cp_mountcoaster_v6

Credits

Submitter
  • P2: Drudge
    Points: 1,800
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
dertend2000 (Creator/Co-creator)
Key Authors
DIODIO
natto-sol

Rating

7.99/10
Based off 12 rating(s)

Additional Info

Development State
Final/Stable
Version
6.0
Maximum Players
24

Stats

Post Count
50
ViewCount
8,668
Downloads
1,481
Date Added
4 years ago
Date Modified
4 years ago

3/1 I released version 6. It solved the problem that a map did not completely end with update. In addition, I increased a lot of signs, and a way became easy to find I changed it to leave the underpass to the backside of the mountain of 2R before CP.

1/22 I released version 5.

  • I improved a train and was able to take it.
  • I install a camera in the train and can look with a watching games mode.
  • I add a passage to 1R
  • I got possible to climb it from a drainpipe of 2R.
  • I largely changed the mountain of the 3R last.

It was hard to defend a red team and changed it.

12/23 I released version 4.

I heard a lot of comment and increased signpost which could guide a Control Point intelligibly. I did not put it in area of 3round in 2round. This is to prevent confusion. Even the person who played in this map for the first time got possible to arrive to Control Point.

12/16 I released version 3.

This version is the version that kept the balance to play as it is without shortening respawntime. If time is short, red becomes advantageous and thinks that blue cannot win with 30-32 people.

12/10 I took in various opinions and made version2.

  1. I built a building at the first blue position. and added ControlPoint to it.With it, the blueteam respwnarea moved to the Eastern bloc.
  2. The first round made two bypaths.
  3. The second round made the passage which fell out in the East of the mountain. With it, I moved the third round blueteam respwnarea position.
  4. Made a 3D skybox, and a background came to be displayed
  5. I made a lot of signboards not to lose its way. The signboard that the blue team is blue. The signboard that the red team is red. I arrive at the destination if I search it.

In addition, I largely change it. I play afterward, and please check it.

12/1

It is the map which it made for the first time. Please play. Please be careful about a roller coaster.

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Pros: Unique, Fun

    Bananite
    • P1: Beggar
      Points: 358
    • E1: Helper
      EF: 4
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Fun, Clustered, Diverse Map. Many Routes to Choose From, Very Balanced for all classes, 3 Stage Multi-CP. Cons: Non-adaptable Spawn Points. Final CP(on 3rd Stage) is overbalanced, Train needs better texture job Improvements: The spawn provides some imbalances game-wise. The Spawns for defenders are always on top of the points while the attackers have to go some distance for the first cp and double the distance for the second CP. The train could use a touch-up texture(maybe ask the author of pl_frontier to use his train?) Notes: Fun Loopy Map. Don't stop and don't let these scores bring you down. I Personally think theres way worst maps out there then this that have 10's. Sometimes it's a popularity contest on this site I'm afraid :/

    Cogito Ergo Sum
    • P1: Beggar
      Points: 50
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    I absolutly love this map. It may not have the greatest design or the greatest textures but it has loads of trains!

    Bananite
    • P2: Drudge
      Points: 1,800
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Thank you for a lot of opinions

    I got a lot of feedback and even oneself played and solved problems.

    It solved the problem that a map did not completely end with update. In addition, I increased a lot of signs, and a way became easy to find I changed it to leave the underpass to the backside of the mountain of 2R before CP.

    DIODIO
    • P2: Drudge
      Points: 1,475
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Dude, wtf is the bullshit of not being able to go back into spawn when defending? I am removing this map from my servers as it officially blows chunks this time

    • P2: Drudge
      Points: 1,519
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Somewhat fun. A cool concept, could work with better detail. Cons: Confusing. Need more arrows. Rock displacments need work.

    Bringing the func_train to TF2
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    This is a good map, played it a few more times, a lot of players like it, though some hate it. It depends what type of game unfolds tbh. I think more work is needed so pathways are clearer with a different texture and the goals are a lot more clear. I have played it quite a lot and I still don't know how to get to some places. You spent a lot of time getting the train to behave well though this is never noticed, it is very easy to get lost, there is no real direction as everything looks the same and everything looks the same. Nice work but still not finished, the paths need to be laid out with areas cut out or blocked off taht add nothing to the level

    (O>)
    • P4: Worker
      Points: 37,209
    • E3: Tutor
      EF: 61
    • C1: Member
    • A6: Elder
      Account Age: 8 years

    Much better.... but in the final version... add some metal. Engineers are at a real disadvantage since there is so little metal on the map. Otherwise, this version looks great. Good work!

    www.clan-ai.com
    • P1: Beggar
      Points: 32
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    The train spectator view is awesome though now people will be spectating instead of playing. I like what you did with the last point.

    Bananite
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    Could do with some more textures but looks better ingame tahn those screens

    nice work overall, the axle outside blue spawn on stage2 dissapears depending how far you are from it. stage 2 needs bigger signs to b stage 3 the distance to a is q long, by the time you get there and get killed u cant be bothered doing it again, maybe there jsut werebnt enough engis that round, but it did seem to end quicky compared to other rounds only pld it once with full server so not a proper review

    (O>)
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