Railway

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Apr 19, 2009
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This map has been put on hold till my contest plr map is done! Link to plr_ Assemblyhttp://forums.tf2maps.net/showthread.php?t=7012

Story: After a BLU shipment of experimental train fuel is stolen by RED. BLU vows for revenge. BLU manages to track down the shipment to an old "abandon" sawmill. However, this is no ordinary abandon mill...

pl_Railway is a payload that puts heavy priority on BLU flaking RED. For BLU to win they have to infiltrate RED territory and take them out. Adding to this madness is the doors that seem to like to change the when points are capped so people need to change their strategy on the fly. The cart also moves very fast so it will be very important to keep it in check. Lastly be sure to look out for the many trains that will just love to take a "bite" out of you.

Other credit:
Youme - Textures (A3-A4)
Acegikmo - Lighting
A Boojum Snark - Payload Entries

I will leave the links up for the older versions of the map if anyone wants them, just click on Done! next to the version you want and it will link to to that version.
 
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Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
So, it is one long rails? :p

Snipers and scouts would love it, but other classes not. Try to have variations in directions and heigts of the payload rails so gameplay is more fun. ;)

Ps. Where do people spawn?
 
Apr 19, 2009
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Spawn and supply:
spawn.png
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
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Downloaded the file, and it contained a vmf. You know you have to add the bsp, right? :p
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Played it, here are some things:

-Snipers would rule the whole map.

-There aren't any curves or somethings, just one long line.

-Not a lot of space to move around the cart.

-You can jump around the respawnroom visulizer and get in the spawn of the opposite team.

-It's kinda strange that if you fall of the train, you die, but okay i get it. :p

-Missing respawn areas where you can you change class.
 
Apr 19, 2009
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-Snipers would rule the whole map.
Only a full test can tell!
-There aren't any curves or somethings, just one long line.
I will put more trains in for room for curves eventually.
-Not a lot of space to move around the cart.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-You can jump around the respawnroom visulizer and get in the spawn of the opposite team.
I will make it bigger.
-It's kinda strange that if you fall of the train, you die, but okay i get it. :p
I will change it to fall.
-Missing respawn areas where you can you change class.
It is the first 2 flatcars you spawn on.
 

Connect_Four

L2: Junior Member
Jan 28, 2009
57
23
OK, after viewing the .vmf and .bsp respectively, here are the problems:

-Consider playerclipping the areas behind both spawns
-If you continue to use the no_entry texture on your func_respawnroomvisualizers, center it. It looks more visually appealing for the opposing team
-You can jump around and over the func_respawnroomvisualizers as a scout. Fixing that would help prevent some of the spawn camping. My suggestion is to make a func_respawnroomvisualizer, but make it a playerclip texture and make it large
-Add an env_cubemap, please :crying:
-You're using 1 light entity set to 99999xxxxx brightness, don't do it! D: Use a light_environment and add light entity's where you seem plausible
-This map is favoring snipers, soldiers, and demos. Snipers have a tremendous advantage when at the top of one of the many train car roofs
-Optimize! Nodraw the bottom of the map, there aren't many brushes but still, Nodraw it! :O
-To cut down on vvis, please consider creating a 3d skybox. It would help soooooooooooo much with the map in terms of optimization and compile times. Creating the illusion of surronding land without increasing compile times and fps issues is a win-win for everyone
-No supply packs anywhere, unless you consider the slooooooow healing cart

That's about all I have caught so far. Hope this helps in some way.
 
Aug 19, 2008
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first thing that comes into my mind is the tf2-remake of convoy, ctf_convoy i think
looks like it will be a 12v12 sniperfest, where you aim for the slight reflection of the enemy sniper´s shades.....
make the trains wider, build in obstacles... make it look so that it is transporting all kinds of big stuff, pipes, containers etc.
you really need to rething the whole idea to make it balanced and enjoyable for every class other than sniper
basically when mapping, the sniper is the only class i never think of as a class i want to please, no matter what, snipers will always find a lane to shoot
think of snipers more as a threat to gameplay than something that needs it´s fair share of possitive attention
 
Apr 19, 2009
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OK I drew up some plans and A2 will have curves, better sentry spots, and lots less sniper spam. I will use the TF2 containers to make most of it. I would upload the plan but my printer is not scanning it. :cursing: Also I have lots of school work to do so A2 will take a lot longer then A1.
 
Apr 19, 2009
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*bumb* At this point I am starting over. :( The next version will be called A3 but it will not look at all like 1 or 2, I can say that for sure. Yes it will have lots of your lovely brushes! The way it is shaping up it will be a Badwater stile map with one hell of a boom at the end... this will take a long time. Lastly I will just leave up the download links for A1 and A2, and it you possible want to continue my map just PM me for the .vmf
This VERY early look at what the new one is shaping up to be:
plrailwaya3a.jpg
 
Apr 19, 2009
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*bumb update*

pl_Railway_A3 is taking longer than I imagined but it is coming along nicely. It will be a Badwater pl map with an end that is not run of the mill.

Done
BLU Spawn
1st Capture Point

1/2 Done
RED Spawn
2nd Capture Point

Not even started
3rd and Final Points
Textures
Props
Doors
Trains

Lastly there will be NO froward spawns. This is for 2 reasions:
1. The map is small for a pl map.
2. I have made the map in mind that there will be so froward spawns, I fixed this with doors.

A3 should be done by the end of May for sure. And yes there will be some Trains people will have to look out for! :D (aka they will kill you)
 
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Ravidge

Grand Vizier
aa
May 14, 2008
1,544
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Played a2 and honestly it was a mess. You already know that and judging from the a3 screens it seems you're taking it in a completely new direction. A wise decision in my opinion.

It does look more like a normal map (It got brushes :)) than the previous one. I'm worried it might be overscaled? hard to say from pictures alone.
 
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