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Map Details
Release: Final
Version: Not Specified
Filesize: 31 mb
Players: 32
Theme: Not Specified
Time of Day: Day/Light
Season: Not Specified
Weather: Other/Not Specified
Textures: Custom
Meshes: Custom
Map Size: Medium
Environment: Indoors, Outdoors
Effects: Color Correction, High Dynamic Range(HDR), Volumetric Fog
Misc. Features: Ambient Sounds
Classes: None/Not Specified
Devnotes
Hammer
cp_freight final
Cp_Freight: Where trains mean business
Added by...
Key Authors
Fishbus
Category: TF2 > Control Point
Tags: trains, well, water, granary, freight, cargo, dusk
Added 1 year ago - last modified 6 months ago
41,015 views, 17,325 downloads, 18 comments, 3 favorites
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".
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2 months ago
trasius



This map would be very funny 3rd and 1st point are good but the 2nd point need changes, the problem in my opinion is that only exit for scouts is the water and always is controlled, the scouts need another exit to sneak, the area in front of doors of second point and distance between doors and 3rd point is too small too.
I suggest increase the size of the area in front of doors and add a seccond floor in the second point must be 2 or 3 stairs to climb to the new floor, this floor have big windows and a balcony from them a scout can jump over enemy heads (to any column or box added for example) for escape and cap the 3rd point

This balcony add another exit for the defenders a good position for soldier/demo spam and is another alternative entrance for scouts and soldiers attackers

Thanks you for you work and this map

Bananite
6 months ago
Pearlsea



I appreciate you working on the map but I honestly like the old version a lot better. Please reupload the old version so people can still retrieve it if necessary.

Bananite
6 months ago
Icarus



Too bad, I was hoping this would be this update's Community Map. Now I'm a bit worried about what they actually chose...

Bananite
11 months ago
Skunkrocker



Can you actually ride the trains in this map from destination to destination or will that kill you?

Mess with the best, smell like the rest.
1 year ago
Arthurp



Um well, i like it, but i don't love it, and i don't know why, sorry :(

farly new to mapping
1 year ago
jaytee



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
1 year ago
lildevil



Pros: Easy train rides!
Cons: None
Improvements: Less stock browns/sand colored textures.
More color needed overall

Bananite
1 year ago
mastgrr



Great map!

Bananite
1 year ago
Jeremie



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
1 year ago
MangyCarface



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
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Bananite

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