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A medium sized outdoors train yard with 4 working trains and 5 capture points.
! BETA 2 !
A medium sized outdoors train yard with 4 working trains, 80 warning lights, 12 gates, and 1 warning bell. This map has 5 capture points. Both red and Blu start off with 2 capture points owned and a neutral in the middle. Doors to the neutral capture point open after a 45 second setup timer. Trains make their stops every 45 seconds. Each team has 3 different spawn points that unlock according to what cps they have, and are blocked and locked from the other team.
-Changes in beta2-
Fixed hole in red's first base.
Plugged area where players could be stuck near the second spawn area.
Fixed a few textures.
Crosswalk stairs changed because of lighting issue.
Fixed a few floating props.
Gave the first spawnroom a solid roof.
Thinned middle spawnroom blockers.
Thinned player clipping walls.
Trains now start 30 seconds after setup with 30 second interval.
Added more lighting to second spawnroom.
Doubled warning bells audible distance.
Nice map with potential. We've played it a few times on the Necrophix server and at least once nearly full (30).
Last CP caps too fast? Seems like it.
Like the S-shaped symmetry where you go across the train tracks multiple times.
Plenty of health and ammo.
Middle spawn/resupply is always open, allowing major camping of middle cp (think engineers too).
Dead areas in corners between 3rd and 4th CP's (behind the trains).
Areas between 3rd and 4th CP are too open. Gameplay is mostly fighting over middle point, because that's the only defendable bottleneck.
Can easily snipe/shoot into forward spawn behind 2nd CP.
If Iremember right, this map was a bit slow FPS wise.
Change middle CP respawn/resupply doors to only work if 4th is capped. Personally, I would move the spawn to behind the 2 stacked trucking containers (where the sm. health/ammo is).
Bring dead areas into play by putting passage exit there to enable flanking other team.
Add buildings/obstacles in open areas. Make choke points to give teams a place to build a defense. (Currently only mid CP has that opportunity.) Another possibility is to create a small underground area that bypasses some of the open above-ground area.
Move 2nd CP spawn door to side or back of the building.
Optimize! This is basically one big open area. Maybe using occluders would help.
Looking forward to your next release!
Pros: Well detailed, great skybox, nice layout
Cons: Very unoptimized, too many open areas can restrict class play
Improvements: Work on optimization, especially area portals, add more cover in certain long stretches to break up line of sight.
Notes: Very well done and I like this map, it just needs some optimization, at this point its still unplayable in large groups due to frame rate issues.
Pros: This is really a good looking map and I love how detailed it is!
Cons: Made some pictures to easier explain:
and also it's a bit laggy.
Improvements: Fix all the cons and also make it like well that the resupply areas in the middle is only possible to reach if you own the fourth capture point, because as it is now a team can barricade inside the middlehouse with infinite resupply.
You have to make it less laggy, put the big buildings and the areas you can't reach in the skybox (if you don't know how to: http://youtube.com/watch?v=ObtDnPlX30I)
Also why on earth do you change team after the rounds? That's only for attack/defend maps :P
Notes: One of the very best detailed maps I've seen, would gladly recommend it to Valve when you are done with it.
Balance: If this is how I think it is with the map being symmetrical, then team by team balance isn't going to be a big factor. What I will focus on is class balances. It looks like the engineer, heavy and sniper have huge advantages with how you laid out the map, and it looks like a difficult map for the explosive classes because they rely on varying heights to preform. Also, this flatter style also hurts the scout's speed and vertical ability.
Design: I do like the design, I prefer the dual attacking styles as opposed to the attack/defend style that most cp maps use. All the trains, gates, and lights are a magnificent addition to a great map's visual appeal.
Detail: As I said above, all of the trains, gates, and lights that work together are not only a great graphic addition, but the entities needed show a diligence and devotion to the map not normally seen in a map.
Fun: The map itself is incredibly fun, and I love any map that has new settings that don't just do desert and factory style maps. The detail and lighting are amazing and add to the amazement of the map.