Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
Styled like a Wild West town players must fight across the town to capture the oposing teams rail tracks.
A symetrical linear style CP map.
30 seconds set up time
2 extra forward spawns for each team
8 functional trains (as seen in CP_well)
Each of the 9 classes is catered for, none are excluded from gameplay
Playtests have shown this map to play well and produce some fun games.
Pros: Great map, game play is excellent for all classes (minus sniper). Flows very well, trains add fun and lols.
Cons: Trains a bit too frequent
Improvements: Half as many trains? 75%?
Notes: We all like this map at our TF2F Late Night PUGs but the screens in here are different that the version we have. We have b1 is that the only version? b/c the middle point is very different. If there is another version pls post it b/c u can only DL b1. THANKS
We play this map on our server despite some rather annoying problems, so I'm hoping you'll take the time to address them and make a good map great.
First, in many areas the teles/SG's build inside the floor. Check out the second level inside the buildings.
Second, the Red and Blue sides are uneven. The Red side allows for an engineer to get on top of the 2nd CP building by using dispenser to get up on the small buildings to the sides. The Blue side has different small buildings that are slightly larger - no engineers getting up there. (I may have gotten red/blue reversed - should be obvious which way it is by looking)
Third, file size is on the large side and fps is a little low. Can't this be optimized a little?
Fourth, scouts can jump across during setup. The ramp on the right side outside the middle CP - you can double-jump onto the roof and then over onto the other side.
Hi, great map.
I represent the wireplay tf2 league and we are considering the map fr this season if thats ok.
A couple of things/bugs tho from playtests:
- We found you could stick pipes to trains as they go past and they stay in mid-air.
- We think the trains are too frequent, its not necessarily the trains that annoy us its the constant 'bing bing bing bing' of the bells, its enough to drive anyone mad.
- The jumping over the middle is good, it works fine in wp_well and I think it works good here.
A couple of consistency errors between blu & red base:
- Theres windows in the barriers within the blu 2nd cp but not the red, they are useful to look through.
- The yellow/black cp markings are missing from the red 2nd cp.
For it to be a league map it needs to be very equal, I look forward to the next relase, thx.
Pros: The design is good and gameplay is balanced.
Cons: Poor choice of textures in some areas that just don't look good together. Some textures don't align and some are stretched. Some entity problems.
Improvements: Fix textures/make them more appropriate in areas.
Notes: Design: 9.5