Railyard

Discussion in 'Map Factory' started by Tom Foolery, May 11, 2009.

  1. Tom Foolery

    Tom Foolery L1: Registered

    Messages:
    48
    Positive Ratings:
    4
    a2 is out. I'm too lazy to add new pictures right now. The bases are very different now. The spawns are now on the second floor, and the huge halls have been divided into smaller rooms. The middle is pretty much the same with some ways onto the battlements and middle hut. I don't think that sentries will be nearly as effective this time.

    New for a2:
    • Very different base layout
    • Paths from the middle to the battlements
    • Props allowing jumping onto the middle building
    • Added sudden death
    • Built cubemaps
    • Made it so that teams can cap if their intel is gone

    Not in a2:
    • There is no train in the middle. I want to get the layout working better first
    • The doors from the middle to the first floor bases will still push players up if they stand under them. I don't think this will be too much of a problem for playtesting.
     
    Last edited: Jun 17, 2009
  2. zornor

    zornor L4: Comfortable Member

    Messages:
    195
    Positive Ratings:
    23
    This is alot like ctf_well... and also, alot like my map in progress (which I haven't put on the website yet so it's not like I'm blaming you for stealing or anything D:>)
     
  3. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,826
    Positive Ratings:
    2,822
    Would you kindly add atleast mediocre lighting to the map and supply screenshots? It adds detail and 1UPs it ten-fold.
     
  4. Tom Foolery

    Tom Foolery L1: Registered

    Messages:
    48
    Positive Ratings:
    4
    True, but a lot smaller, and hopefully better (than ctf_well that is).

    I was in the process of lighting it when I decided to save that version and delete the lights so that I could post a fullbright version. I'm fairly new to hammer, so I need more practice lighting to make it look halfway decent.
     
    Last edited: Jun 14, 2009
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,535
    logic_auto > tf_gamerules: SetStalemateOnTimelimit: 1

    Overall I thought it was a very good start at a CTF map
     
    • Thanks Thanks x 1
  6. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    356
    Was fun today. Ithink its a pretty decent layout. Maybe add one more way into base.

    I think it could also use a few smaller corridors. Lots of wide open spaces but not many small tight ones.

    I also think maybe the spawn should be further back and not directly in front of the intel. That kindof leads to turtling issues like 2fort. Although both teams were getting the intel and getting out so it's not too bad.
     
    • Thanks Thanks x 1
  7. Dr. Spud

    aa Dr. Spud Grossly Incandescent

    Messages:
    879
    Positive Ratings:
    830
    It was pretty fun today. You're off to a great start.:thumbup1:

    The only big problem is that the bases are too spacious; the rooms are gigantic.

    And I mentioned in chat: either disable collisions on the train tracks or player clip them to be flat. When you run over them you pop up and down twice from the rails, and it messes up rock-jumping.
     
    • Thanks Thanks x 1
  8. Tom Foolery

    Tom Foolery L1: Registered

    Messages:
    48
    Positive Ratings:
    4
    Thank you for the feedback, it's very encouraging and helpful.
     
  9. Delusibeta

    Delusibeta L3: Member

    Messages:
    100
    Positive Ratings:
    14
    The major moan this week is that we couldn't cap if the intel is not at the base. It's a rather large design flaw and it made for plenty of facepalms and people screaming "Why did you pick up the intel?" Either allow capping while the intel is away or shorten the wait time for a dropped flag to respawn.
     
  10. Dr. Spud

    aa Dr. Spud Grossly Incandescent

    Messages:
    879
    Positive Ratings:
    830
    Yeah, the map was totally broken yesterday because of not capping without the intel at base.

    This caused two facepalms:

    a) you have the enemy intel at the cap point, but your intel is 3 feet away so you can't cap, and enemies can constantly touch it to reset the timer.

    b) both teams have the intel at their bases, and painful all-talk conversations about diplomacy ensue.


    You need to let capping work without the intel at base. Or, if you could let players return their intel to base by touching it, that could work too, maybe.
     
  11. Tom Foolery

    Tom Foolery L1: Registered

    Messages:
    48
    Positive Ratings:
    4
    Arg, I thought that I had fixed that. :facepalm