[Steve] wrote:I assume this is your first map ?
Yes

[Steve] wrote:ill try to be constructive with my feedback.
It's a sane thing and what i wish

[Steve] wrote:Its an OK start , clearly you have learnt the basics of how to use hammer, however I would now recommend that you invest sometime researching level design , layout , game-play .
This is what i wish to do, in fact i released the map as "alpha".
[Steve] wrote:Try to figure out what would make your level fun to play.
I have done it and i have wished a map where players are forced to fight on a real moving train (contrary to what happens in the dod_berlin_express_fmc map).
[Steve] wrote:Did you test this level with other people? it would seem that you didn't, As there are quite a few obvious flaws with the layout and game-play.
I have just released this map as "alpha" for testing.
[Steve] wrote:Each town is far too far apart ! the only way to get between was by the train.
I did like the train idea. It was cool that you could get on it, however it wasn't fun when the train was at the other side of the map and I had to walk the insane distance in-between...
I have thinked that in that situation players could wait for the train while defending the first station. However, if this isn't a funny gameplay, that situation could be fixed (as a short-term solution) with adding a second train that starts at the same time of the first one and from the second town.
P.S. Have you noticed that i have called the gameplay of this map "territorial control without instant winning" meaning that you must hold flags for the majority of time to win the match?
[Steve] wrote:shrink your level down and place the towns much much closer.
Make each town reachable with out having to catch the train.
This breaks the base concept of forcing players to fight on the train, but i am going to think over.
[Steve] wrote:Multiple routes - this is something your level needs more than anything! for example when you get off the train there is only one way to go!
I agree. Just yesterday and today I have had cause to play for a few minutes this map with other people feeling that these forced paths reduce strategy choices.
[Steve] wrote:I would suggest adapting your idea to fit a completely different layout , the train could follow a path inside a city with multiple stops, and multiple routes to access the train and engage other players.
I made a very quick and crappy picture to illustrate a basic but improved layout

The black lines illustrate bridges.
Are you meaning a train path with corners? If yes, this is the first layout that came to my mind, but it requires some 3D modeling skills (for the locomotive and wagons having
rotating bogies) that now i haven't, so i have opted for a semplified one realizable with the props included with DoDS.
[Steve] wrote:There are tons of other issues I could point out about the visuals but at this stage I don't think it matters, work on your layout.
Yes, i haven't spended time editing the visuals because it would be a waste of time in case of a bad layout, so i have wished to release an alpha version just for testing and for receiving feedbacks like your one.
I haven't wished to care for visuals also because, as i have told, i haven't the necessary 3D modelling skills for making appropriate props.
[Steve] wrote:Be sure to stop back here with updates.
Sure
