One of my first real attempts at trying to create a playable map, during my time creating the payload tutorial on the wiki I started thinking of if it was possible to make a sort of tug of war games play with the payload watcher for the HUD. Though on retrospect it could have been made without the payload game play, just wouldn't have felt right without the cart progress (though it has caused some problems).
Playing the map:
Push the bomb to the enemy base, keep it away from your own! x4 capping is the fastest the train will go.
When the bomb reaches the destination, TAKE COVER! The explosion will hurt.
There is an 10 minuets time limit to prevent the map getting stuck in a stalemate.
Adjusted the lighting
Added a bridge tunnel to each side for an extra exit form the middle houses
Added then deleted 3d skybox (its just pointless on this map)
Changed time limit to 10 mins and a slight increase in spawn time (may be too long for low players)
Added MOAR detail to the map
This is the 2nd beta
Detail is a constant issue I'm slowly learning, I have a tendency to think more about geometry and less about prop details, I would probably redo the middle houses completely for the last version (I don't intend to make it more than 3 times).
As for snipers I don't know what more I can really do without a complete change of map, I haven't been able to play my own map online much so I don't really understand why snipers should be more of a problem than they are on any other map, you can easily run out the lest side of the spawn and get around snipers plus you can crouch behind the cart for cover (I blame valve for making sniping way too easy partially).
It will be some time before I get motivated to work on the final version so hopefully I might get more of a chance to see exactly where the issues are.
Pros: Creative & Great concept, and it's awsome to see you made it work!
Cons: The map itself is lacking a lot of detail, it's very sniper friendly. Extremely wide open
Improvements: As Lost mentioned, some more cover is needed for sure. The main negitive im hearing in my server is the snipers.
Notes: I dont want to be to hard on this map as I know it was created mainly to test the concept. Good job!
Tug of war gameplay, very interesting. I tried this out ingame on one of our servers, no glitches or anything which I was somewhat afraid of considering how different this is from standard payload maps, but nothing, perfectly smooth and performed very well.
The gameplay idea is a classic, Tug of war. surprised it wasn't taken up earlier. Maybe a new map abbreviation is in order since its not really PL anymore per say.
Being an original map concept for TF2, this is a very high rated map, however as for the basic level structure and things, still a bit lacking but it was built for the purpose of trying out something new so no real harm there, but now that you've got it more or less figured out, some visual and detail work would be nice.
The buildings are rather bare and remind me far too much of 1.6 than I would like. Needs more details, props decals etc used in them to give them a realistic purposeful aspect to them rather than empty shells.
Some more cover along the path in terms of random props or variation in the ground terrain would be nice too. Sniper fest I would assume here, so something to break up the openness just a touch perhaps.
Few other details to make the map seem larger, blocked off roads/sections and a 3d skybox to place this into a real world type of location rather than a box map with no way out.
My thoughts. Do what you will :P