Map Details Release: Beta Version: b2 Filesize: 2 mb Players: 24 Time of Day: Day/Light Textures: Standard Meshes: Standard Map Size: Small Environment: Indoors Effects: High Dynamic Range(HDR) Classes: None/Not Specified |
cp_arena_trains_b2Fun little death-match arena with killer trains.
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| Category: TF2 > Control Point |
| Tags: arena, duel, dm, trains, fun |
| Added 1 year ago - last modified 1 year ago |
| 1,674 views, 248 downloads, 12 comments, 1 favorite |
Author's Readme/Notes:
Cp_arena_trains_b2
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Series: cp_arena_trains
Version: b2
Release Serial: 02
Release Date: 2008-Sep-10
Author1: Original map cp_arena (cp_arena_v6) by Shadowie.
Author2: Modifications by Malachi (aka - MalachiTF2).
Filename: cp_arena_trains_b2.bsp
Supersedes: cp_arena_trains_b1
Overview:
Arena_v6 + trains = madness!
Description:
Last team standing wins!
Fast-paced, train-dodging, deathmatch-style symmetrical CP map. Each team spawns in their own glass box. At round start, the teams are unleashed. Whoever dies ends up back in their box until the round is over, giving you one life. You also can release your teammates by using your team's 'Exit' - which opens at the 1 minute remaining mark. And watch out for the trains!
Features:
Variable-speed killer trains - watch out for the express!
Short 2 minute rounds.
Two highest speed trains have unique higher-pitch warning bells.
Train tunnels are interconnected w/health - if you dare enter.
Only allowed one use of the Exit per round.
Exits are team-specific and color-coded.
Entire map is a capture zone ala arena-style maps.
Explosions take out losing team while winning team is released to watch.
Lower-level train kills 1-in-3 - triggered by person who falls in. Very fast demo or soldier can barely jump out of way.
Known Issues:
Slow trains can push players into tunnels.
Overtime/Sudden Death may not end until one team wins depending on server settings.
Trains may not run during overtime/sudden death depending on server settings.
Some losing team members may occasionally survive end-of-round explosions. (rare!)
May not have enough warning for player to avoid fastest train.
Dropping down into opening on top track can be tricky.
Ladders not ideal (but then what TF2 ladders are?).
Train lights might get temporarily stuck on at the end of 'waiting for players' but doesn't affect gameplay.
Updated gameplay causes players to spend more time in glass box.
Pyro can spam out of top of box.
Fixes/changes:
Increased size of health and ammo packs.
Prevented players from getting stuck when multiple people try to use an exit at the same time. (The first gets through, the rest get crushed by the door.)
Exit signs flicker to attract players attention.
Trains start at beginning of setup.
More trains! :)
Improved beginning of round message. Also, doesn't block screen beyond setup.
Made exits using door textures to eliminate some confusion.
Hid cp model to eliminate some confusion.
Thoughts:
I honestly can't remember all the fixes/changes I've made. This revision has taken much longer than I expected, and I had to give up on what otherwise seemed to be simple alterations/additions. I have currently run out of interest on continuing work on this map. A next major update is possible, using a completely different layout, though nothing is certain right now. I have considered making this into an official 'Arena' map style, but given my motivation and that the map design is fairly mature, I don't see it happening.
Mods Under Consideration:
Multiple-length trains.
Awarding points to players for releasing teammates.
Alert sound for when exits open.
Counter for train kills.
Thanks:
Shadowie, who graciously approved the mods.
Necrophix Gaming Community and owner Mammal Master, who allowed themselves to be used as gunea pigs through many revisions.
Shock Troops Clan, for their continuing support.
Valve et al.
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About me:
While this is my second public map release, I made many custom maps for Quake 3 Arena. You can find me playing on the Necrophix TF2 server and through the Shock Troops Clan web site. |
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