wildwest_trainrobbery -1 reply

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#1 14 years ago

yes, another thread with that title :)

Don't get overly excited now :), it's still just a concept basically. I want feedback though. Most train robbery's back in the day, took place on long, straight stretches of track I imagine. Of course, the robbers had horses. Since we don't have horses...yet, I'm wondering what you think of the layout of this map. It's a figure-8. The problem with a large flat map, is if you miss getting on the train, you have no chance of heading it off anywhere. Although not a realistic route for a real train, I think the figure-8 would provide the best gameplay. Keep in mind, it will be hard to move from one car to another during turns, which this layout has plenty of. That's the only downside I see. Let me know what you think.

trainage.jpg

Also, there are some caveats in the design I'm planning. You will not be able to complete the objective alone. The only way into the area with the gold is through the roof of the bank car. Basically, the objective will be stored in something like a jail cell, on the train. The reason is this. If the bandit jumps off the train, where does he bring the gold? Just running to some set point doesn't seem right. So, the bandit with the objective is locked in the train (although still able to fight off cowboys), and the other bandits have to throw a switch at the train station. When the objective is "taken", the cowboys no longer spawn on the train, they spawn near the station. The bandits also spawn near the station. Some cowboys will have to defend the switch, while others, have to get back on the train to get the objective back. The switch will divert the train into an old tunnel going to Banditville (or whatever :) ). What issues if any, do you see with that scenario? All feedback is appreciated :)




Capt. Queeg

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13th June 2003

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#2 14 years ago

Well, I'd been keeping this as a resource for my own ideas for using trains in maps, :pc: but I think you could benifit from it too. Here's the main link: http://ghostdepot.com/railroads/cs/cs.htm There is a good picture of a working mine. However I think you'll find the pictures of the engines, passes and tressles most helpful.:nodding: And I think this next picture proves you aren't to far out from reality with your figure 8 (even though these tracks don't connect.:rolleyes: ) georgetown%20high%20bridge%20atr.jpg If this picture panned a little to the left I think it would match yours perfectly!:thumbsup:




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#3 14 years ago

Cool. Thanks Queeg, I'll check out that link. Since I'm not a civil engineer, I will need some pics! Hewster is gonna make a model of the track bed for me :) I just sent him the map.




Angel-Eyes

Born again Angel

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21st March 2003

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#4 14 years ago

Just an idea but looking at that bridge would it be possible to blow the bridge at some stage or use that as an objective. Then the engineer has to rebuild it or the track in some way. I think an objective like that would be more for the bandits in the sense that they try to derail the train and the cowboys have to make sure the trains still running.

It would make the game play faster and gives the either the bandits or cowboys more chance of completing the objectives rather than running too and from the station to the train. I think a flag at the station to start with might be an idea rather than a switch. Just an idea tell me what you think. :bows:




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#5 14 years ago

Good idea, but if the bridge has to be blown up to win, there wouldn't be any point of getting on the train. So the primary objective has to be on the train.

Well, to be somewhat realistic, the switch will divert the train to Banditville. It may be less clear that capturing a flag will do it. There will be some running to and from the station to the train, for the cowboys. But if they defend the switch, they won't have to :). Also, it's not just a matter of throwing the switch. The train will have to pass the point of no return (where the rails have been moved), in order for Bandits to win. Thanks for the ideas Woody!




El Dragon

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25th June 2003

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#6 14 years ago

Here's an idea... why not have a key spot or 2 on tracks be a spot to blow a rail thus making the train stop at a good spot for the bandits. the cowboy miner will have to repair the track (think you could use the weapon 5 + activate for this) then train moves again? I like the idea of not only protecting the train but also the track. (seeing we dont have horses yet :D ) P.s. try also doing a web search for modle trains or modle railroads for layout & terain ideas too.




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#7 14 years ago

My little pence in the pot: Instead of blowing up the tracks, blow up a tree which will force the train to stop, bandits can jump up, miner can blow up fallen tree and off you go again! Cowboys need to change switch to let the train run in a loop to prevent the bandits from taking off with the gold! Voila, there you got your stop and go, and your train/switch to defend ;)




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#8 14 years ago

Those are great ideas, but I like the constantly moving train. It should be really fun trying to get on it and stuff. I'll do it the way I mentioned, then beta test. If need be, those objectives can be added in later. Thanks for the feedback.

Dragon, don't spend too much time looking, I've settled on that terrain. Hewster has already made a model for the tracks and stuff too.




Deimos

Pierce the Heavens

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27th January 2003

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#9 14 years ago

But what if you jump out of the moving train? Hehe. Im guessing that it could be that most of your health goes bye bye, or you die. Dieing and being gibbed at same time would be unrealistic. Could you make like tunnels or underground tunnels? I think that they made those back then, but it took awhile to construct.




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#10 14 years ago

Good news Snake.

1. You don't gib when you jump off, because you're not moving forward unless your feet are planted on the train. IE, you have no momentum really to speak of.

2. There will be 2 tunnels in the map. With perches as the exit so you can jump on the train when it pops out. Aren't all tunnels underground? lol j/k