Railway

Discussion in 'Map Factory' started by The Political Gamer, Apr 27, 2009.

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  1. The Political Gamer

    aa The Political Gamer

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    This map has been put on hold till my contest plr map is done! Link to plr_ Assembly

    Story: After a BLU shipment of experimental train fuel is stolen by RED. BLU vows for revenge. BLU manages to track down the shipment to an old "abandon" sawmill. However, this is no ordinary abandon mill...

    pl_Railway is a payload that puts heavy priority on BLU flaking RED. For BLU to win they have to infiltrate RED territory and take them out. Adding to this madness is the doors that seem to like to change the when points are capped so people need to change their strategy on the fly. The cart also moves very fast so it will be very important to keep it in check. Lastly be sure to look out for the many trains that will just love to take a "bite" out of you.

    Other credit:
    Youme - Textures (A3-A4)
    Acegikmo - Lighting
    A Boojum Snark - Payload Entries

    I will leave the links up for the older versions of the map if anyone wants them, just click on Done! next to the version you want and it will link to to that version.
     
    Last edited: Jul 13, 2009
  2. Dustoxx

    Dustoxx L6: Sharp Member

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    So, it is one long rails? :p

    Snipers and scouts would love it, but other classes not. Try to have variations in directions and heigts of the payload rails so gameplay is more fun. ;)

    Ps. Where do people spawn?
     
  3. The Political Gamer

    aa The Political Gamer

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    Snipers may like my map, but scouts, jump off the train first. :p Also the spawns are right were the supply is.
     
  4. Void

    aa Void Local Man Unable To Map, Sources Say

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    Where's the... Supply?
     
  5. The Political Gamer

    aa The Political Gamer

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  6. Dustoxx

    Dustoxx L6: Sharp Member

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    Downloaded the file, and it contained a vmf. You know you have to add the bsp, right? :p
     
  7. The Political Gamer

    aa The Political Gamer

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    :facepalm EDIT: FIXED!
     
    Last edited: Apr 27, 2009
  8. Dustoxx

    Dustoxx L6: Sharp Member

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    Played it, here are some things:

    -Snipers would rule the whole map.

    -There aren't any curves or somethings, just one long line.

    -Not a lot of space to move around the cart.

    -You can jump around the respawnroom visulizer and get in the spawn of the opposite team.

    -It's kinda strange that if you fall of the train, you die, but okay i get it. :p

    -Missing respawn areas where you can you change class.
     
  9. The Political Gamer

    aa The Political Gamer

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    -Snipers would rule the whole map.
    Only a full test can tell!
    -There aren't any curves or somethings, just one long line.
    I will put more trains in for room for curves eventually.
    -Not a lot of space to move around the cart.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    -You can jump around the respawnroom visulizer and get in the spawn of the opposite team.
    I will make it bigger.
    -It's kinda strange that if you fall of the train, you die, but okay i get it. :p
    I will change it to fall.
    -Missing respawn areas where you can you change class.
    It is the first 2 flatcars you spawn on.
     
  10. Connect_Four

    Connect_Four L2: Junior Member

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    OK, after viewing the .vmf and .bsp respectively, here are the problems:

    -Consider playerclipping the areas behind both spawns
    -If you continue to use the no_entry texture on your func_respawnroomvisualizers, center it. It looks more visually appealing for the opposing team
    -You can jump around and over the func_respawnroomvisualizers as a scout. Fixing that would help prevent some of the spawn camping. My suggestion is to make a func_respawnroomvisualizer, but make it a playerclip texture and make it large
    -Add an env_cubemap, please :crying:
    -You're using 1 light entity set to 99999xxxxx brightness, don't do it! D: Use a light_environment and add light entity's where you seem plausible
    -This map is favoring snipers, soldiers, and demos. Snipers have a tremendous advantage when at the top of one of the many train car roofs
    -Optimize! Nodraw the bottom of the map, there aren't many brushes but still, Nodraw it! :O
    -To cut down on vvis, please consider creating a 3d skybox. It would help soooooooooooo much with the map in terms of optimization and compile times. Creating the illusion of surronding land without increasing compile times and fps issues is a win-win for everyone
    -No supply packs anywhere, unless you consider the slooooooow healing cart

    That's about all I have caught so far. Hope this helps in some way.
     
  11. The Political Gamer

    aa The Political Gamer

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    My, My, I have quite a bit of work to do!
     
  12. eerieone

    aa eerieone

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    first thing that comes into my mind is the tf2-remake of convoy, ctf_convoy i think
    looks like it will be a 12v12 sniperfest, where you aim for the slight reflection of the enemy sniper´s shades.....
    make the trains wider, build in obstacles... make it look so that it is transporting all kinds of big stuff, pipes, containers etc.
    you really need to rething the whole idea to make it balanced and enjoyable for every class other than sniper
    basically when mapping, the sniper is the only class i never think of as a class i want to please, no matter what, snipers will always find a lane to shoot
    think of snipers more as a threat to gameplay than something that needs it´s fair share of possitive attention
     
  13. The Political Gamer

    aa The Political Gamer

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    DING! DING! DING! We have a winner! :p But more like pl_convoy, a very bad pl_convoy. :(
     
  14. The Political Gamer

    aa The Political Gamer

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    OK I drew up some plans and A2 will have curves, better sentry spots, and lots less sniper spam. I will use the TF2 containers to make most of it. I would upload the plan but my printer is not scanning it. :cursing: Also I have lots of school work to do so A2 will take a lot longer then A1.
     
  15. The Political Gamer

    aa The Political Gamer

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  16. The Political Gamer

    aa The Political Gamer

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    *bumb* At this point I am starting over. :( The next version will be called A3 but it will not look at all like 1 or 2, I can say that for sure. Yes it will have lots of your lovely brushes! The way it is shaping up it will be a Badwater stile map with one hell of a boom at the end... this will take a long time. Lastly I will just leave up the download links for A1 and A2, and it you possible want to continue my map just PM me for the .vmf
    This VERY early look at what the new one is shaping up to be: [​IMG]
     
  17. The Political Gamer

    aa The Political Gamer

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    *bumb update*

    pl_Railway_A3 is taking longer than I imagined but it is coming along nicely. It will be a Badwater pl map with an end that is not run of the mill.

    Done
    BLU Spawn
    1st Capture Point

    1/2 Done
    RED Spawn
    2nd Capture Point

    Not even started
    3rd and Final Points
    Textures
    Props
    Doors
    Trains

    Lastly there will be NO froward spawns. This is for 2 reasions:
    1. The map is small for a pl map.
    2. I have made the map in mind that there will be so froward spawns, I fixed this with doors.

    A3 should be done by the end of May for sure. And yes there will be some Trains people will have to look out for! :D (aka they will kill you)
     
    Last edited: May 7, 2009
  18. The Political Gamer

    aa The Political Gamer

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  19. Ravidge

    aa Ravidge Grand Vizier

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    Played a2 and honestly it was a mess. You already know that and judging from the a3 screens it seems you're taking it in a completely new direction. A wise decision in my opinion.

    It does look more like a normal map (It got brushes :)) than the previous one. I'm worried it might be overscaled? hard to say from pictures alone.
     
  20. The Political Gamer

    aa The Political Gamer

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