Another Map Idea (Thank you Shadow Mage) for the NOMNOM
Rules Latest Posts Who's Online
Search
Search Forums
Advanced Search
First« Previous123456Next »Last
RSS Feed

Another Map Idea (Thank you Shadow Mage) for the NOMNOM

#  Oct 31, 2008 at 10:53 AM
Join Date:
Apr 30, 2008
Post Count:
2018
 
Steam ID: Colonel Luxray
 
I got an idea for a map, and I'm thanking Shadow Mage because he reminded me that I would like to create maps.

It would be a CTF map and would be named something like "ctf_traindodger" or "ctf_traindeath"

The floor is completely made of train tracks. In otherwords, only your spawn is safe, and once you leave it you can't get back in because it's above the tracks.

The intel is below the tracks in a sort of ditch, so the intel doesn't get run over but you can. The map is symmetrical, and it is 10 trains wide. They come very frequently, and every 60 seconds the entire stage is flooded by trains making a "train wall".

There is also an underground area that you can go through to quickly get to the enemy intel, but if a train comes when you are down there, the doors into the underground close, trapping you inside. The passages down to the underground are safe from trains, and there is a little room before the door for engineers to defend, since their buildings won't last long above ground. You will have enough time to destroy a sentry placed down there if you time it right.

Also, the trains run perpendicular to the direction you will be running. That means that you have to constantly look to see if a train is coming.

The way I made it, there is always at least two trains on the field, except for slightly before the "train wall" and directly after the "train wall".

I have already done the math (for timing the trains and such) and sketched a design for the level. With an exception of the trains it's a rather simple build, and because of the faced paced mayhem I think it will be a good map. Just wanted to get yall's opinions.
#  Oct 31, 2008 at 11:10 AM
Join Date:
Nov 30, 2007
Post Count:
7382
 
GManNickG 80805
Loading...
Specialty: Spy
Steam ID: gman_nick
Clan: {TF2F} Community
King SpySquigMember
 
Haha. Wow, great minds think alike.

When the game first came out I sketched out a version of this map almost the exact same as this! The only problem is I never mapped before, so I wanted practice. What I ended up making was tr_airshot_v0, and now you've reminded me of the reason I started mapping in the first place.

Although, mine had some extra features like a sniper deck with a silent train. Are you going to be doing the mapping?
#  Oct 31, 2008 at 12:09 PM
Join Date:
Aug 03, 2008
Post Count:
1079
 
Specialty: Sniper
Steam ID: Nikibob
GamerTag: < :)
Clan: Teh squigs
SquigMember
 
Great idea except toud need a barrier i front of spwnwwwwwwwwwwwwww for snipers.
#  Oct 31, 2008 at 12:10 PM
Join Date:
Apr 30, 2008
Post Count:
2018
 
Steam ID: Colonel Luxray
 
Yes, I will be doing the mapping. However, I am not fond of the idea of a sniper deck, but unfortunately I agree that there needs to be one, with the possibility of death of course. Nobody should be exempt from death by train. Also because I don't want a 2fort-ish sniper deck.
Perhaps... AHA!

In my current map design I have it so you can exit the spawn from the front of the left so you can't go directly to the underground area. (The entrance is to the right of the spawn) If I make a path leading from the right side to a railroad track suspended above all the others running parallel with the direction people will be going in. There is a wall on the way to the railroad track preventing them from sniping, so they can't snipe until they get onto the track. There will be holes in the track for the snipers to duck into to avoid the train, but the train will come from the side nearest the spawn, so it's in their blind spot.

So basically, there will be two tracks spanning the length of the map that you are only allowed to shoot from. (I'll put a fence on it you can easily see and shoot through) because I want the underground to be the fastest way to the spawn. The holes are cover from the train but you will have to count (because they come at regular intervals) or else you will be dead. This allows them to stay on the sniper deck and be able to get train'd at the same time! (and the train on that one will be silent)

Thanks Gman! Perhaps we could both release a train map, since it was apparently your idea first. If we both make one though, yours will probably be the one that is better because this is my first map, but don't worry, this head is crammed full of ideas! (One of which involves trains, is probably CP, and somewhat resembles frogger.)

Quote:
Originally Posted by Scarface.stag
Great idea except toud need a barrier i front of spwnwwwwwwwwwwwwww for snipers.
And don't worry, there is a barrier already, but I made that so people couldn't try to shoot from the spawn. YOU MUST GET TRAIN'D!
#  Oct 31, 2008 at 2:59 PM
Join Date:
Nov 30, 2007
Post Count:
7382
 
GManNickG 80805
Loading...
Specialty: Spy
Steam ID: gman_nick
Clan: {TF2F} Community
King SpySquigMember
 
Quote:
Originally Posted by Atomic_Tomato_Potato
Perhaps we could both release a train map, since it was apparently your idea first.
Naw, I didn't tell anyone and you thought of it on your own. You take full credit for your map design

How about, if I get to it, I'll release arena_train for the nomnom server.
#  Nov 01, 2008 at 9:49 AM
Join Date:
Apr 30, 2008
Post Count:
2018
 
Steam ID: Colonel Luxray
 
Quote:
Originally Posted by GManNickG
Quote:
Originally Posted by Atomic_Tomato_Potato
Perhaps we could both release a train map, since it was apparently your idea first.
Naw, I didn't tell anyone and you thought of it on your own. You take full credit for your map design

How about, if I get to it, I'll release arena_train for the nomnom server.
Holly, crap! Arena Train sounds awesome! Sure, you release arena train, I'll release ctf trian.
#  Nov 01, 2008 at 11:38 AM
Join Date:
Oct 27, 2007
Post Count:
3093
 
NULLNAME 79381
Loading...
Steam ID: NULLNAME
Clan: {TF2F}
King LagSquigMember
 
This sounds like a great idea.  Publish it, and then the community will test it and see how it needs to be tweaked (# of trains...etc._

My question is:  Couldn't soldiers and demos just rocket jump the length of the map.  Or would you put a low ceiling?

Also, heavys really would be of limited use on this map, along with spys....and possibly medics....Unless I'm missing something...
#  Nov 01, 2008 at 12:19 PM
Join Date:
Apr 30, 2008
Post Count:
2018
 
Steam ID: Colonel Luxray
 
It would take about 2 to 3 demo/soldier jumps to get to the intel, and they would not make it back. Also, I am planning on it being indoors, so there will be a ceiling.

One thing though... I have been able to make a big block that moves across the map constantly. For some reason I can't figure out how to make it kill or how to get it the train model. I have already searched the internet, but I couldn't find it.
#  Nov 01, 2008 at 12:24 PM
Join Date:
Oct 27, 2007
Post Count:
3093
 
NULLNAME 79381
Loading...
Steam ID: NULLNAME
Clan: {TF2F}
King LagSquigMember
 
The ceiling would have to be REALLY low then.

As for the train, I have no idea.
You could try to contact BigLou, Milky, or somehow find the creator of steamroll
#  Nov 01, 2008 at 12:48 PM
Join Date:
Nov 15, 2007
Post Count:
1159
 
Milky 80328
Loading...
Specialty: Heavy
Clan: {TF2F} Community
Fortcast ContributorSquigMember
 
What you need to do is put a train model and a trigger_hurt brush down.  Once you do that you go to their parent property and parent them to the func_tracktrain that you've placed down, this allows them to basically mimic the tractrain.
First« Previous123456Next »Last

Copyright 2007-2008 All Rights Reserved

Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
AddThis Social Bookmark Button
Fortcast Podcast
Donate
Welcome, you are not logged in.
Login or Register
Team Fortress 2 Fort Team Fortress 2 Fort