Trainstop

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
The only thing that you maybe could do, is making the capture zone a little bit bigger, its a bit bad with six people standing on it, you just need a few stickies and everyone is dead.

Just a suggestion.
 

frothy

L2: Junior Member
Mar 3, 2009
87
21
The only thing that you maybe could do, is making the capture zone a little bit bigger, its a bit bad with six people standing on it, you just need a few stickies and everyone is dead.

Just a suggestion.

Hmm, that's a good idea. I think i'll increase the size for A4 and see how it works out on gameday (If I get it submitted in time). Thanks for the suggestion.
 
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aw.Android

L1: Registered
Jun 4, 2009
3
0
Hey Jp, I was wondering if you've done anything with the map recently. Played it every gameday so far... as you know... but I was thinking you still need to come up with some good engi spots. maybe have a bit of a railing on the balcony spot so engi's can try setting up there.
 

frothy

L2: Junior Member
Mar 3, 2009
87
21
A4 release!

trainstop_a4_01.jpg


- Made the overall capture area larger.
- Changed the upstairs layout of the main building.
- Got rid of the raised areas on both sides of the main building (Didn't do anything but make it easier to destroy sentries).
- Fixed the one-way door into the basement (People were getting stuck in it).
- More slight detailing.

Entered into Friday's Gameday (10/30/09).

Feedback is appreciated as always.

trainstop_a4_02.jpg

Larger capture area (Thanks Nutomic).

trainstop_a4_03.jpg

A bit more detail work.

trainstop_a4_04.jpg

The new upstairs layout (hopefully this will make people feel a bit safer camping up here).
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I love that overhang this much
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frothy

L2: Junior Member
Mar 3, 2009
87
21
trainstop_b4_01.jpg


B4 Release! KotH Trainstop has made the transition into beta territory. Lets see how well it holds up against this community. Some changes:

- Improved visuals (Rise of the models/overlays)
- Improved player clipping
- Optimized here and there

Tonight (12/10/09) at 9pm EST I will be hosting a test session on my US server and all are welcome! Connect to 174.142.98.77:26016 to play for a bit. Hope to see you there!
 
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SlayerBlitz

L3: Member
Dec 3, 2009
120
46
the trains really should kill people. its just thats what people have come to expect from trains in tf2.
 

Titanium

L1: Registered
Nov 23, 2009
28
11
I have to agree, it must be epic of capping while the train make their way throught the load of red and blue trying to stop you. A part of that, your layout seem clever and nice to me
 
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frothy

L2: Junior Member
Mar 3, 2009
87
21
If you jump into the map for a few minutes, you'll see that it's relatively small and I think that trains zooming back and forth would ruin the current flow of battle. At best they'd be annoying. At worst, the trains would render the map unplayable and add too much chaos to the point. Simplicity is the idea here and that mentality has yet to steer me wrong.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I really enjoyed the map. My one concern was the middle glass pane being broken. It's not obvious in the heat of battle and easy to fall into. Maybe do something to draw more attention to it visually.

I kinda like the idea of a sign close by that reads, "Do not walk on glass!"

Also, having the one edge of the atrium not have a border and just end in glass seems odd. Maybe that's just me though.
 
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SPHinx

L2: Junior Member
Aug 29, 2009
81
24
I also had a lot of fun on this map. And I agree with Vander's points about the broken glass pane in the middle. Make it more obvious.

I'd like to see you develop that building with windows overlooking the atrium (with the staircases and hallways going from RED to BLU). Wasn't sure how it could be used strategically, given that all of the action is really going on 2 levels below. Maybe reinforcing it a bit for sentry guns . . . I don't know. Seems like it needs something.
 
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frothy

L2: Junior Member
Mar 3, 2009
87
21
I really enjoyed the map. My one concern was the middle glass pane being broken. It's not obvious in the heat of battle and easy to fall into. Maybe do something to draw more attention to it visually.

I hadn't thought of this, but it makes so much sense. I'll try and make the broken glass more noticeable before the next gameday. Maybe a sign, like you suggested, or some caution tape. But the fact is, you'll learn the hole is there at some point and you'll probably remember it's there. So I have to find a visual warning that's subtle enough not to get in the way of people who KNOW the hole is there, but sharp enough that new players realize there's broken glass.

Also, having the one edge of the atrium not have a border and just end in glass seems odd. Maybe that's just me though.

Just fixed this. It's been there since the first alpha because I've just never noticed. Thanks for bringing it to my attention.

I'd like to see you develop that building with windows overlooking the atrium (with the staircases and hallways going from RED to BLU). Wasn't sure how it could be used strategically, given that all of the action is really going on 2 levels below. Maybe reinforcing it a bit for sentry guns . . . I don't know. Seems like it needs something.

I think that no matter what I do to the upstairs of that building, it will never be more than a space for a spy to get behind someone or a sniper to get off a few shots. But maybe that's all it should be. In the first few alphas, it was one long corridor and no one even bothered to go up there. More recently I added the corner and doorway in the middle and it's made a big difference. I may experiment with the area at some point, but chances are it will stay the mildly used route.
 
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