KotH Trainyard A4

KOTH with a train as the centerpiece

  1. ToxicRave

    ToxicRave L1: Registered

    Messages:
    43
    Positive Ratings:
    47
    Note: The name is temporary.

    6 months and 4 scraped maps later, I finally came up with a layout that is somewhat decent. Considering that the map is taking place in a trainyard and all, I plan on adding a train here and there. But for now I want to fine tune the design of the map before I end up dumping a crap load of entities onto it.
     
    Last edited: Jan 18, 2015
  2. nightwatch

    aa nightwatch

    Messages:
    640
    Positive Ratings:
    446
    I like what you've scraped so far but there might need to be a bit more scraping before you've got a finished product.
     
  3. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,242
    Positive Ratings:
    1,003
    Scrape, scrape, scrape, Senora, scrape your body line...
     
  4. Egan

    aa Egan

    Messages:
    1,307
    Positive Ratings:
    1,488
    It looks like a decent start, and I'd like to try it out, but from experience I worry that the height difference is too much to be fun.

    Looking at your first screenshot, the left window seems too small and situational to be of any good use apart from camping snipers who are pressed on staring through the tiny hole. The point looks kinda fun - could get some good HWG + medic fights and spam streaking by, but the point looks a bit unforgiving to people falling off the sides (make point larger, or just make it less dangerous to fall off). It's really cramped in those lower areas and you become easy targets for basically every class. The overall area, if this really is the size of the map, looks too small to open up any interesting decisions to the players which will probably make people bored within 10 minutes of play (look at viaduct koth, its a more open area with dedicated areas for snipers and engis to hold forwards, but its open enough that scouts can just jump up the fronts and soldiers can jump from the rollout points). I haven't played the map at all, but from what I can see I'd recommend some area expansion.
     
    • Thanks Thanks x 1
    Last edited: Nov 28, 2014
  5. HQDefault

    aa HQDefault ...what

    Messages:
    1,040
    Positive Ratings:
    401
    What's funny is I have an unfinished map in my files called cp_spytech
     
  6. ToxicRave

    ToxicRave L1: Registered

    Messages:
    43
    Positive Ratings:
    47
    I had finally finished the second alpha, with one of my main goals with this version was to simplify the level layout to ensure the players won't end up getting lost in the map. In addition to that I also did a bunch of minor changes just as for example modifying ammo/health placements. So in general the differences from this version from the last one should be night and day.

    edit: Did some minor updates to the level, nothing more.
     
    • Thanks Thanks x 1
    Last edited: Dec 17, 2014
  7. Moonfixer

    Moonfixer L5: Dapper Member

    Messages:
    229
    Positive Ratings:
    75
    Looks interesting so far. I especially look forward to seeing how the area directly around the point plays.
     
  8. ToxicRave

    ToxicRave L1: Registered

    Messages:
    43
    Positive Ratings:
    47
    It took me a bit but I finally got around updating the map, and at long last the map now has train in it.
     
  9. puxorb

    aa puxorb L69: Emoticon

    Messages:
    449
    Positive Ratings:
    595
    Just so you know, trains in real life never go up a slope more than 7 degrees. You seem to have a slope of nearly 45 degrees. Its very hard to move several hundred tons of steel up a grade that steep, and likewise something coming down that slope would instantly derail and drive itself into the ground.
     
    • Thanks Thanks x 1
  10. radarhead

    aa radarhead Hands out ratings like cheap cigars

    Messages:
    1,003
    Positive Ratings:
    542
    Unless, of course, the train has gears built in and a special track. See: the Pike's Peak rail system. But, this map doesn't seem to be in a mountainous setting.
     
  11. ToxicRave

    ToxicRave L1: Registered

    Messages:
    43
    Positive Ratings:
    47
    Alright so this was probably the quickest update that I ever had with this level, but at the same time this update isn't as meaty compared to the previous ones. With that aside, I actually decided to add a forward(ish) spawn for the attacking team once the point had been capture. The reason for this is because even though there was back to back fighting over for the control point, I kinda felt that the defensive side had it a bit too easy. So with the attacking team being able to get to the control point 2 seconds faster then the defensive team, they should have a easier team pushing the defensive team back.