pl_trolltrain

Credits

Submitter
  • P1: Beggar
    Points: 61
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
Overlord Xenu (Creator/Co-creator)
Key Authors
M0rtanius
everything

Rating

6.38/10
Based off 2 rating(s)

Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
4
ViewCount
1,988
Downloads
333
Date Added
3 years ago
Date Modified
3 years ago

A payload map with a real train!

Pl_trolltrain

By M0rtanius (m0rtanius@msn.com)

Unlike most PL maps, which only have a cart to escort, here you have a real train that you can ride on, which consists of 3 parts. BLU must use the said train to infiltrate the RED's base. RED must defend their base from the BLU's train.

DIFFERENCES FROM REGULAR MAPS

Due to the complexity of this map's goal, there are some differences from a normal pl_ map. Since the train consists of 3 parts, to "block" the train, a RED player needs to stand in the same part of the train as where the BLU player stands. If there are any BLU players in other parts of the train, it will still move.

Also, the train HUD is glitchy and may sometimes give wrong info. This is because of engine errors (more precisely, due to a broken teamtrainwatcher)

The map itself is pretty big, consisting mostly of large outside areas, except for the team spawn rooms. The track consists of 3 control points, including the final one.

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: This is the first payload map I have ever seen with a train. Cons: It's horrendously short, and red's breakable glass windows make it so that nobody on BLU can get to the train because RED snipers keep fucking with BLU when they leave the spawn by sniping out of the glass windows.

    Bananite
    • P1: Beggar
      Points: 129
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: I REALLY like this map. Great idea. Cons: Cant find servers playing it. :(

    cheese, or Whiz, you decide
    • P4: Worker
      Points: 46,523
    • E1: Helper
      EF: 4
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: - fresh/new idea for payload - simple layout of map Cons: - a veritable mix of tf2 and hl2 models and textures looks odd and out of place. - a complete lack of flanking options for blue leads to red snipers having a field day between points 1 and 2 (especially after the train has gotten to point 2, as there's no longer any cover at all) - the train never recedes as a standard payload would. receding is important as it keeps the bomb at whereever the front line is, and lets people feel they are making a difference when they touch it. - the carriages and train can trap people when they turn corners. i'd suggest looking at the key values and flags of the bomb cart and it's entities in a decompiled badwater or goldrush in order to see what is needed. - the final explosions feels very lackluster. consider a large explosion that vaporises all the carriages. - the enclosed carriage is a nuisance to get into. consider making the doors bigger - although the blue spawn is interesting and spacious, the red spawn is VERY cramped. - red windows have breakable glass. this lets red snipers attack blue from within the spawnroom (making them VERY hard to kill unless you are a good sniper yourself). - the red spawn points face a door that locks after blue takes the 1st point. the annoying thing is that this means people spawn and have to do a 180, go upstairs, and get out of the door on the other side. - the HUD being broken - i'm guessing it's because you made each carriage it's own train, thus the HUD is receiving 3 inputs of train position simultaneously. i'd suggest referencing pl_frontier, which has a train+carriage and has no problems with the HUD. - the train does not kill sentrys/teleports/dispensers that it runs over. at one point this led to me having a level 3 sentry that could not be sapped or shot at but could still shoot and damage the enemy. - another con: in certain parts of the map, the skybox shows up in odd ways (i.e. making it look like a giant hill is right in front of you). this can be fixed by lowering the areas in your skybox that overlap the corresponding parts of the gameplay map. Improvements: unfortunately there's a lot of work to be done, but i think if you take the time/effort you could have a very good/fun map here. Notes: don't use so many feedback options, not all of them are relevant to the map, and most of them overlap a lot

    I am the Bananemensch!
    • P5: Peddler
      Points: 101,220
    • E3: Tutor
      EF: 48
    • C4: Super Moderator
    • A5: Veteran
      Account Age: 5 years
    Zakk

    Pros: This maps is very detailed. The effort is very good and i especially love the industrial/city look that you've accomplished with the buildings.

    The trainyard acts as a great obstacle to make the game more interesting as well as the bridge adding different levels which creates a much more interesting game experience. I love the whole concept and i think that this map a potential sequel up its belt.

    The size is great for action packed gaming and this deffinatly offers a unique experience to Team Fortress 2. Cons: Not many i can think of but i do think that quality of the screenshots which doesn't help the map reach its full potential.

    I also find that outside the map their is wasteland which doesn't suite the maps realistic design and ambience. Improvements:

    • Create a skybox that accomanies the industrial and city look.
    • Higher Detailed Screenshots (ask other members to help) Notes: I do really love this map and hope for you to create more if not a sequel.

      Super Moderator Bananite
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