP at this rate without spawncamping.
Speaking of spawncamping : you should make a secnd exit that leads to the top of the container, to prevent spawncamping.A sentry on top of the container carrying the spawn will probably result in an insta-win without this.

I hope this feedback was helpful, i'm not very experienced with map testing/making yet :)

Notice that you can flank in the little space between the spawn and the train car, and stand on a crate attached to the train with a cable. This is so that demomen can lay some stickies, and even though there is a heath pack, it's not very effective for spawn camping. you can easily shoot at the spawn camper, and sentries don't get a chance to do damage.

As for capping, I'm considering making the point cap basically instantaneously.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Why not have 3 trains running parallel from each other with holes blasted in the walls and rickety planks forming routes between them? It would definitely help the issues with Spawn.

Because the goal is for me to make playing on this one tiny little train as fun as possible.
 

ades

L4: Comfortable Member
Jun 27, 2014
165
58
the bridge that its on have buildings here and there so it can be more open
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
the bridge that its on have buildings here and there so it can be more open

*sigs* No. The space around the map is Skybox, which means that it is projected onto the environment and is not solid. On top of that, solids that are not part of the skybox can be seen THROUGH the skybox.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Beta 2 released!
-Players now receive uber, crits, and speed bonus on spawn for 4 seconds
-Resupply can no longer be re-entered (to prevent exploits with spawn bonus)
-added cables connecting train cars that can be walked across
-removed ramp up to spawn car
-added some crates
-lowered cap time greatly
 
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