Trainyard


(Anti) #1

Hey folks,

You’ve had chance to play Trainyard, the short version of Camden, for a little while now. We’d like to know how you found the map, what you liked and what you didn’t.

We’d especially be interested to hear what you felt about the shorter match format, with less objectives and less time in which to complete them.

Thanks,
Anti


(Seanza) #2

I’ll quote my feedback thread:

[QUOTE=Seanza;469482]So I absolutely adore Trainyard because it finally provides some super-fast games in Extraction. In an organised 5v5 match between 2 closely matched teams, this map has the potential of being the best so far.

Right now games are really TOO fast and it’s because the first objective can be done so quickly. I really like being able to slide the door over to stop defence coming through from the left but I think it needs to change on Trainyard. It was okay on Camden because the map took so long anyway, so it was a blessing.

The switch itself needs to take much, much longer to do. I’m thinking at least 2.5 as long. Perhaps you can give it the same mechanic as the controls on Waterloo? Another alternative could be to have a much faster fade time but double the length it takes to hack it. We could even try bringing the defence spawnpoint forward for this objective.

I don’t have any feedback for the 2nd objective really as I think it’s pretty balanced just now.

What do you guys think?[/QUOTE]


(acutepuppy) #3

I quite like Trainyard. Though having a single data core run would be really fun, if they data core stage was tweaked to be more exciting. Right now the delivery objectives are just dull… and in every other game they were heart-pounding.

The shorter match format is nice, though having more territory control in the form of forward spawns and barricades would be nice. Like the first objective on Trainyard, having the big gate closed on the right side of the canal and need to be blown up would be awesome. Many Quake Wars maps had this, and it lead to a nice initial attack phase that was more concentrated, and opened up as the game went on.

Same with the second objective, it’s seems too open from the get-go for me. Previous games kept the battle much more concentrated at the start.


(Seiniyta) #4

I like trainyard, but I do agree with AccutePuppy that I’d love the doc run to be a single one and not multple. It kinda dillutes the excitement.


(Anti) #5

Just to be clear the doc run is on Camden, the bigger map. I’m just asking about Trainyard, the smaller map.


(Mustang) #6

Camden seems like it takes too long in terms of time, even teams seem to take 18-20min on a regular basis. Either removing 1 to 1.5 objectives or making each objective more offensively biased would help with this.

Trainyard is too short in terms of objectives, if you get a bad spawn or screw up just a little bit there is no chance to recover. I really don’t like having only 2 objectives, 3 should be the norm, perhaps with a few 4’s or 5’s thrown in that are faster to complete. In terms of time it was alright, but a little longer wouldn’t hurt either.

tl;dr Go for something in-between.


(Finko) #7

Short maps usualy pretty random, this map reminds me short version of Volcano in etqw (played only in competition), there was two hack/plant objects too, my answer is “I think it’s OK” :slight_smile:


(Seanza) #8

Random idea:

Swap the spawn locations (attack spawn where defence spawn now and vice versa).
Put the controls inside the MG building.
Leave last objective as is.

Random idea 2:
Increase the length of time it takes to hack hack the controls
Add a destroy/hack objective before getting to the train

  • Possible options: Add electric gate to left entrance/Have attack blow up the hatch to go underground

(attack) #9

i like trainyard. for me the best map currently .but currently it feels sometimes too fast.
the mg at the first stage feels too important since it can rape anyone at the controls.


(montheponies) #10

I’m all for truncated maps in principle. In practice though it needs to be carefully implemented. #

Specific to Trainyard in pub games it can be over too quick. However in the organised match we had on saturday neither team set a time, with the first objective in both cases being held for a significant period of time.

Having the ability to put both on the server is ideal, as I can see Obj servers sticking with the full fat Camden, whilst the SW FF servers will tend towards the shorter maps.

EDIT:
I think the problem i have with the map is that it’s two fairly short sequential objectives. It would be better if the there was a requirement to say blow the doors and the train carriage, either of which can be done in any order. The hackable objective would just become a forward spawn for the offense. The spawn for the defense would have to move, I’d say placing it to the rear of the open trainyard (to the back of the raised MG).

The benefit is that defense could choose which objective to cover (similar to R1 and R2 on Base) and/or whether to contest the forward spawn flag/hackable. The offense could clearly have the opportunity to go for the harder of the two plants first, or just take the forward spawn etc.


(stealth6) #11

Need objective and objective_long the same way BF has conquest and conquest_large. Same map, different layouts.


(attack) #12

still i ask myseld if the spawns have changed feels leasier for attackers


(prophett) #13

One way to potentially increase the first objective completion time on trainyard would be to carry some sort of hack code/card to the switch and then start hacking.


(potty200) #14

Personally, I think its the best map to play in a competitive enviroment! Public play it sometimes falls a little short. (As in time taken to finish teh map)

I do get bored playing SW mode because you are on the same map for almost an hour sometimes. This map brought a bit of fresh air to the table and I really enjoy teh fast obective gameplay style it brings to dirtybomb.

I really hope map times are a lot closer to trainyards than the others right now :slight_smile:


(attack) #15

[QUOTE=potty200;470740]Personally, I think its the best map to play in a competitive enviroment! Public play it sometimes falls a little short. (As in time taken to finish teh map)

I do get bored playing SW mode because you are on the same map for almost an hour sometimes. This map brought a bit of fresh air to the table and I really enjoy teh fast obective gameplay style it brings to dirtybomb.

I really hope map times are a lot closer to trainyards than the others right now :)[/QUOTE]
lets say like it is this map and waterloo are the only playable maps for draft


(1-800-NOTHING) #16

yeah, it seems like a good SW map version, and i think map lengths more or less like that might make SW more pub-friendly, as well.

walking across the train tracks is quite annoying, though. view bob OFF plz!


(DarkangelUK) #17

Anti, have you got stats for the average length of a match on Trainyard?


(Mustang) #18

(Average Trainyard match time + Average Camden match time) / 2 = Ideal average match time for all maps ever


(Ruben0s) #19

I still wait for the day that I’m going to like a map in xT


(zeroooo) #20

u should split all maps!