Team Fortress 2

Team Fortress 2

224 ratings
pl_greenvalley
   
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Game Mode: Payload
File Size
Posted
Updated
7.690 MB
16 Nov, 2017 @ 8:33am
3 Nov, 2019 @ 10:12am
1 Change Note ( view )

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pl_greenvalley

Description
4 points payload map like Badwater.
First beta release.
...work in progress.

V2 here : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1905547451
40 Comments
[LuNo] KimFareseed @THG 26 Jun, 2021 @ 8:25am 
Kobe. Please, elaborate.
squidward gaming 26 Jun, 2021 @ 6:03am 
Still not working.
Cafeineman  [author] 26 Jun, 2021 @ 5:03am 
squidward gaming 23 Jun, 2021 @ 6:46am 
Can you give me the IP because If I open the file it does not work.
Cafeineman  [author] 3 Nov, 2019 @ 3:15am 
BeeKay™ 21 Apr, 2019 @ 1:49am 
Please check your messages.
Cafeineman  [author] 20 Apr, 2019 @ 11:44pm 
Hi! Thx for your comments. I would have liked to have this kind of comment two years ago when the map was in development.. I do not play too much but it makes me want to get back to Hammer. We'll see if I can do something to improve it...
BeeKay™ 17 Apr, 2019 @ 7:17am 
Map is unstable

L 04/17/2019 - 21:10:01: Warning: free edicts below threshold. 8 free edicts remaining.CHANGE LEVEL: pl_goldrush
[LuNo] KimFareseed @THG 30 Mar, 2019 @ 10:38am 
I still enjoy the map, still a lot to learn about that map.
[LuNo] KimFareseed @THG 30 Mar, 2019 @ 10:38am 
Played this on a 28 player community server, and the largest complaints I hear about this map is that the map has too few health and ammo packs for its size, as well as how far each team has to travel.

Engineers aparently end up using the Eureca Effect to find metal.
Defenders also have trouble finding the first checkpoint. When they leave spawn, their first instinct is to fal in the direction that the door is facing, towards the door between B and C. Having the spawn exit face towards the first point might help.

Defenders also have some problems finding their way to the first point even if they find the enterance to the building. They get stuck as they think that the closed door infront of point A is the main exit.

Players have also said that they map had too many flank routes "leading to nowhere." No idea how to deal with that one.