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cp_2train

A Map for Team Fortress 2

This is a work in progress. The overall style is probably going to change, I just wanted to upload this in order to test how it will work in multiplayer. 2train. Due to an unfortunate blunder in railway construction, Red and Blue Industry supply lines run dangerously close and are under huge threat from one another. The simple solution? Capture the other train before they capture yours! Hopefully this map offers a unique directional style of gameplay, where your environment is as dangerous as your enemies. Dodge and weave through supply trucks and wagons, fighting your way along the trains to the other teams control point. Battling in mid-air however may prove fatal! Thread Constructive Criticism Welcome!

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  • Deszloyer avatar
    Deszloyer Joined 7y ago
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    7y
    Hi , I think it should have a trade map of cp_2train
    Bananite
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  • Alberto96 avatar
    Alberto96 Joined 10y ago
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    10y
    Hello, its a really good map but background doesn't work please fix that and thanks. Alberto_996
    Bananite
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  • UndeadSpectre avatar
    UndeadSpectre Joined 12y ago
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    196 points Ranked 59,690th
    11y
    Just in case anyone is still following this. Or not.
    Bananaphone
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  • UndeadSpectre avatar
    UndeadSpectre Joined 12y ago
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    196 points Ranked 59,690th
    12y
    Quick (yet drastic) Progress Update: - Forest Theme; trees, logging machinery and similar props are the new obstacles. There are much more props making up the scenery now, with actual terrain, i.e hills, lakes etc flying past. - Night time; moonlit foggy ambience drastically cuts visibility and the current Sniper advantage. Hopefully this has balanced out the map a bit. There are also head/tail lights on the cars and trains. The carriages are internally lit. - Widened trains by a factor of about 2-3, and added carriages offering alternate routes and cover. - There is currently only a RED Cap Point, making it a bit more balanced. BLU have to cap the RED point in the time limit or they will lose. By the time I post screens/updated map I doubt you'll recognise it at all! Thanks for all the suggestions so far.
    Bananaphone
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  • SirBarney avatar
    SirBarney Joined 12y ago
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    12y
    Posted by UndeadSpectre The main inspiration for this map is from a Timesplitters3 level where you make your way along 2 trains, albeit much wider and more detailed than the ones in my map. You can see what I mean in this video.

    I thought it would be interesting to have a multiplayer map in TF2 of similar scale and realism. Don't get me wrong, I think ctf_convoy is a great map, but it's not set on a real train. The narrow spaces in this map and the problems that come with that are due to the TF2 models I used, but it's definately worth widening up this map and adding more enclosed carriages. I'll get my brushing skills up to scratch and get working on it then.
    I watched the video and i must say the map in it's current state is far from what's on the video and what you plan based on it, but i do agreee that widening a little and making it look more like the one on the video would be a great idea. And i do agree the convoy is also not a perfect map. So try your best and maybe the comunity will get another decent map out there ;)
    Bananite
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  • UndeadSpectre avatar
    UndeadSpectre Joined 12y ago
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    196 points Ranked 59,690th
    12y
    Posted by SirBarney It's a sniper heaven.
    I completely agree with you, I played this on a friend's server, and the only decent classes were sniper and pyro.
    Only two straight corridors - do you think it's just the limit of what TF2 can give us?
    I'm pretty sure 2 parallel trains would be like this, I agree it's simple, but with modification and more indoor areas, wider carriages, this could be a good alternative to convoy.
    I suggest you yry to make this map a defensive one for RED, so that BLU must capture a point of RED's or even make two points for BLU to capture.
    That's a much better idea, i.e RED have to stop BLU from getting to the front. The main inspiration for this map is from a Timesplitters3 level where you make your way along 2 trains, albeit much wider and more detailed than the ones in my map. You can see what I mean in this video.

    I thought it would be interesting to have a multiplayer map in TF2 of similar scale and realism. Don't get me wrong, I think ctf_convoy is a great map, but it's not set on a real train. The narrow spaces in this map and the problems that come with that are due to the TF2 models I used, but it's definately worth widening up this map and adding more enclosed carriages. I'll get my brushing skills up to scratch and get working on it then.
    Bananaphone
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  • SirBarney avatar
    SirBarney Joined 12y ago
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    12y
    Pros: None actually. I tried to find them but sorry, haven't found even a single one. I only stamped it "Creative" to appreciate your work. Cons: Terrible balance. It's a sniper heaven. Ah, the scouts will also feel good since the can run for their life. Other classes just can't live for long. Heavies will get pissed trying to make it to the opposite end and catch a headshot in the end. Engies can't survive even being pro and playing offensive engineering. Medics won't last long too. No seriously, this map should have a sniper_ prefix. The design is very weak as well. Only two straight corridors - do you think it's just the limit of what TF2 can give us? As noted before, BLU can easily acccelerate in the air, while RED, on the contrary, are pushed back. Blu demomen and soldiers really gain decent advantage this way. Improvements: None. You can only remake the map, according to cons, but such a good map has already been done, it's ctf_convoy. Well, at the very list you could fix BLU being accelerated in the air and RED being pushed back. I suggest you yry to make this map a defensive one for RED, so that BLU must capture a point of RED's or even make two points for BLU to capture. Notes: I assume you just determined what kind of map it would be and began working despite trying to evaluate what you could get in the end. That NOT the way you should do it. P.S. Don't take it personally, my rating is not a griefing attempt or whatever to put your map down, it just reflects my own point of view. P.P.S. I played it enough time to rate it.
    Bananite
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  • UndeadSpectre avatar
    UndeadSpectre Joined 12y ago
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    196 points Ranked 59,690th
    12y
    If I ever got around to it, how would people feel about a nighttime version of this? The only difficulty I can see is adding headlights to the passing cars (is it possible to set up light entities as func_trains?). I'll be adding more detail to the spawn cars so it's realistic, maybe even adding passenger carriages like those seen here at 00:42, but that level of detail could do with being on a separate map, i.e just a single passenger train. Thanks for all the feedback so far, expect an updated version in the near future :)
    Bananaphone
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  • BS1 avatar
    BS1 Joined 12y ago
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    250 points Ranked 55,899th
    12y
    Pros: Detail, fun Cons: Sniper friendly, blue biased Notes: There is one door in each of the teams spawns that has a gap above it.
    -ADHD-
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  • UndeadSpectre avatar
    UndeadSpectre Joined 12y ago
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    196 points Ranked 59,690th
    12y
    I've added the following suggestions: - Light_Environment - it's looking nice now - Lowered fall and prop damage so you don't instantly die - Lowered ground push speed (so it actually works now) - Parallel road with traffic that you can ride along, placed on red side to balance blue's wind direction advantage. - More scenery, i.e rocks, rocks and more rocks - Widened the map - Fixed the props moving faster than the ground I'll be updating later today, any further suggestions before that would be very useful :)
    Bananaphone
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UndeadSpectre Joined 12y ago
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