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KotH Pain Train Station A3

SUPANERD360

L1: Registered
Mar 26, 2021
25
1
Pain Train Station - My interpretation of what Demo was drunkenly bumbling about

This is my very first shot at mapping for tf2 (and hammer in general). I had the cool Idea of making THE pain train station located in pain town for everyone to enjoy. This KOTH map is a relatively small and faster pace map compared to most.
Note: I built the train hazards from scratch so they are a little janky, just don't stand on them when running into props because you will get stuck... or worse...
 

SUPANERD360

L1: Registered
Mar 26, 2021
25
1
like many first maps it kinda... wasn't very fun. This is an experimental version of the map so please be as harsh as you can when testing.

Major Changes:
  1. Reduced prop spam
  2. Raised mid
  3. Widened the map to make room for the new mid
  4. Deleted courtyard and replaced it with pain town
  5. Closed battlement windows (it was getting chilly)
  6. Made battlements more accessible
  7. Moved and added health and ammo pickups
  8. Increased train speed from 550 hm/s to 600 hm/s
  9. Doug the fridge is now canonically an alcoholic
  10. Deleted barrel tunnel
  11. Reduced the cursed shutter doors
  12. Went insane trying to fix a lighting glitch that ultimately was caused by turning ramp brushes into func_details (see discord)
  13. Made roof behind the battlements walkable (you still can't jump on top of the other buildings, please tell me if you want that changed)
All of these updates are subject to change with feedback, have fun!

Read the rest of this update entry...
 

SUPANERD360

L1: Registered
Mar 26, 2021
25
1
This update focuses more on refining what is already here.

Major changes:

  1. Remodeled cliff to be more accessible
  2. Added windows to the first floor of the main building to improve visibility
  3. Took out my frustration on the hammer editor on Doug
  4. Added more cover to the control point
  5. Widened the control point by ~64 hmu
  6. Doug's addiction to beer has developed
  7. Got rid of the fence between the routing buildings and closed the gap
  8. Added cover for people leaving the main building to mid
I realize now that the core design of the map is fatally flawed so I am now using it as a platform to try new things and get experience with the hammer editor so I am able to produce something a little more competent. Have fun!

Read the rest of this update entry...