Friction

PL Friction a4

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Fun fact: There's a blend modulate in the Swamp pack that mixes a green version of that Granary grass with some mud. Apply that blendmodulate to a custom texture for a nice blend between long Granary grass and concrete, or anything else you want!
 
Feb 17, 2009
1,165
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The map really looks great, i might have a run trough later. ;)
Interesting game mode :)
 
Sep 12, 2008
1,272
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That would be terrible.

Also, the farther you are in the enemy base, the longer they have to push it out. So it's already fair in that aspect.

Absolutely! :D

eerieone said:
this is by far the cutest small map i´ve seen
i <3 it

Danke shon! Dunno, there was a small test yesterday. Any comments on gameplay?

Thanks all!
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The bomb part of the cart should be gray.
 

Tinker

aa
Oct 30, 2008
672
334
Like I said then, make the ramps near the spawn fair (and without fences), give the spawn a door and a resupply cabinet (keep it open though, it looks nice).
 

Martham112

L2: Junior Member
May 6, 2009
85
16
I'm not really a fan of the outdoors spawn point. I'm so used to spawning indoors that when I spawned for the first time it was like a haddock to the face. I'm not really sure why I don't like it, but I know that I don't.

I really like the idea though. Well done.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Played it today, not with so many people though.
But here's some bad things I found:
  • No Resupply Lockers
  • Spawns are very open on one side (campable)
  • Cart will still push enemy's direction if you "steal" it from them.
  • Respawnroomvisualizers (the spawnroom enemy-blocker) is on the outside of the spawnroom instead of on the inside. Not really a problem though, as some people do this, and some don't.
 
Sep 12, 2008
1,272
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Buuuuuuump! I am thinking of continuing with this map since the contest is over! Should I do it? And to those who've played it: did you enjoy this map enough?

I'll do a test of it soon anyways, to motivate myself. :p
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
:O Do it! 'twas fun (but it needs spawns now :p)
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
You still haven't finished cornfield... which was for the previous contest. Don't forget whalerace as well >:C
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
To be perfectly honest, I'd rather he worked on this than Whalerace stage 3.

Time to set up the fireproofing.
 
Mar 23, 2010
1,872
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Work on it nao!
 

Knight-Errant

L3: Member
Mar 12, 2010
131
36
This map could use more work on game play mechanics. There were a few things that annoyed me that could use better indication on. This alternative KOTH map had some obvious flaws. For one thing, there was no indication on how close the cart was to a base, which made it hard to figure where the main battlefield had moved. It could use a custom hud for that sort of thing.

With this game mode, the capture zone is huge! Once the cart starts any part of that ramp into the enemy spawn, and I'm not talking far, the game immediately gives them them the advantage. Its difficult to even get that cart up the hill, let alone from the barrier where the track ends. What it could use is a gap from the center, one that is at least far enough down the ramp.

I found the lack of a resupply locker quite irksome. Not only is the spawn easily camped from both sides (with our two doors) we have no access to additional health resupplies unless we stroll back into the battlefield. Fix this, even if it means putting the cabinet in the far end of that garage. You know, the one with the small health resupply. Its far and tucked out of the way that could be reused for that purpose. Also, make sure that garage has a respawn field in it as well. One of the irksome things about cp_Steel does that, having resupply lockers out in the open with no respawn field.

The other garage, the one of the rockets, is a nasty sniper spot. Its too dark to see the sniper in the first place, and the second part is players really don't need to hide that far back in that area.

I felt that the map itself was either too small or that the respawn waves were too quick. Either making the map a little larger or making it that respawn waves alter with who captures the point. For example: Red starts the timer for KOTH, Blu's wave is short, but Red's now is longer by a few seconds. Gives the advantage only for Blu with out having another way out of spawn so quickly and red over powering them.

Finally, I was not a fan of the outdoor spawn zone.
Does not feel like it fits in the TF2 theme.
 
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