cp_railyard

REEJ

L420: High Member
Aug 26, 2010
437
176
Quick Walkthrough Video Stream (alpha 2)

The "Probably not yet achieved" theory:
"Aimed" to be a quicker alternative 3 CP map where a 1 decent push wins the round, hoping to eliminate a typical 5CP-"getting rdy4last CP"-stalemate.

:O
Sigmar give me strength!
 
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REEJ

L420: High Member
Aug 26, 2010
437
176
the rails are a placeholder for a really worthless detailing work which will come in if the map idea turns out any good on game day
 

REEJ

L420: High Member
Aug 26, 2010
437
176
Alpha 2 update
- fixed the HORRIBLE color correction mistake
- slight improvements with the general feel of the map, including snow, lights and a tiny bit of other detailing
- added a quick introduction video: http://www.youtube.com/watch?v=iTb67CLw_UM

would like to apologize for the riddiculous color correction in previous version to whoever tested the map on their machine.
 
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Mar 23, 2010
1,872
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REEJ

L420: High Member
Aug 26, 2010
437
176
updated to a3b

(main changes)
-reinforced details crucial for side orientation
-improved lighting
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
hell don't see much difference by just reading but will do :mellow:

The difference is bumping into the door and losing all momentum as compared to the door opening for you.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
The lights are really bright, makes RED spawn look orange. The area outside of the hangars seems a bit large and open whereas the points are really cramped. In particular, the 'entrance' to the mid point between the two trains was a bit difficult to get through without looking where to go.

It was however fun while it lasted.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
The map is way too small, you need make it bigger, before EU crashed the map was complete spamfest.
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
I think the points are way too close to each other with too much open space in between them. In a 5 CP push, the battle goes back and forth a lot. This map is so small the battle shifts very little, so the play area stays the same for a long time. So the map gets boring very quickly.

Apart from that, watch out with HDR. Some areas like spawn were way too bright for comfort.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
-Point are too close each other. Match turns soon into spamfest because of that

-Exit door after 1st point is quite a choke.

-Some people complained about FPS. You should start thinking about optimization even it is alpha.

So what I think you should add: an area between middle and 1st point. Something you have like in every 5cp map. You should not be able to see from CP to an another.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
It was way too small.

for the size of this kind of thing, i'd look at koth maps, and add the points onto them. look, though , at how wide sawmill is.

I did like the atmosphere though: the cold outside, in contrast with the bright, warm insides. (though the insides were too bright. (but a lovely colour: i'm stealing that ambience)
 
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REEJ

L420: High Member
Aug 26, 2010
437
176
Sounds like a lot of work :D
I like what I find in the comments though

Sadly my HDD finally decided to die on partition modifications... just before the gameday
also now time for the joy of installing all again, updating and decompiling my own maps..
 

REEJ

L420: High Member
Aug 26, 2010
437
176
Now that I fixed up my files after the hdd sweep, got time to actually answer the feedback (which i greatly appreciate (could seem otherwise))

The lights are really bright, makes RED spawn look orange.
That sure will be adressed right away.

I think the points are way too close to each other with too much open space in between them. In a 5 CP push, the battle goes back and forth a lot. This map is so small the battle shifts very little, so the play area stays the same for a long time. So the map gets boring very quickly.

Apart from that, watch out with HDR. Some areas like spawn were way too bright for comfort.
1. Trying to tune that for my own layout idea, it had to fail on first try :)
2. Yep, and a difficult for me task, my old monitor surely displays stuff way different than LCDs (which probably everyone has now)

-Some people complained about FPS. You should start thinking about optimization even it is alpha.

Probably overdid it with the env_sprites, every light had it. Otherwise no ideas, while map is practically 1 zone it should still work out alright (like for an instance koth_harvest) with 24 players in it. (my problem is still lack of knowledge what stuff is particularly expensive and what isn't)