Staging

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Staging (strategically moving CP)

Hi all,

This is a KoTH map, based around the main part of my ctf map, Staging.

It has a slight tweak, as the CP moves.....it is located on a train.

There is a further thing, that I have tried to make this map unique, in that when you capture the point, the train moves slowly towards the enemy base......

......can your team keep the point??

Feedback would be appreciated.

This is the first version, of a nearly completed map, with a different slant on KoTH...

Thanks
Nosh.
 
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J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Nice idea with the cart moving towards the enemy. Should help with a team that's failing to cap the point, or at least let the winning team get some spawn camping :p

As long as sentries can't be built on the train it sounds like it will work well. Looks great too from the screenies. Gonna get it on for gameday this weekend?
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Awesome rounded architecture (optimized, right? :D)! I like the moving train point concept - sounds like a good idea to keep the battle more dynamic.

I wanna see a playtest of this one!
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Looking good so far, I'm not sure about all your texture choices but it still looks good.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Awesome rounded architecture (optimized, right? :D)! I like the moving train point concept - sounds like a good idea to keep the battle more dynamic.

The tests it had last night on release, were pretty favourable - but needs more play testing....

I wanna see a play test of this one!

No prob - it is entered for gameday [ame="http://forums.tf2maps.net/showthread.php?p=106580#post106580"]here........[/ame]

Thanks
Nosh
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
so its kinda like KOPL

right?

Errr - kind of but not really....more like tug of war, I suppose....

It moves, like payload, but will only move when capped, towards the enemy base......

...the game win conditions are the obviously KoTH...

Thanks
Nosh
 
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martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
nice map, I played on it shortly during gameday. (I was hoping to attend when my own map was played, but unfortunatly the server was full by that time (I hope that is a good sign))

The maps looks very nice. Signage could have been better, I didnt realize I could travel on a upper level until I saw someone do that. Also I heard some people say engeneers where overpowered, So you might think of making some spots more exposed.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Updated to A3 for Gameday.

Whats new?


Widened the main play area either side of tracks...

hl22009-09-2612-41-31-23.jpg


Drop down holes into each alcove

hl22009-09-2612-41-08-06.jpg


New buildings either side of base - small rooms for engies, perhaps....

hl22009-09-2612-40-23-73.jpg


And Signage for train - these signs start netural and then change to the colour of the CP owner........

hl22009-09-2612-40-33-51.jpg



Nosher
 
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Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
This is a gameday bump from Sunday just gone.....

Apart from the train NOT starting in the middle (which is now fixed and in the beta), are there any other comments about layout, gameplay etc....?

Thanks in advance
Nosh.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
KoTH_Staging goes BETA

Lots of changes from A3 to B1 - including...

1) Train starts in the middle and only moves when capped at the start of the round...
2) You can build on the tracks BUT the train will destroy Engineers stuff if it moves over it...
3) Spawn rooms now designed on the lower level - the upper Battlements exit is now far more obvious as a result.....
4) Optimization and additional clipping done...

Feedback welcome....
Nosher
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
The map looks great. I haven't played it yet, but it looks like a lot of fun. I just have one gripe, the train itself. Couldn't you make some kind of func_brush platform with hazard stripping? As well as giving a clearer indication of the spot, the current light attachment just looks weird.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
The map looks great. I haven't played it yet, but it looks like a lot of fun. I just have one gripe, the train itself. Couldn't you make some kind of func_brush platform with hazard stripping? As well as giving a clearer indication of the spot, the current light attachment just looks weird.

A custom model is being built at this time - it will be in the RC version.

Thanks for the feedback :)

Nosh.