Trains. Trains. MORE Trains.
That joke was so bad it was kind of funny.
From the looks of it trainwreck is nothing at all like this. That has considerably less trains and more non-train areas. In traingrid there is literally ALWAYS a train somewhere, usually many. The only time there are no trains is 10 seconds in the beginning (3-4 if you count the time it takes to leave spawn), and a few seconds at the end, for dramatic pause.
Looks can be deceiving... until you download and play.
I've been apart of the test crew for trainwreck from the start. It's nothing... nothing but constant trains.
Edit: Just played it, just 2 flaws I found...
These little blue things kept flickering around the map, it's pretty weird and I don't know if it's just me or not. Might be some sort of bug with the hundreds of entities you have? It only appears in the no-train square areas, too.
It might just be me again, but for some reason I picked up a Kritzkrieg every time I died 3 times in a row, which was really weird.
The experimental challenge of overloading entities proves interesting results!
Your game is effed up, bro.
the flicker... I have no idea. The source engine does have issues with teleporting objects flickering (you can see people using engy warps at times), but that's always the actual object, not some weird shape.
The kritzkrieg is probably the fact that you got disconnected from steam sometime between your client being told you got it and you died. Then it never registered that you got it, so you client kept handing it out. (i.e. you didn't get three)
Ahh, I see. I looked up the console error on Google and discovered it started around the latest minor update to a lot of server owners...
Here is a video of Trainwreck, so you guys can see how it works and how similar the map ideas are.
I actually experienced this problem funnily enough when making ctf_revamp all those months ago. An easy fix was to toggle the rendering of the model off before it teleports, and back on when it gets to the other side. It may not be a big issue, but consider it for _rc.
Considering all the work you must have made on this map, I feel a bit guilty asking you this, but... could you make it a bit bigger? The square delimited by the trains feels a bit too small most of the times. I realize that it is part of the purpose of the map, but it really makes the map feel too constricted.
This also ties into my second point which would be to put the spawn exits a bit further apart.
On another note, the space between the trains and the top is not big enough for someone to normally rocket jump there, but if you crouch+rocketjump you end up stuck. Like this:
B2 out actually, I just didn't post to bump, that problem is fixed. No, it will not be changing size.
edit: cause I was posting while playing.
I'm not going to change the size because it's not worth it for a goof-off map, I don't think.
16x16 5CP traingrid
64x64 TC traingrid :facepalm:
When playing this, the normal capture ring was moving but a second ring was standing still in one of the corners. No idea what caused it.
I've had a lot of trouble with the beam ring... they are finicky creatures. Do you if anything abnormal happened the previous round?
This is awesome.
Pfft, what's the matter, too SCARY for you?
This is simultaneously the best and worst idea ever
When the creator of the map who knows all the train timings inside and out gets annoyed from too many ninja train kills, it's obviously needs something like that.
Saw train for b3 please.
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