Friction

PL Friction a4

Sep 12, 2008
1,272
1,141
Hello There!

Two days ago, I suddenly got the idea to combine PL with KotH. This is the result:
KotH_Friction!

A map set in a sunny environment, following granary's theme. But it's the gamemode that it's all about. Both teams can push the cart, which spawns in the middle of the map. When, let's say, BLU pushes the cart in the area of RED, BLU's timer starts to count, as if they captured the "Hill"-CP!


Known issues are:
- Some bugs with the cart
- ...

DOWNLOAD LINK: http://forums.tf2maps.net/downloads.php?do=file&id=2834
 
Last edited:

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I want to be in the credits since you found the idea while you was chatting with me. :D
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
I thought of something similar to this but couldn't figure out a way to make it work too well. Hope it works out for you though.
 
Feb 14, 2008
1,051
931
From the secret preview build I've played:
- Map is way too small and cramped, should be wider with a bigger middle
- Those rounded roofs are fugly and hard to detail
- On the wall in front of spawn, the little bend in the wall looks a bit weird
- Takes 10-12 seconds to run from spawn to spawn
- Clipping, especially indoors, needs to be improved a bit (I'm being jiggled about all over the place)
- The cart makes a weird instant turn when you cap it as the other team (after it being initially capped), wouldn't know how to fix
- The bits under the fences are too thick for my liking
- Detailed in alpha D: (looks granary though :), love the hay usage)
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
The Bomb looks a little.. odd. I was expecting more of a Waste style, obviously much less "armored bomb"

Looks great, albeit a little cramped, Can't wait for a DL.
 
Sep 12, 2008
1,272
1,141
From the secret preview build I've played:
- Map is way too small and cramped, should be wider with a bigger middle
- Those rounded roofs are fugly and hard to detail
- On the wall in front of spawn, the little bend in the wall looks a bit weird
- Takes 10-12 seconds to run from spawn to spawn
- Clipping, especially indoors, needs to be improved a bit (I'm being jiggled about all over the place)
- The cart makes a weird instant turn when you cap it as the other team (after it being initially capped), wouldn't know how to fix
- The bits under the fences are too thick for my liking
- Detailed in alpha D: (looks granary though :), love the hay usage)

Thanks a lot, will take a look at those issues. I'm not sure if I'm gonna make the map bigger, since I intended it for smaller games (10v10 or something at it's max). The cart is just a placeholder at the moment! I know it's detailed, but this is still an A1!
 

NerdKoopa

L1: Registered
Nov 1, 2009
20
0
Wow.... I had an idea like this once! It's like you could read my mind :D Anyways, goob job.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
That is a weird-ass kart. Anyway, I hope this will be as fun as it looks, me <3 Granary.
 

Impulse

L2: Junior Member
Nov 1, 2009
51
18
I like the idea allot, looking forward to playing it.

Are you going to make a tutorial or post the entities so others can make it?
 
Sep 12, 2008
1,272
1,141
Yup, i'm gonna release a new version soon when the bugs are fixed. Will change something in the layout of the spawns!
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Does the countdown get faster the farther you are into the enemy base?
 

Malcolm

L3: Member
Jul 10, 2008
123
25
Damn it!

Looks damn sweet. But I thought my idea of "King of the Payload" was kinda unique. Gosh! Disappointing.

Have to play this map, just for inspiration.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Does the countdown get faster the farther you are into the enemy base?

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.