Train Trap

CP Train Trap A5A

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Train Trap - Here comes the pain train!

CONTROL POINTS - TRAIN TRAP
A small project I made where I basically made Snowplow 2: Electric Boogaloo.

This map's concept actually started at the very start of the Back to Basics contest, where I made some concept sketches and a proof-of-concept map. It was meant to be similar to Snowplow A1's gameplay, where the train could be diverted. Over a vacation, I refined it into a combination of both versions of the train trap mode.

Well, Hammer had different ideas.

It proved incredibly difficult to make, and I couldn't take it anymore. So I reached out to TheMrStalin and his joke of a map, Orange Snowplow. He graciously allowed me to decompile the map and use the logic, which I did.

One of the things that drove me to make the map's layout was that I couldn't make forward spawns with his logic. So, instead, I made it so that the spawns rotate relative to capped points. I'm proud of how I made it work.

So, now, here it is. An entire summer's worth of work compressed into one terrible package.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Here they are. Had to crop them weirdly because of spectator and the env_screenoverlay.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Wouldn't have changed because of the screen overlay.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Huh.
 

True lemon

L3: Member
Feb 20, 2019
132
33
no, it doesnt remove the overlay
 

True lemon

L3: Member
Feb 20, 2019
132
33
you'll have to compile a different version of the map without the overlay for screenshots
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Or I can use console.

sv_cheats 1

ent_fire trainhud_(number) kill

cl_drawhud 0

See?
 

True lemon

L3: Member
Feb 20, 2019
132
33
that too, i never thought to do that
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
TrainTrap has been updated!

- Changed the opening song to "Rumble".

- Added a stupid gate that opens when there's 5 seconds left of setup.

- Changed the uninspired snowy theme to an even blander grass theme

- Added some more detail around the edges of the map.

- Added another stairway to C.

- Moved E into a smaller shack.

Notes: Did you expect me to stop updating? God no! I'm taking this map seriously!

To be honest, I need more feedback on E - how should I change it?

Read the rest of this update entry...
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
An update to cp_traintrap has been released.

In this update:

- Changed RED respawn time on last to make pushing easier.
- Changed the direction of the Bar's exit stairs.
- Added doors at the bar.

- MAJOR Changes to fourth. Here are the highlights::
- Added flank through RED's old spawn (should probably add a RRVIS)
- Redesigned the bridge so that you can walk up some side stairs.

- Added some brush railings on a bridge near second.
- Made some brushes with the TrainHud on it (Might work?)
- Clipped stairs.
- Updated localization files.
- Added a Laser gun at the top of the ATOMIC BASE.

Notes: If the next IMP still doesn't show the HUD, then... I don't know.

Read the rest of this update entry...
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
I've made some serious changes to C and D, but let's start with some general changes.

- Changed the sky to sky_badlands_01.

- Added an HDR-adjusting logic_auto.

- Removed Herobrine.

Now, let's get into the main course of this update:

- Changed C so that it now takes place at an... out of place... broken-down.... thing?

- Capturing B now flips RED's spawn instead of C.

- D now no longer takes place by a cliff, but by a massive brick Spytech building.

- D is now much better covered by some big-brain security fence spam.

Notes: If the changes to C and D make feedback better, then E is going to be "overhauled" next. If not... well... ¯\_(ツ)_/¯

Read the rest of this update entry...
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Will change screenshots soon - they're from A1. Anyways, new stuff.

- Redesigned E to take place inside a... building. Eh.

- Opened up a new route into the building next to D, and added a railing... thing... that goes along to the top of the structure.

- Added a new flank to C.

- Redesigned B to C area.

- Opened up a backlot at B.

- Added new catwalk in the A to B building.

- Map now uses pass_brickyard's lighting, making it 999% brighter.

- Reduced Player Enjoyment so low, even the bots started rage-quitting.

- Added Startackererer's anti-HDR Blindness device (I'm not certain it'll work.)

- Sped up the train for literally no reason!

KNOWN ISSUES:

- Map needs the Snowplow HUD - I have it in the map, but the actual overlay file won't get saved or something.

- Big building at E is too hard to defend...? I don't know, the bots went AFK after B.

Read the rest of this update entry...
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Thank you!
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
LDR machine broke, updating soon.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45