Traintower

PL Traintower A14

SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker submitted a new resource:

Traintower - An oversized cargo storage facility and train junction, that which RED has to stop BLU from bombing.

My first map ever, so I don't have high hopes for how well this plays lol. Please comment any clipping issues, exploits, and problematic play spaces when found, it really, REALLY would help me. Preferably with coordinates if possible.

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A2

First update (woo)
CHANGES:
TIMER/RESPAWN CHANGES
-Gave more time on the clock when setup ends, should be roughly 3 minutes and 50 seconds given to capture A now.

BLU FIRST SPAWN AREA
-Removed various props and adjusted brushes to give both teams more space to move.
-Added a ramp next to the bomb carts starting position to give Blu easier access to the top of the BLU box car.
-Added more lights.

RED FIRST SPAWN AREA
-Moved up the No Entry barrier brushes to the doors inside REDs main...

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A2 (Fix)

First-ish update (stupid env_tonemap_controller)
CHANGES:
TIMER/RESPAWN CHANGES
-Gave more time on the clock when setup ends, should be roughly 3 minutes and 50 seconds given to capture A now.

BLU FIRST SPAWN AREA
-Removed various props and adjusted brushes to give both teams more space to move.
-Added a ramp next to the bomb carts starting position to give Blu easier access to the top of the BLU box car.
-Added more lights.

RED FIRST SPAWN AREA
-Moved up the No Entry barrier brushes to...

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A3 Update

Traintower A3 Changelog

BLU CART/STARTING AREA
-Added grate doors in the tunnel that goes over the cart track, on the level of the elevated rail. Hoping this'll help define frontlines a little bit better and block players from both teams from flanking too much.

AREA IN FRONT/AROUND CAP POINT A
-Changed the main exit for RED team coming out of their spawn. Clipped off the original catwalk as it now serves as a setpeice, and made the previous right-side doors the main exit/entrance to and...

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A4

Traintower A4 Changelog

GENERAL FIXES:
-Gave more time added upon point capture (work in progress)
-Fixed teleport triggers not moving players out of locked rooms
-Changed the position of the sun. Experimenting with different angles, should result in better visibility.

FIRST AREA/BLU SPAWN AREA
-Changed layout of the stairs next to the Red boxcar
-Added bridge over the cart path leading in the direction of the cave section.
-Changed the left flank route completely, now it goes down to...

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A5

Traintower A5 Changelog

GENERAL CHANGES
-Made setup time longer so RED has more time to properly set up.
-Added various signboards around the map to point the right way for both teams. These signs will disappear after certain objectives being captured.
-Made BLUs first spawn doors stay open when setup is finished. Will have to check for problematic sightlines resulting from this.

BLU STARTING AREA
-Caves playable area has been reduced. Not many people went in there anyways, so hopefully it...

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A6

Traintower A6 Changelog

MAJOR CHANGES

-BOTH problematic playspaces (Area in between BLU first spawn and A, and the area leading up to the final point) have been majorly changed. Will most likely need further modification, so nothing is permanent for now.

-Added various props and overlay textures from the Construction Content Pack available on tf2maps.net. All props and textures belong to their respective creators as listed in this Google Doc...

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A7

Traintower A7 Changelog

MAJOR CHANGES
-Added a flank route in the building leading up to A
-Changed the ramp exiting out of the building leading to A, letting BLU get onto the elevated train track
-Added more ramps to get back onto the highground in the path to A

LEADING TO B
-Changed the garage door on the cart path to only open once the cart is on the ramp, to discourage BLU players to run too far forward
-Changed the office building leading up to B. Will need further tweaking according...

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A8

Traintower A8 Changelog

MAIN CHANGES:
-Added clip brushes to reduce janky traversal across different platforms around the map.
-Removed building around A point. BLU now has a height advantage when shooting from the elevated track.
-Widened area leading up to A, intended to make it easier for BLU to push. Also added some ammo and health packs for BLU to use.
-Changed REDs main building in front of B, removing the door to widen the play space.
-Added floor textures to give more color variety...

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A13 (Oooooh unlucky number)

Not many changes this time around, but here we go:
-Changed the left side flank route near BLUs first spawn to limit RED's access up there
-Opened up the main choke that the cart goes through before A.
-Added a new flank route near last that only BLU will be able to use.
-Added some geometry to limit places where engineer can set up in REDs last room.

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SuperTanker

L1: Registered
Jan 30, 2024
17
0
SuperTanker updated Traintower with a new update entry:

Traintower A14

Generally starting to like the layout, but thats just my opinion

-Changed the immediate transition area from A to the path to B. Hoping this will let BLU have a better highground and a better time pushing to the cart ramp
-Removed a spawn door from BLUs second spawn, and pushed it back from the A checkpoint.
(There is a new elevated spawn door that gets revealed after capping A, but theres some invisble wall that is apparently parented to the door model. Im still unsure of how to fix it...

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