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cp_arena_trains_b2

A Map for Team Fortress 2

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Fun little death-match arena with killer trains.

Cp_arena_trains_b2 ============= Series: cp_arena_trains Version: b2 Release Serial: 02 Release Date: 2008-Sep-10 Author1: Original map cp_arena (cp_arena_v6) by Shadowie. Author2: Modifications by Malachi (aka - MalachiTF2). Filename: cp_arena_trains_b2.bsp Supersedes: cp_arena_trains_b1 Overview: Arena_v6 + trains = madness! Description: Last team standing wins! Fast-paced, train-dodging, deathmatch-style symmetrical CP map. Each team spawns in their own glass box. At round start, the teams are unleashed. Whoever dies ends up back in their box until the round is over, giving you one life. You also can release your teammates by using your team's 'Exit' - which opens at the 1 minute remaining mark. And watch out for the trains! Features: Variable-speed killer trains - watch out for the express! Short 2 minute rounds. Two highest speed trains have unique higher-pitch warning bells. Train tunnels are interconnected w/health - if you dare enter. Only allowed one use of the Exit per round. Exits are team-specific and color-coded. Entire map is a capture zone ala arena-style maps. Explosions take out losing team while winning team is released to watch. Lower-level train kills 1-in-3 - triggered by person who falls in. Very fast demo or soldier can barely jump out of way. Known Issues: Slow trains can push players into tunnels. Overtime/Sudden Death may not end until one team wins depending on server settings. Trains may not run during overtime/sudden death depending on server settings. Some losing team members may occasionally survive end-of-round explosions. (rare!) May not have enough warning for player to avoid fastest train. Dropping down into opening on top track can be tricky. Ladders not ideal (but then what TF2 ladders are?). Train lights might get temporarily stuck on at the end of 'waiting for players' but doesn't affect gameplay. Updated gameplay causes players to spend more time in glass box. Pyro can spam out of top of box. Fixes/changes: Increased size of health and ammo packs. Prevented players from getting stuck when multiple people try to use an exit at the same time. (The first gets through, the rest get crushed by the door.) Exit signs flicker to attract players attention. Trains start at beginning of setup. More trains! :) Improved beginning of round message. Also, doesn't block screen beyond setup. Made exits using door textures to eliminate some confusion. Hid cp model to eliminate some confusion. Thoughts: I honestly can't remember all the fixes/changes I've made. This revision has taken much longer than I expected, and I had to give up on what otherwise seemed to be simple alterations/additions. I have currently run out of interest on continuing work on this map. A next major update is possible, using a completely different layout, though nothing is certain right now. I have considered making this into an official 'Arena' map style, but given my motivation and that the map design is fairly mature, I don't see it happening. Mods Under Consideration: Multiple-length trains. Awarding points to players for releasing teammates. Alert sound for when exits open. Counter for train kills. Thanks: Shadowie, who graciously approved the mods. Necrophix Gaming Community and owner Mammal Master, who allowed themselves to be used as gunea pigs through many revisions. Shock Troops Clan, for their continuing support. Valve et al. ============== About me: While this is my second public map release, I made many custom maps for Quake 3 Arena. You can find me playing on the Necrophix TF2 server and through the Shock Troops Clan web site.

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  • Daymon avatar
    Daymon Joined 11y ago
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    Thank you for the great map! We're playing it melee-only, and have so much fun) But 3+1 healthkits under respawn - it's too many, i think.
    So i'm glad i got burned
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  • Ashigak avatar
    Ashigak Joined 12y ago
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    Posted by Jacomus: ... One last problem which was discovered, if the two last players get run over by trains (highly likely), and there is a lot of time left, both teams are left waiting in their box. I'm not sure if this can be fixed without switching the map TO arena (please dont), but I'll just throw it out here incase there is a way in which you can fix this. ...
    You can fix this quite easily I'd guess. If you create an output on the capture point trigger that's along the lines of:
    OnEndTouchAll -> End Round/Reset Trigger Time
    I haven't tried this personally but there's gotta be something like that in there!
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  • FailMedic avatar
    FailMedic Joined 12y ago
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    I agree that the Exits need something to make both (theirs and yours) visually obvious--well, short of putting a Looney-Tunes-style "HERE IT IS!!" sign :D . I had a lot of fun. Death by fast-train that you didn't even see coming is good for an "Awwww!!" Demomen tend to own the map, I think, but we just gotta learn how to counter that. I suggested we add this map to our rtv list, and I'm watching for new version.
    Bananite
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  • MalachiTF2 avatar
    MalachiTF2 Joined 12y ago
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    Posted by Jacomus Pros: Firstly, I'm glad you continued working on this map! ...
    Thanks much for the detailed response! I'm happy to hear my map has fans. I think I may eventually make a 'b3' version, though I'm currently working on another project. Ladders in TF2 are weak. I can't say I'm happy with the way the ladders work here, but it seems like they can't get much better. So unfortunately the only recourse is to redesign the map without ladders at all. I probably won't bother - not with this version anyways. I'm still not happy with the exits either. I'm hoping to run across some kind of fix for them. And if all players end up dead - well, I don't know if I can even do anything about it. On our server, it waits for the CP to go neutral, then stalemates. Thanks again! (feel free to feedback my maps any time! - lol)
    Is this thing loaded?
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  • Jacomus avatar
    Jacomus Joined 12y ago
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    Pros: Firstly, I'm glad you continued working on this map! This map is extemely fun, just like the previous one. I love how you've added more depth to the map by having a solid up, middle, and down sections. It increases the number of strategies which can be used by all classes. The increase in health pack size has been a life saver, it's a great improvement and it lengthens the game rounds due to this. The increased frequency in trains of course adds to the madness, and it's the thing people love about this map. Cons: First off, there are very few cons of this map. When asking the server on what they thought, very few people has anything negative to say. However, speed at which the players can climb a ladder is heart stopping! If it's possible to slow it down a little, because you can really shoot up those things! Secondly, the exits are *still* not obvious to people. New players to the map constantly ask where the exits are. Maybe, when there is one minute left, you could have large, team colour arrows pointing to the relevant release points? It might help people understand more. One last problem which was discovered, if the two last players get run over by trains (highly likely), and there is a lot of time left, both teams are left waiting in their box. I'm not sure if this can be fixed without switching the map TO arena (please dont), but I'll just throw it out here incase there is a way in which you can fix this. Improvements: As said above really, try make the ladder climbing speed a little slower, because you can really zip up them things. Make more attention-grabbing signed to the Exits when they are opened up, because people are still left clueless as to where they are. (It could simply be "operator error", as in they dont really try and look and just ask instead). Notes: This make is really, really good. Very few extremely bad points, and it is a very fun map to play on. If you fix the two things I mentioned above, I'm highly confident the next release (if you do it) could be the final release. As I said on B1, i hope you make many more maps in this style, because it is a brilliant way to experience "arena" with a jailbreak twist aswell. Great map.
    :3
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  • Anonymous
    access_time 12y
    Pros: good layout, good concept! fastpaced fun to play Cons: Lack of detail, feels like a rushed job. Pump some more atmosphere, perhaps a 3d skybox with some buildings in the distance Improvements: Add more detail, overlays, props, 3d skybox Notes: Good start! can't wait for your next versions.
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  • mammal avatar
    mammal Joined 12y ago
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    Pros: Can I get a woot woot! Cons: Anything more and you won't be able to move! Improvements: Nadda
    Bananite
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  • Ashigak avatar
    Ashigak Joined 12y ago
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    Malachi, You get a definate thumbs up from me; this map is a great addition to the world of Team Fortress 2 - so much fun in such a little space. I've seen alot of your arena modifications and have to say that you hit the jackpot here, one thing to think about regularly is how often the trains do infact come. Other than that, there isn't much to think about other than maybe finding away to explain the EXIT door that releases your team. Maybe when it is opened you could use a tf_game_text entity to give a quick notice to it? Keep up the good work - GOLD STAR!
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  • MalachiTF2 avatar
    MalachiTF2 Joined 12y ago
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    Posted by huster So is this is arena or cp ?
    This is NOT an actual "Arena" map like Valve has recently added to the game. However this plays like an arena map in many ways (an invisible control point covering the whole map allows this).
    Is this thing loaded?
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  • huster avatar
    huster Joined 12y ago
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    So is this is arena or cp ?
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Shadowie
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MalachiTF2
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MalachiTF2 Joined 12y ago
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MalachiTF2
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Hammer

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Version
b2

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Miscellaneous
Players
24
Development State
Beta

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