[WiP] ctf_railways

krik3t

L2: Junior Member
Jan 21, 2009
70
21
Railways

Latest version: a5b

Railways is small ctf map build with idea of non-hurting trains used as moving obstacles in the central area between team bases.

Updates in a2:
  • repaired some minor graphic glitches
  • wider stairs in front of spawns
  • spawnroom moved to reduce visibility from main building door
  • some clips added

Updates in a3:
  • blocked tunnel sides and added maintenance tunnel
  • trains recreated - now 3 trains with different length circling on each track
  • added some details into red base (no finished yet)
  • 3D skybox added (not finished yet)
  • signs added
  • another small changes

Updates in a4:
  • odd train angles repaired
  • added truck and piles of wood under the rocks next to base entrances to allow anyone jump up the first floor
  • added details to red base interior (not finished yet)
  • added some more details worldwide :D

Updates in a5:
  • added some props along the railways to fimplify jumping to trains
  • reorganized crates around truck and on other side to simplify jumpinf up
  • removed one lost prop-pipe floating on bridge

Updates in a5b:
  • added nobuild to trains and capture points
  • resolved stuck-points on plank bridges
  • set door timers valve style (trigger reset 0, door reset -1)
  • pipes in tunnel moved into hurt zone to avoid stuck in it




Thanks to GrimGriz, map is now awailable on his server 63.211.221.159:27015

ctf_railroads_a10000.jpg

ctf_railroads_a10001.jpg

ctf_railroads_a10002.jpg

ctf_railroads_a10004.jpg

ctf_railroads_a10005.jpg
 
Last edited:

krik3t

L2: Junior Member
Jan 21, 2009
70
21
Yesterday, we playtested map on GrimGrizs server. Although there weren't many players I have some basic feedback.

My feelings from playing:

- map is very small (feel smaller than turbine) thus very fast, with scout and some luck you can cap inteligence in one minute. With more players it will be much more complicated of course.

- there's no "owning" sentry spot, even with two sentrys you can't dominate central area (I really hate this on turbine).

I'm rather happy with map now, but still I really need more playtesting and feedback from others.
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Just in case you forget, my main feedback was that the trains come too often. Other than that, I thought it was a very fun map, and very well put-together.
 

krik3t

L2: Junior Member
Jan 21, 2009
70
21
Just in case you forget, my main feedback was that the trains come too often. Other than that, I thought it was a very fun map, and very well put-together.

Moving and blocking trains is the main idea of the map. I want players to have to jump over trains, raid them and so. Without trains you can cap intel in about 30 sec. First time I was thinking about neverending trains. Maybe I can add more flatbeds to trains (now its every 3rd wagon).

Of course, If I get same judgement from more players I'll make some changes.

Still - many thanks for your feedback. :)
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
It's too hard to rocketjump over both of the trains in one go. Look at the first picture, If a soldier is standing where the blue intel compass are and he performs a rocketjump, where is he supposed to land? There is no way he's going to reach the rock/cliff because he needs height no fly over the trains. Best thing would be to land on the second train but even that is terrible, landing on something that moves is seriously confusing and there's not much room to navigate in (bridge and cliff are very restricting)

After 3 or 4 tries at jumping over the trains I gave up and started using the bridge. It was just too much work, too hard, for no adavantage at all. (I had 220 ping so It might have been harder for me that it actually is)

Also, the supports under the bridge are too close to the tracks.

The bases seem to have a good size (a little small maybe) and good alternative paths, might play differently with more players though. There was one "exit" however that led from flagroom to spawn/traintunnel and when I tried to escape after taking the intel I ran into that tunnel, straight into a door that wouldn't open and then onto a train that pushed me into instadeath tunnel. It was very confusing... (make it clear which doors are spawnroom doors)
The spawnrooms main exit door could be easily camped and I felt really bad when I was forced to fight right outside of the enemy spawn. But it is basically right there as soon as you enter the base and it can't be avoided (I only used the bridge entrance)

I could not find any sniper spots that were overpowered and health and ammo were nicely distributed around the map.
 

krik3t

L2: Junior Member
Jan 21, 2009
70
21
It's too hard to rocketjump over both of the trains in one go. Look at the first picture, If a soldier is standing where the blue intel compass are and he performs a rocketjump, where is he supposed to land? There is no way he's going to reach the rock/cliff because he needs height no fly over the trains. Best thing would be to land on the second train but even that is terrible, landing on something that moves is seriously confusing and there's not much room to navigate in (bridge and cliff are very restricting)

Yea, I noticed you are master rocket-jumper :D I'm not sure if I want easy rocket-jump over both trains. I think being able to jump on (first!) train / over it is enough. I'm even thinking about widening space between trains to make it more battle-zone. Now its more like connecting corridor.

Also, the supports under the bridge are too close to the tracks.

Yep, exactly. Will be changed. Same with piles of planks/logs.

The bases seem to have a good size (a little small maybe) and good alternative paths, might play differently with more players though. There was one "exit" however that led from flagroom to spawn/traintunnel and when I tried to escape after taking the intel I ran into that tunnel, straight into a door that wouldn't open and then onto a train that pushed me into instadeath tunnel. It was very confusing... (make it clear which doors are spawnroom doors)

I'll be thinking about optimal way to do so. Some good placed signs should do I hope.

The spawnrooms main exit door could be easily camped and I felt really bad when I was forced to fight right outside of the enemy spawn. But it is basically right there as soon as you enter the base and it can't be avoided (I only used the bridge entrance)

Because of main-door camping I created second spawn exit. I must say I'm not fully satisfied, that one way to intel is "through" enemy spawn, but can't find alternative way without making it too easy for attackers.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Moving and blocking trains is the main idea of the map. I want players to have to jump over trains, raid them and so. Without trains you can cap intel in about 30 sec. First time I was thinking about neverending trains. Maybe I can add more flatbeds to trains (now its every 3rd wagon)

What about more trains of varying length?

The way it is now, it's like you have train A twice....like the second copy is half way across the map before the first one is out of the tunnel, and that's just one 1 track! It's too easy to see that it's a pattern.

Also, if you could make the tunnels maybe 16 units wider on either side of the train, it would make my life easier :)
 

krik3t

L2: Junior Member
Jan 21, 2009
70
21
It's still in alpha version. I'll add more props and details after more playtests.
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
This is quite a gem of a map. The trains are an instant standout, providing am unpredictable gameplay mechanic that adds a bit of a luck factor that can be fun when trying to escape with the intel.

Noticeable problems:
- Needs a few small-medkits strewn around. 1 per 'arena' (if you broke up the map into sections, each would be an arena) is my rule of thumb
- Signs are a must. Marking the intel and exits.
- patch overlays where pickups are, just to keep things clear
- Some cover in the long curved hallway in each base

Overall though pretty solid layout. Fun to play, well done!
 

Gadget

aa
Mar 10, 2008
531
527
Played this on gameday yesterday...here's my feedback and suggestions:

o The layout works quite well and I had fun playing it.
o I like the trains but maybe you should think about changing their length and the frequency they run through the map. I'd like to see longer trains with more waggons but they should appear less frequently. See picture:



o Signs are needed (added some screenshots for possible changes)
o More possible changes on the screens...

 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Looks very original
 

krik3t

L2: Junior Member
Jan 21, 2009
70
21
Thanks for feedback guys. I'm working on another version. Signs are on TODO list. I'll also change trains, still I really want lot of trains - only few moment without any train in the playing area. I have to add more flatbeds and synchronize them better.
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
We had a problem with your door today. If I open it and then stand at the side until it closes, when someone else runs up to it, it does not open.

*also games does not end when time runs out
 
Last edited:

krik3t

L2: Junior Member
Jan 21, 2009
70
21
Oh, thanks. I presume I have to set reset time for triggers. Am I right?
 

krik3t

L2: Junior Member
Jan 21, 2009
70
21
I checked Valve maps and they have door reset set to 4 and trigger reset to 1.

I noticed that also Valve maps have problems with door closing - sometimes doors stay open (no spy in).
 

krik3t

L2: Junior Member
Jan 21, 2009
70
21
I'm finishing a3 version for gameday. But I have one problem with train. I made new trains. Everything's fine but one engine car. It spawns slightly rotated. In Hammer everything seems fine - I have traintrack with fixed position and model/clips attached to it. Any advices? :confused:

ctf_railways_a30004.jpg