A Journey fraught with difficulties
That train is REALLY waaay too small, I think it breaks the proportion of the map. :>
Solution: Make the map tiny. Problem solved.
Notes: Control points are shiny discs inside hazard tape that give the owner the deeds to a property, that can only be won in thirty minutes or less by assembling a team of nine killers and attacking them.
Intelligence is just intelligence on the enemy's intelligence. Capturing their intelligence tells you about your intelligence.
Summary: TF2 does not make sense.
So... if this new rubber ducky swimming pool crate is hinting that it's an EotL crate... are you going to have this map fully finalized and detailed in a week?
EDIT - Nevermind, looks like it's not the EotL crate:
Damn, I was looking forward to nagging Frozen and making him sweat.
Just, for you.
Don't just do a snowplow, go Jordan Spreader for maximum overdrive snowplow:
So by now you have probably seen the End of the Line Update release over at TF2.com. If you haven't you totally need to right now, just click here and your browser will be wisped off to the pure awesome that the update is. If you're still reading this, and you haven't seen the update, warning, there are spoilers from the film and the update ahead.
You will have noticed that the map is not part of the update page. This is because it is not officially part of the shipped update. On Novemeber 13th, YM and I found out that the map was cut from the update. The reason given was that Valve felt it was 'too confusing and challenging for new players.' What that exactly means, we have no idea. That being said, we're able to publically release the map for you guys, along with all the awesome assets that were created for it. We've bundled everything up into a single pack - “The End of the Line Prop Pack” which you can download below.
Tim and I will continue to update the map when it's needed.
Tim and I would like to extend our thanks out to all the testers of the “End of the Testing” steam group and the public testers who came out to play the map when the map went into the public testing phase. We'd also like to thank the film team for their time in creating all the custom map assets and particles. Finally, we'd like to give our biggest thanks to James McVinnie, who started and lead the whole End of the Line Update. Without him, this map would have not have been made.
We'll be having the map up on a couple of our servers 24/7 for a little while, so you can all get a chance to play the map.
That's rather fair. The map was always fairly confusing just because it's a/d cp but it really doesn't feel like it? Hard to tell how much time you have left and whatnot. It's a shame it's not in, but alas, what can ya say.
Nice try guys! You made a good looking map and a cool gamemode with it.
Also, here's a flythrough of the map.
Here's the map DL
Here's the prop pack
EDIT: Changed map URL to rc2 (fixed some things)
I don't think it's very fair. Weren't you approached by Valve to make the map in the first place? Seems wrong that they would commission you to spend hours making a map just to cut it when you finish.
I didn't think it was very confusing anyway, it's just like learning any other gamemode, but this time it's not a completely new concept since it just combines standard A/D and payload.
It's a sad day for custom mapping.
Valve hasn't added a single custom map this year and denied a map that they themselves were giving feedback. Their expectations are impossibly high.
No, they were not approached by Valve. Cuntsman asked me to get a hold of someone to make a map for the project who I thought could do it on behalf of McVee and i poked YM about it.
Ouch, shame about it not being included... but great job anyhow. The film is amazing too.
I can't accept "too confusing" as the reason. Not after the mode was streamlined down to regular A/D. Not when the more complicated rd_asteroid (and pl_cactuscanyon's last stage) are being developed by Valve right now.
Maybe the rest of the update being a letdown too makes me more unhappy about this than I should be
To me it's more like this is a tipping point about the general lack of care Valve has shown towards community mapping. I could accept them not wanting the map if there hasn't been this horrendous drought in maps in general. Turning this down just feels stupid of them to do.
The bumper cars sucked, Valve.
If the map was confusing, why didn't the valve testers tell us? Fuck them, get them fired.
"Too confusing" my ass. What about "Standin" the supposed "best map we've seen"? Confusing as hell, and difficult, too.
I think the gamemode could've made more sense, but there's no point going into that. Valve fucked you over majorly and I'm really sorry to hear that. You guys clearly put in a ton of work and given how much the TF2 community seems to dig your map, you deserve to be proud of that. I hope you get the compensation you deserve in one form or another.
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