KotH Railbridge

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Eyce

L6: Sharp Member
Jan 13, 2010
370
225
Release Candidate 2. Additional fixes in change log.

Thanks to those who enjoy playing on the map, provided criticism and so on, I was taken by surprise when I found out its popularity.

Server Admins - .bz2 download here

Thanks to:
- ABS for his prefab pack
- The people who supported me through these mapping shenanigans
- TF2Maps.net community
- STAR_ for giving the contest some visibility in the TF2 community
 
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Eyce

L6: Sharp Member
Jan 13, 2010
370
225
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Eyce

L6: Sharp Member
Jan 13, 2010
370
225
Progress from a couple of hours today. Set up the train doors and planted in the divider buildings and also looked into getting a longer train.

The doors worked, the train didn't have enough space to sit nicely for now, so I couldn't be bothered dealing with that for now.

Instead I got bored and wanted to detail some stuff. Stole concrete doorway from Badlands; sue me.

https://dl.dropbox.com/u/9176285/tf2stuff/uni_assessment/prealpha/2012-08-01_00002.jpg
https://dl.dropbox.com/u/9176285/tf2stuff/uni_assessment/prealpha/2012-08-01_00003.jpg
https://dl.dropbox.com/u/9176285/tf2stuff/uni_assessment/prealpha/2012-08-01_00004.jpg
https://dl.dropbox.com/u/9176285/tf2stuff/uni_assessment/prealpha/2012-08-01_00005.jpg
 
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colacan

L5: Dapper Member
Apr 14, 2012
235
85
I like it, it looks nice and it has a train! :O
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
Alpha 1!

The map has been uploaded to the TF2Maps.net servers, so get playing!

Screenshots updated in first post.

It's been a while since I've done this, so if you pick up on any ridiculous things I've missed, please, do tell. :)
 
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TehStoneMan

L1: Registered
Jun 15, 2012
46
5
I think the train gates need to stay open a fraction of a second longer. They close while the train is still passing through them.
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
I'm pretty happy with the preliminary feedback from alpha 3, the lack of specific feedback points and the lack of comments gives me the impression of "No news is good news". In that case, I'll start to detail the map up in time for the end of the month.

However, I'm still contemplating redoing the entire spawn section.

Anybody have any objections/points that you wish to raise now?
 
Mar 23, 2010
1,872
1,696
this was my favorite map
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
"No news is good news".
There were about 3 maps that gameday that didn't get any feedback, so I wouldn't be so sure.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
How wide is the spawn area compared to Viaduct? It feels too wide, or maybe too thin. Either way whenever I left spawn I felt like I only had one, maybe two routes to take - the third was just never visible or close enough.
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
How wide is the spawn area compared to Viaduct? It feels too wide, or maybe too thin. Either way whenever I left spawn I felt like I only had one, maybe two routes to take - the third was just never visible or close enough.

I honestly haven't checked (I'd be guessing it's a good 768-1024 units wider though), however I'd be inclined to agree that the third route down the hill is too far across to the right.

For the current version I moved the spawn further across to make it a little more central to all three routes, but evidently not enough.

There were about 3 maps that gameday that didn't get any feedback, so I wouldn't be so sure.

Prestige likes it, I am happy.
(Haven't viewed the stv yet, actually. The amount of issues that the map has is reducing, and I'll need to get to work detailing this further.)
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
I haven't quite dropped off the radar.

7 days to go means pumping out more detailed editions.

I've redone the entire spawn area, redone a couple of displacements, but more importantly, replaced the Hoodoos.

Rollouts as Solly and Demoman are still pretty quick, although require a tad more skill than previously thought.

Screenshots taken on poor quality settings because that's how my desktop runs the game.

https://dl.dropbox.com/u/9176285/tf...alpha/screenshots/pre-a4/2012-08-22_00001.jpg

https://dl.dropbox.com/u/9176285/tf...alpha/screenshots/pre-a4/2012-08-22_00003.jpg

https://dl.dropbox.com/u/9176285/tf...alpha/screenshots/pre-a4/2012-08-22_00005.jpg

yes i like badlands, deal with it
 
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Popo

L1: Registered
Jun 13, 2009
43
29
I like it! :)






Okay what I don't like is a few things:

1) Building with the 'balcony' just before the point seems a tad small. Do you think you could widen it a touch?: Feels awkward to move through.

EDIT: Sorry meant the balcony not the building itself. The building is fine, just the balcony.

2) I rarely use the left exit, but we already touched on why that might be. What with the wide opening and what not.

3) The sharp ramps on the side of the bridge which doesnt have a medium health pack at the end of it I dislike also. Hard to see upwards, but that may just be my opinion.

On the bridge: we've covered this in game but I thought it was valuable enough to mention again. Needs signposting for the train with flashing lights and barriers.

I'd probably have more feedback but AG's round timer is stupidly small so I'd have to play again before you release to have a better opinion.

Cheers dude, and good luck to ye.
 
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Eyce

L6: Sharp Member
Jan 13, 2010
370
225
Beta 1! Oh my!

2012-08-31_00003.jpg

2012-08-31_00004.jpg

2012-08-31_00008.jpg

2012-08-31_00005.jpg

2012-08-31_00007.jpg
 
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