TramFight Beta2 Release


(kamikazee) #41

We ran your map on our server some time back. Great looks, quite good play. However, mostly the axis say “we can’t set up a good defense here” and get pissed.
The tram never ran to the end straight away, but it allways moved forth and back untill it finally hit the end. (So it was more a matter of the difference in spawn times then a good gunfight.)

Maybe it would be more suitable to put the focus on the venom gun instead of the tram? (I know it’s “tramfight”, but I never really saw the venom gun returned.)

EDIT: You could try to do a series of invite-only map tests like ]UBC[ MCNite did. Ok, he probably did some tests with the ]UBC[ clan first, but it can be a start.


(Brevik) #42

I reckon NW and VPL could help you out there…


(nedd3h) #43

I could sort something for you. I host customs nights, public and private.
http://ned.theoldergamers.com/forum/viewtopic.php?t=9

We played Tram Fight last Thursday.
The comments I got have already been mention here in this thread :slight_smile:


(=SC=Beef) #44

hit me up www.silent-clan.com

the community would love it


(Sunny) #45

Hello,
will there be a “Final” one of Tramfight? I like the map, but it is a bit to easy for allies after the venom is stolen…
Sunny


(Avoc) #46

Very nice map! :slight_smile:

I will suggest that we use it on my clans server.


(Higgins) #47

Uber Bump XD!


(pazur) #48

No final of this cool map?


(FireFly) #49

[QUOTE=Sunny;180441]Hello,
will there be a “Final” one of Tramfight? I like the map, but it is a bit to easy for allies after the venom is stolen…
Sunny[/QUOTE]

Sorry for the late reply…

Well, I’m afraid you have to consider tramfight_beta2 as the final version. I simply do not have the time to make a final version.

At the moment I have my hands full finishing my etqw map that I’ve been working on for almost a year…

I remember that I was working on a final tramfight version a few months after releasing the beta2 , but abandoned the project in favor of working with mrfin on the vesuvius map. So you can blame mrfin for that… :slight_smile:

Anyway it’s nice to hear people still enjoying the map after all this time and who knows: perhaps a tramfight kinda map for rtcw2 ?


(mrfin) #50

“I remember that I was working on a final tramfight version a few months after releasing the beta2 , but abandoned the project in favor of working with mrfin on the vesuvius map. So you can blame mrfin for that…”

ok my fault
time well spent imo.

:slight_smile:

rtcw2 editing would/will? be nice


(Magic) #51

Have had this map in rotation on our server the last 2 years.
Great map - very hectic game play and lots of fun.
Haven’t noticed any issues with it , did you have some new ideas for the final?


(shagileo) #52

Well I’ve noticed a small bug in the map (dunno if it was found already or if it bothers people).

Near the second Allied spawn (when spawnflag is not captured by allies that is) there are a few buildings (small narrow “street”). In one of those walls you can get in and as axis spawnkill allied players.

I’ll provide you with some screenshots if necessery :wink:

EDIT: oh yeah: Great map, lots of fun !!


(TomTom7777) #53

[QUOTE=shagileo;182280]Well I’ve noticed a small bug in the map (dunno if it was found already or if it bothers people).

Near the second Allied spawn (when spawnflag is not captured by allies that is) there are a few buildings (small narrow “street”). In one of those walls you can get in and as axis spawnkill allied players.

I’ll provide you with some screenshots if necessery :wink:

…[/QUOTE]

Sounds like what Mortis has already fixed in his scriptfix for the map

"Fixes clipping exploit that allowed players to hide in a wall and spam their foes while unseen. "

Check to see if you are running his latest scriptfix (Changes should work in most major mods and bot mods, of course for vanilla ET it probably won’t)


(shagileo) #54

Yup that’s the one. Thanks for the info, I’ll contact the server admin to inform him.