Terran

tanuki

L1: Registered
Aug 8, 2009
46
2
This is a large payload style map with 4 points. Blu and red have 2 different spawns that move with the cart.

This map is designed for some of the larger 32 player servers out there but it can also work for the standard 24. The map is styled after the standard TF2 theme so that it will fit well with the game and use more models that Valve made.

The points are designed to make different classes advantageous in different areas so it encourages players to switch classes as the payload progresses
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
No, that train is too big for the tracks
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Some areas of this map look great, others look like they need some work. I'd make it a detailing priority to ensure that the big grey wall isn't a big grey wall any more when this map reaches rc1

Apart from that I think this map should be ok, except get rid of the train - it doesn't suit the small tracks and it doesn't fit.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
I played this map yesterday, and its really nice, especially the bridge bit.
However... there were some problems with the door on red's first (I think) spawn not opening, and it might not be such a great idea, if the spawn is so close to the capture point, to have it down a hill and in plain view of the cp. Good fun though, I liked how you can rj onto quite a lot of roofs etc and that also provides lots of unique (although hard to balance mabye) sentry spots.

Nice work!
 

tanuki

L1: Registered
Aug 8, 2009
46
2
ill fix up the tracks in the next release. And the big wall is supposed to be a dam so Im going to look into other ways to do it. The brick was working best for it rather than one of the other cement textures. Ive got some drawings to try out on it. Im looking for bugs or gameplay issues mostly. If a spawn door isnt opening I really want to know about it.
 

dr_digital2

L1: Registered
Apr 23, 2009
28
8
I remeber doing a walk through (only me in the server) of this map. It looks nice now that all the buildings aren't just one texture
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
Like the other people said this map looks great... But there are some places that need some work. Like near the last point (the exploding part) there is a roof with too many tires, I think you just got carried away. It would look a lot better if you'll remove some of them...
 

tanuki

L1: Registered
Aug 8, 2009
46
2
hotfixed so I can submit for gameday, I keep looking at that spawndoor and it looks in order. The only time I noticed a specific error was when multiple players ran through the door at odd intervals so I need multiple people in order to test that I fixed it properly.
 

Darksoul

L1: Registered
Jul 6, 2009
35
13
Great map, a payload with lots of sense and looks awsome. Every choke point has an alternate route that doesn't lead to the same choke point you're trying to avoid. And yes players are forced to switch classes as the cart advances, my only gripe is the end. I think it's a bit small but so far in development it's not fair to ask for a change, however I think you should make RED respawn farther away from the final CP, and the door they come out a little bit farther away from the final CP, so RED has to walk more.

Great work keep it up.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
updated to version b6b. I moved the red spawn back and removed alot of areas that red players were standing on that made it difficult for blu. I really want another big playtest though because I think red players werent setting up sentries originally which led to blu winning too easily in the first areas.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
version b7 out. played with the respawn times for red to help them defend the first couple areas so that the time doesnt stack up at the end.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
I think this map needs a lot of work done on the layout.

The most glaring issue is the balance; it's all over the place. The first point plays out nicely, but point B was very problematic. The red team can basically fight the same fight they did for the first point, pushing blue back into their spawn. Then if blue manages to survive that, red gets stuck in a really bad position out of their spawn: they only have one exit, and it leads them up a narrow tunnel behind point 2, basically making them sitting ducks for a smart blue team.

For some reason, blue gets their forward spawn after capping point B, and the forward spawn also spits them out in front of the cart (?!). When we played, our teams were definitely stacked, but it was so very, very easy to capture point C. We literally had half our team on the cart the whole way from B to C, with maybe a couple red players in our way. This was probably because red spawned waaaay back behind point D, and blue was spawning between B and C. No amount of team stacking should make a point so incredibly easy to capture.

And then, you hit a brick wall in difficulty at point D. Our stacked team could barely make it into the area, let alone push the cart. It really felt like we were running into a meat grinder.


The first half of the map is definitely more fun than the second half. We had more interesting fights emerging there, despite some of the balance issues. But throughout the whole map, the fights that were happening just didn't feel right. The fight at the beginning was the only time when both teams were going back and forth and fighting for the cart. The rest of the time, blue was either rolling red, or at a standstill.

I think you need to rethink some of the layout to solve a lot of these problems. It wasn't the kind of stuff where the respawn times were off, or one little spot was overpowered. The map as a whole just didn't flow very well.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
This map was "interesting".

Oh, Blu spawned ontop of each other so there doesn't seem to be enough spawn points placed.

The first point was easy to cap whilst the second is rather difficult (due to being directly before the defenders advanced spawn). The fact our team (in the second match) managed to cap it was shere luck on my part, having remained after a mutual team wipe, and my whole team spawning ahead of the cart and moving onto the next area which was completely undefended.

Move the spawn away from the tracks, i would recommend changing the doors to the other side of the room/building.

Also, in the first area, Blu can be sniped in their spawn. they have to expose themselves when exiting the room they spawn in before leaving their spawn area. It wasn't an issue in the game we had, but i did notice that this was a possibility and may occur in future if not resolved.

I can't say much for the third cap, we pretty much steam rolled that which was a result of: RED being over extended, which then switched to BLU being over extended when they went for the final cap.

It takes ~18 seconds to get to the staging point using the shortcut from the advanced spawn, which was luckily not sentry/demo camped (mostly due to the steamroll on the cap point before). The second one way door was however frequently camped by scouts and demo's. The tiny door size also lends itself to sniper camping directly from the RED spawn exit. It needs more cover.

As you can see in the following image:

12674172770terran_5.jpg


All those catwalks and platforms on the left. Get rid of them. They are a nuisance to traverse and funnel BLU's flanking attack right out in the open. Replace it with a raised platform of some sort.

Shorten the final cap area as illustrated, you actually have to pass RED's spawn to cap (which is bad), although we had the cart right on the edge, we were getting slaughtered by sentry nests outside RED's own spawn, looking back on the point from behind. Usually at this point it only takes one or two strey players to nudge it in, but this was impossible due to RED camped directly outside their own spawn area, killing us before we could touch the cart.
 
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tanuki

L1: Registered
Aug 8, 2009
46
2
Actually I really like grazr's layout suggestion there both because it fixes a layout problem and shortens the distance. As to blu spawning the second time in front of the cart, I think I need to just add a look through or something because its not super far forward or anything. I also think I need to put in another third blu spawn again. There was one a few versions back and I think Ill just put it back where it was originally. Ill definitely clean out the top of that last point too and possibly ditch the top area or make it lower so its less of an extreme height. I think the problem with that last point is really the lack of blu persistant presence which is due to to the distance. The lack of presence makes it easy for scouts to pick off solo players although I did notice that the guy playing scout in the demo was pretty good.