Kill Zone Express

CTF Kill Zone Express a3

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
Kill Zone Express - what trains end was supposed to be.

now before you go jumping in realize the name is all you need to know and more!

kill zone: the frontline of the map is open, big, and 70% water! so get ready because this going to get uncomfortable...fast!

express: the map is a sequel to my older map trains end and takes place 10 hours after trains end.

it will be interesting to see what happens over time and any and all feedback is welcome
 

The Smk

L3: Member
Oct 15, 2015
119
21
mid isn't nice to play on its basically just a spam with barriers and a bridge over the river . Also even with all the Barriers snipers can shoot into the enemy spawn from the right position which completely ruins the fun of the Map. I feel like the Spawn can easily be spawn camped so basically it suffers the same things 2 fort suffers from (play tested with 6 vs 6 team one of the teams a competitive team)
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
mid isn't nice to play on its basically just a spam with barriers and a bridge over the river . Also even with all the Barriers snipers can shoot into the enemy spawn from the right position which completely ruins the fun of the Map. I feel like the Spawn can easily be spawn camped so basically it suffers the same things 2 fort suffers from (play tested with 6 vs 6 team one of the teams a competitive team)
i will be altering mid extremely! thanks for the input!

2 questions that i would like you to answer if possible

1:did players find the vents easily and if so, did they use them?
2:what do you think of red spawn?
 

The Smk

L3: Member
Oct 15, 2015
119
21
ok first of yes the People found the Vent but nobody used it because it was to slow which dosent rly pay of for a medicore flank.
Maybe make it so you dont need to crouch
i didnt rly pay much attention to the spawns expect the exits. Sry i couldnt help there
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
People found the Vent but nobody used it because it was to slow which dosent rly pay of for a medicore flank.
Maybe make it so you dont need to crouch
i figured a spy would be willing to accept the length in return of having access to the center of the enemy bass with little to no enemies in it's way, also it doubles as a good exit!


also...i think the crouch button is under used.
 
Last edited:

sooshey

:3c
aa
Jan 7, 2015
514
410
i figured a spy would be willing to accept the length in return of having access to the center of the enemy bass with little to no enemies in it's way, also it doubles as a good exit!


also...i think the crouch button is under used.
Unfortunately there's a difference between what you "figure" and what actually happens, just like what you intended to be sniper spots
People will do what they want, and you gotta build your map around that. As soon as people realize where the vent exits, that exit will be monitored and the flank will become useless.
Also the crouch button is underused because it makes you go slow and therefore become an easy target
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
Unfortunately there's a difference between what you "figure" and what actually happens, just like what you intended to be sniper spots
People will do what they want, and you gotta build your map around that. As soon as people realize where the vent exits, that exit will be monitored and the flank will become useless.
Also the crouch button is underused because it makes you go slow and therefore become an easy target
welp...there goes 2 hours of time wasted...can you suggest a way i can make it better that doesn't include making it big and out of place? if not then i think i will just remove it :/
 

sooshey

:3c
aa
Jan 7, 2015
514
410
welp...there goes 2 hours of time wasted...can you suggest a way i can make it better that doesn't include making it big and out of place? if not then i think i will just remove it :/

Like Spycrabthatdies said, just make it a little bigger so people can run instead of crouch-walk. Look at the ducts on Turbine. If they look too big in your map, maybe you can push them into the ceiling some?
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
The intel rooms should be a bit bigger, or at least not a rectangle. The way you have it set up makes it really easy to camp inside it.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
The intel rooms should be a bit bigger, or at least not a rectangle. The way you have it set up makes it really easy to camp inside it.
got it! i'm already working on a bigger intell room thanks!
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
you cried and i answered
by making the map i tiny bit less intense and uncomfortable

+ intelligents room expanded
- removed a gigantic sightlines
+ more ammo
+ safer spawns

i probably forgot something but it's not important

Read the rest of this update entry...
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
I have to say, my best results are from testing with real players in game with them.

+ gates at the entrance of each base
+ 2 resupply lockers
+ more detail to dam
+ more detail to under water
- now only 4 sniper windows on each base
- no clipping on the dam


special thanks to all the awesome testers! :D

Read the rest of this update entry...