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cp_freight
Cp_Freight: Where trains mean business
Added by...
eni
Author(s): Fishbus
Did you create this? Request ownership
Category: TF2 > CP
Tags: trains, well, water, granary, freight, cargo, dusk
Author's Readme/Notes

CP_Freight

"Where trains mean business"

Freight can be thought of as a bonus map. With CP_Steel progress slowing down towards the finish, Fishbus didn't want to just work on fixes for older maps, so he created something within a month to test out some of his optimization abilities, and to keep him familiar with firing out new ideas for maps.

The product of this is cp_freight. A map where trains mean business, literally. The map has an 'S' shaped structure with two rails running through the map, from each teams last point, towards the middle and then back towards the enemies base point. Unlike cp_well, the trains have been extended in size and slowed down, to make them more involved during a battle. The trains are random, and are quite happy to run over or frustrate RED or BLU equally.

The second and fourth point are inside the teams warehouse, slowing down a steamroll and bringing the fight indoors. It breaks the pace and of course, the surrounding environment.

So enjoy this simple and symmetrical control point map with a more involved train system.

Custom models made by "Fish Ladder Theory".
Added: 3 months agoModified: 1 month ago
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Feedback (12)
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jaytee .
BananiteY2M
Posted 8 days ago
This map's been in rotation on my home server for a while now and it's always fun to play. There's plenty of back and forth and stalemates are rare. I've heard snipers complain that it's not very good for them but everyone else loves it.
- Bananite
lildevil .
BananiteY2M
Posted 2 months ago
Pros: Easy train rides!
Cons: None
Improvements: Less stock browns/sand colored textures.
More color needed overall
- Bananite
mastgrr .
BananiteY2M
Posted 2 months ago
Fishbus, I have to say - congratulations on having CP Steel included in the upcoming update. It was very worthy of it!

Right now, CP Freight is my new favorite map. I really think it can become a very big contender on being included as another community map in a future update. The way it makes trains a central part of the map identity is very unique. The speed of the trains make it entertaining and amusing. And jumping on to the trains is amazingly fun! It's a better train map than Well!

But it got some slight problems that need to be looked at. You probably know this already, but the map turns in to big stalemates once fighting begins over the last control points. It simply is too easy to defend it. If you look at Valve's own 5CP maps, they leave the very last one very vulnerable - usually placed in an easily accessible and open area plus being a really fast cap.

Increasing the spawn time for the defending team could always work, but I'm not sure if that's the best solution because it doesn't solve the disadvantages given to the offensive team against a fully turtling team. I would strongly recommend putting the spawning area for the defenders a bit further away. And give more height advantages to the attacking team; right now it's the opposite where the offensive team is stationed below ground, putting them in a big disadvantage, curbing any attempts of a proper offense. Add an extra ledge near somewhere, something that lets slower and more powerful classes get up front more easily without being extremely vulnerable to snipers or jammed in the doorway.

Thing is though that having trains passing by the CP is genius, so I really don't want the position of the CP to change because then it'd reduce the fun factor and a part of what constitutes the unique identity of the map.
- Bananite
Jeremie .
BananiteY2M
Posted 2 months ago
Very nice map.

Some minor things:

There's a lack of metal and healing pack. There's basically a middle (100) of each at each CP (2 for CP 3, one on each side), it's not enough.

I would transform the 2 metal pack at CP 3 as the 200 version, and add throughout the map more small metal and healing pack.

There's also a slight lack of arrow to direct player where to go.

The "full" version of the train (the one most people can't jump unto) is a little hard to deal with, maybe you can make it a regular sized one (shorter) ? Just this one, the other version is just fine :)

- Bananite
MangyCarface .
TF2maps.net ModeratorY2M
Posted 3 months ago
Hrm, a five pt map that actually is fun??? I wasn't sold at first, but ingame, it works together pretty well. Still, from the penultimate pt to the last pt, and all around said penultimate pt, the layout feels a little bit convoluted/cramped. I'd say open that area up just a tiny bit more. Last cap time feels considerably long in larger servers. Does capping the penultimate already raise spawn times for the defenders? It should affect it a little, I think.

Slow trains are the best thing I've ever seen. Seriously. One actually hit me as a heavy attacking red's last pt, and I couldn't stop laughing. One thing I'd like to see is boarding platforms to get ontop of the trains, and allow room above the trains' entrances for players to crouch (possibly make a trigger_hurt that kills if they don't crouch on time) It sounds a little gimmicky, but if you're trying to integrate the trains more into gameplay, riding them for the height advantage might help. Also add a lot of hilarious moments ;)

Yeah, so good work on something a little less controversial than steel. I'd definitely suggest this map to other players.
- TF2maps.net Moderator
CaffeinePowered .
mmm....coffeeY2M
Posted 3 months ago
Pros: Very well detailed, great touches with the trains and especially the cars following them. I love the amount of detail you've put into this.
Cons: Its a long trudge from spawns to that middle point in the beginning. Seemed too easy for the advancing team to lock down points with easy SG spots where as defenders on points 4 and 5 had fewer good spots.
Improvements: Maybe another ammo/item drop by the 4th and 5th points might make it easier to get a gun up or easier for defenders to hold.
Notes: Flatbed traincars bug out if someone stands on them when they go past the gates, the lip on the model allows them to get stuck. Maybe add thin child noclip brush onto the top of the model to prevent this.
- mmm....coffee
fr0zenshiFt .
BananiteY2M
Posted 3 months ago
Only bug I noticed was a RED resupply area with a BLUE sign above the door. The sign should be red...

As for the train speed, I think it's fine. The point of the train isn't to MAKE it run over people, it's just to make people aware of it, and to have them watch out for other things as well.

Someone might say "you have to be dumb to be hit by this train", but the truth it, most people get hit by the train when they're not looking or not paying attention. So no matter the speed, they would have been hit anyways.

The train speed is good and a lot of trains in real life go that slow anyways. Nice map.
- Bananite
eni .
BananiteY2M
Posted 3 months ago
Posted by Anonymous
Cons: Architecture is a bit overlarge, not as much as most custom maps, but the areas right outside the middle point in particular are very large, making things a bit too sniper-friendly. Only one route to the last point is really useful (the one on the bottom floor of the warehouse), the others take too long to get to and spit you out too far from the point. Consider more varied brushwork and textures for the "blu" and "red" side.


Thanks for the great feedback.

To elaborate on some design choices:
By architecture, do you mean the floor plan in the middle point? This is indeed pretty big, but by no means is it truly sniper friendly. In the games I've played (12v12), snipers do get a wide reign over some areas, but there are just too many places the enemy can outflank a sniper making it extremely hard for one to dominate the middle point. The last point is a lot more sniper friendly, but that's because it's the last point and that should be a little bit more dramatic to take for the attacking team.

As for the 3 exits towards the last point, yes, the closest "underground" exit is the quickest, but by no means it is the easiest. Grenades, spam and enemy team members pool around that area. However, I do recommend it the perfect exit to burst out with an uber. The other exits provide safer cover at a larger travel time, with the sniper/battlements exit being the most effective exit to use when an uber is not ready.

As for the more detailed brushwork request, I do not understand the reason to make red more detailed, however, Blu will definitely be getting more architectural elements. Both teams will get a few extra overlays/props to break up the dullness.

I hope you appreciate my design choices.

- Fishbus
- Bananite
Anonymous
Posted 3 months ago
Pros: Creative use of trains, multiple routes to all CPs and water routes that are actually useful for flanking!
Cons: Architecture is a bit overlarge, not as much as most custom maps, but the areas right outside the middle point in particular are very large, making things a bit too sniper-friendly. Only one route to the last point is really useful (the one on the bottom floor of the warehouse), the others take too long to get to and spit you out too far from the point. Consider more varied brushwork and textures for the "blu" and "red" side.
Notes: My con list seems long but overall this is an excellent custom map and one of the few that doesn't look out of place among the stock maps. Deserving of a place on many server rotations.
 
Booster37 .
Neopolitan Delight?Y2M
Posted 3 months ago
Pros: Nicely made map. A map Valve themselves would have been proud to make. I like the overall design and layout of the map. Seeing that you can't run straight the entire way to go from one to the other point makes this map great. Custom textures a plus, and great gameplay for every class in the game. Plenty of chokepoints, but teamwork can take break them down. I also really like how you got that train going form the first point to the middle to the final point.
Cons: WarningShot said it, but I'll repeat it, outer skybox looks ripped from badlands, but that's no big deal. I'd like to see the train be a bit faster. I'm not sure how this would affect people who are on the train beds, but if doesn't affect them, I'd suggest a much faster speed. Anyone who gets hit by the front of that train has got to be the dumbest person in the world, lol
Improvements: Faster train!!! Also make the BLU base look a little more interesting.
Notes: Good map. I really like it. Keep up the good work!
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Details
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Release: Final
Version: Not Specified
Filesize: 30 mb
Players: 32
Time of Day: Day/Light
Textures: Custom
Meshes: Custom
Environment: Indoors, Outdoors
Map Size: Medium
Effects: High Dynamic Range(HDR), Color Correction, Volumetric Fog
Classes Available: All
Added by...
eni .
Bananite
Ranked 2309th ( 11) with 718 points. 0 point behind ThePh3nom .

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