KoTH_Staging - a moving CP....

Reveal what you have made so far and get feedback on development.

KoTH_Staging - a moving CP....

Postby nosher on Sat Sep 19, 2009 10:53 pm

Hi all,

This is a KoTH map, based around the main part of my ctf map, Staging.

It has a slight tweak, as the CP moves.....it is located on a train.

There is a further thing, that I have tried to make this map unique, in that when you capture the point, the train moves slowly towards the enemy base......

......can your team keep the point??

Get the latest version http://www.fpsbanana.com/maps/111717

Here are some screenies -

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Hey RED !! Just just capped the point - but now it is going over to the BLU side!!

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Any feedback would be appreciated.

Thanks
Nosh.
Last edited by nosher on Mon Nov 16, 2009 9:28 pm, edited 5 times in total.
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Re: KoTH_staging - a moving CP....

Postby Phott on Sat Sep 19, 2009 11:04 pm

I love this concept, this should cause complete mayhem! I don't play too much tf2 anymore though, but this sure sounds interesting.
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Re: KoTH_staging - a moving CP....

Postby AlexCrafter on Sun Sep 20, 2009 8:03 am

That's brilliant, as you get closer to capturing it it moves further away from you!
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Re: KoTH_staging - a moving CP....

Postby jgoodroad on Sun Sep 20, 2009 8:45 am

1 step closer to having high speed battles on moving trains... one can dream can't he!
===[]"

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Re: KoTH_staging - a moving CP....

Postby nosher on Sun Sep 20, 2009 9:20 am

The map was play tested last night, and there was some interesting developments....

The main are on the lower level got really manic - and I mean manic! Great fun, but intense! I am currently widening that area, but not by too much. :wink:

At the end of each round, the timers were almost the same.....really low, which showed the battles were really close.

Although the Demoman is usually a strong class, it wasn't completely dominant.

No real evidence of mass spawn camping, which was an early concern when I was developing the idea, which is great.

Got some good positive feedback and very little negative.

Cheers
Nosh.
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Re: KoTH_staging - a moving CP....

Postby Lobstar on Sun Sep 20, 2009 1:30 pm

THIS IS MADNESS!
New blog up and running :D
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Re: KoTH_staging - a moving CP....

Postby Chopium on Sun Sep 20, 2009 5:46 pm

Lobstar wrote:THIS IS MADNESS!

....THIS IS SPARTA!

Anyways, map look really fun. Are you using the pipeline skybox then?
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Re: KoTH_staging - a moving CP....

Postby nosher on Sun Sep 20, 2009 6:07 pm

The sky is sky_night_01...

Not too sure if that is pipeline.....

Nosh.
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Re: KoTH_staging - a moving CP....

Postby Sk8erKiLLinU[FT] on Sun Sep 20, 2009 6:07 pm

This looks really interesting, especially game-play wise. I gunna guess that sniper and spy will also be a strong class to play since there is a lot of open space.
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Re: KoTH_staging - a moving CP....

Postby nosher on Sun Sep 20, 2009 7:45 pm

Sk8erKiLLinU[FT] wrote:This looks really interesting, especially game-play wise. I gunna guess that sniper and spy will also be a strong class to play since there is a lot of open space.


No class was 'dominant' - I thought the Demoman would kick arse (stickies on the train etc) but that was not to be.

We played 17 versus 17 and we even had 3 engineers on our side, and that made no difference........

Image

.......the trains movement back to the enemy base is a great leveller...

Cheers
Nosh.
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Re: KoTH_staging - a moving CP....

Postby AlexCrafter on Mon Sep 21, 2009 9:10 am

Did you manage to get sticky bombs to stick to the train? I had a map with a payload on an elevator before but the sticky bombs would just slide around on it with no friction. I'd be interested to find out how if you did. In a lot of ways it's like a payload map where both sides can push the bomb, except that you do't need to stand by it. Are you going to make this into a new game mode or just call it cp? Also it might be interesting with multiple stages in the map, where you move closer to the enemy base after winning the middle, because that would be a lot like the map I'm working on actually. Maybe we can come up with a new game mode name to fit both?
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Re: KoTH_staging - a moving CP....

Postby nosher on Mon Sep 21, 2009 7:22 pm

Alex

Stickies - they will stick on a stationary train - but once it moves, they hang in mid air - nothing I can do about that, I am afraid. In my post I was alluding to the fact that once one team capped, the defending demo man laid stickies, but his team still lost the point....

It really is a KoTH map to be honest - the win conditions are pure KoTH - the only difference is that the capture zone moves....

Would be happy to discuss future projects - I have PM'ed you

Cheers
Nosh.
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Re: KoTH_staging - a moving CP....

Postby RA7 on Tue Sep 22, 2009 4:59 pm

Hee nosh, i received yer email, will add mirror asap. :-D
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Re: KoTH_staging - a moving CP....

Postby nosher on Sun Sep 27, 2009 7:39 am

Hey,

New version released - A3 -

Done a few changes, namely......

Widened the main play area either side of tracks...

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Drop down holes into each alcove

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New buildings either side of base - small rooms for engies, perhaps....

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And Signage for train - these signs start netural and then change to the colour of the CP owner........

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Feedback would be appreciated.
Nosher
Last edited by nosher on Mon Nov 16, 2009 9:29 pm, edited 2 times in total.
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Re: KoTH_Staging - a moving CP....

Postby nosher on Tue Oct 13, 2009 11:34 pm

Lots of changes from the alpha to the beta version - including...

1) Train starts in the middle and only moves when capped at the start of the round...
2) You can build on the tracks BUT the train will destroy Engineers stuff if it moves over it...
3) Spawn rooms now designed on the lower level - the upper Battlements exit is now far more obvious as a result.....
4) Optimization and additional clipping done...

Feedback welcome....

Nosher
Last edited by nosher on Mon Nov 16, 2009 9:29 pm, edited 1 time in total.
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