Shens
Well-Known Member
Trainyard, huh. Possibly one of the most controversial maps in the game, by how much one can love it and how much another on the same server can hate it.
I'm personally of the former group. The clueless hate that more unexperienced players tend to send towards this map is... amusing, to say the least. Since stopping midgame to explain my nuanced stance in chat isn't quite efficient, due to the pace of the rounds, nor is typing all this out in a Discord chat where it will immediately get washed away by various GIFs and memes (I wonder if they've made a type of website for long-form, perhaps threaded posts. Named something like quorum, it's on the tip of my tongue), suppose I could entertain the fellow readers of this website.
I tend to call Trainyard "the ADHD map". In a game where one of the most common complaints towards maps such as 2Fort (or any other CTF map for that matter), Dustbowl, Goldrush or Powerhouse (best of the listed, don't @ me) tends to be "Wow! This is taking forever!", Trainyard takes the opposite approach - absolutely fast-paced high-risk rounds.
High speed and risk gameplay does require a certain level of skill though. I understand why players with less experience could hate this map, especially when surrounded by fellow Trainyard enjoyers whose behaviour on here tends to be different than that of other maps, such as Badwater.
Fun is subjective, obviously, but we can define things that are, by obvious public consensus, not fun. 15 minute long rounds where nothing gets done, back and forth tugs of war on 5CP - anything that drags out the clock without much final reward; confusing large maps such as Steel, that result in little teamwork getting done and lost players. Trainyard my beloved avoids both these problems by having the rounds be, at most, 3 minutes long (Maybe this is why I like Counter-Strike...) and having a tiny, easily navigatable map where you can run from corner to corner in, what, 15-20 seconds[?], thus leading to tighter teamwork. And also not having moments where any round gets too stale. You can always rotate through different entrances and exits. Did I mention verticality? Around the starting areas, Rails and Yard (those are the callouts I've came up for them - Rails being the wide platformed area right out of BLU spawn exists and Yard being the area with the train under the roof), classes like Soldier reign supreme, playing there with which also got really fun with the Anchor in 2.2.
This map also gives the VIP much more opportunity for those adrenaline-inducing plays - you HAVE to watch your back, as Spy players have an ultimate target. You just can't be as relaxed like on other VIP maps - you have to lock in. Though given the nature of TF2C, something like a Heavy/Soldier kritz push around the corner would be inevitable. Blaming this on game design, this isn't exclusive to this map though does have round-ending problems if you get caught off guard. Especially if you as VIP push before or beside your teammates, instead of falling back slightly, but again, this is universal for every VIP map. People, please. I get so many easy kills on overextending VIPs, it's actually unreal.
Obviously, yes, Trainyard isn't a map that some would be willing to play 24/7. As previously noted, you have to lock in to have fun. Same goes for Arena! Jesus Christ on a bike, so many people I meet that would be willing to play CTF without complaining but despise Arena. It's not a bad mode per se, hell, sometimes I can enjoy a good half-hour of 2Fort if the weather is right, but it's rather the CTF enjoyers' attitude towards enshrining low-stakes play and seeing maps where you actually have the capacity to clutch more due to skill as inferior. But that's a whooole different story that I'm not sidetracking on today.
It may have some problems - if I were to admit, it's: the right (from BLU perspective) exit from spawn being very susceptible to camping both by snipers and explosive classes, as well as the rather powerful sentry spots on the ledge at last and atop the train in the yard, and the massive sightline from the right yard exit all the way to the brick house right flank on last. And obviously, the fact that newer players aren't alerted "Hey, the VIP only has one life per round here, be careful!"
I guess I just really adore this little map that stands out from all other ones by being the only one with a high-stakes mechanic of One-Life VIP.
Kudos to the devs for taking this little experiment and making a map that goes against the typical principles of drawn-out back-and-forth rounds and adds some much needed pace and risk in the game while integrating the world-beloved fat bastard into it, I'm sure there is a small group of people like me that share the same love for this outsider of the map pool.
i hope this post is strung together well enough, lol, don't take it too seriously. now excuse me as I get a drink and continue pwning newbs
I'm personally of the former group. The clueless hate that more unexperienced players tend to send towards this map is... amusing, to say the least. Since stopping midgame to explain my nuanced stance in chat isn't quite efficient, due to the pace of the rounds, nor is typing all this out in a Discord chat where it will immediately get washed away by various GIFs and memes (I wonder if they've made a type of website for long-form, perhaps threaded posts. Named something like quorum, it's on the tip of my tongue), suppose I could entertain the fellow readers of this website.
I tend to call Trainyard "the ADHD map". In a game where one of the most common complaints towards maps such as 2Fort (or any other CTF map for that matter), Dustbowl, Goldrush or Powerhouse (best of the listed, don't @ me) tends to be "Wow! This is taking forever!", Trainyard takes the opposite approach - absolutely fast-paced high-risk rounds.
High speed and risk gameplay does require a certain level of skill though. I understand why players with less experience could hate this map, especially when surrounded by fellow Trainyard enjoyers whose behaviour on here tends to be different than that of other maps, such as Badwater.
Fun is subjective, obviously, but we can define things that are, by obvious public consensus, not fun. 15 minute long rounds where nothing gets done, back and forth tugs of war on 5CP - anything that drags out the clock without much final reward; confusing large maps such as Steel, that result in little teamwork getting done and lost players. Trainyard my beloved avoids both these problems by having the rounds be, at most, 3 minutes long (Maybe this is why I like Counter-Strike...) and having a tiny, easily navigatable map where you can run from corner to corner in, what, 15-20 seconds[?], thus leading to tighter teamwork. And also not having moments where any round gets too stale. You can always rotate through different entrances and exits. Did I mention verticality? Around the starting areas, Rails and Yard (those are the callouts I've came up for them - Rails being the wide platformed area right out of BLU spawn exists and Yard being the area with the train under the roof), classes like Soldier reign supreme, playing there with which also got really fun with the Anchor in 2.2.
This map also gives the VIP much more opportunity for those adrenaline-inducing plays - you HAVE to watch your back, as Spy players have an ultimate target. You just can't be as relaxed like on other VIP maps - you have to lock in. Though given the nature of TF2C, something like a Heavy/Soldier kritz push around the corner would be inevitable. Blaming this on game design, this isn't exclusive to this map though does have round-ending problems if you get caught off guard. Especially if you as VIP push before or beside your teammates, instead of falling back slightly, but again, this is universal for every VIP map. People, please. I get so many easy kills on overextending VIPs, it's actually unreal.
Obviously, yes, Trainyard isn't a map that some would be willing to play 24/7. As previously noted, you have to lock in to have fun. Same goes for Arena! Jesus Christ on a bike, so many people I meet that would be willing to play CTF without complaining but despise Arena. It's not a bad mode per se, hell, sometimes I can enjoy a good half-hour of 2Fort if the weather is right, but it's rather the CTF enjoyers' attitude towards enshrining low-stakes play and seeing maps where you actually have the capacity to clutch more due to skill as inferior. But that's a whooole different story that I'm not sidetracking on today.
It may have some problems - if I were to admit, it's: the right (from BLU perspective) exit from spawn being very susceptible to camping both by snipers and explosive classes, as well as the rather powerful sentry spots on the ledge at last and atop the train in the yard, and the massive sightline from the right yard exit all the way to the brick house right flank on last. And obviously, the fact that newer players aren't alerted "Hey, the VIP only has one life per round here, be careful!"
I guess I just really adore this little map that stands out from all other ones by being the only one with a high-stakes mechanic of One-Life VIP.
Kudos to the devs for taking this little experiment and making a map that goes against the typical principles of drawn-out back-and-forth rounds and adds some much needed pace and risk in the game while integrating the world-beloved fat bastard into it, I'm sure there is a small group of people like me that share the same love for this outsider of the map pool.
i hope this post is strung together well enough, lol, don't take it too seriously. now excuse me as I get a drink and continue pwning newbs