Team Fortress 2

Team Fortress 2

65 ratings
VSH Bianco Hills [ Fixed v4 ]
   
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Game Mode: Arena
File Size
Posted
Updated
34.353 MB
5 Jul, 2018 @ 11:42am
11 Jul, 2018 @ 1:51am
2 Change Notes ( view )

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VSH Bianco Hills [ Fixed v4 ]

Description
It's a really big open map, good luck Hale.

I've got the inspiration from a Super Mario Sunshine level whose name was Bianco Hills, obviously.

Features:

+ Boost Pads / Jump Pads
+ Moving Boats [ You can build on'em ]
+ Looping Soundtrack
+ Custom Textures ripped from Mario games

Rate if you like it and leave a comment below for any problems or suggestions.
Popular Discussions View All (1)
3
21 Jul, 2018 @ 2:58am
NOW WHO HERE HAS THIS ON A SERVER!?!?
SoaringSloth
7 Comments
Hammeredpotato 22 Sep, 2023 @ 9:07am 
can you make hazy maze cave ?
Wizard Hoovy 30 Aug, 2018 @ 8:37pm 
are there other super mario sunshine maps?
Taxation is Theft 21 Jul, 2018 @ 2:57am 
Anyway to disable the soundtrack please? Not that I don't like it, its just that I don't want to associate it with TF2.
rocker234 14 Jul, 2018 @ 2:32pm 
Kinda looks like isle delfino,but..its been a long time sense I played sunshine.
Ahhhh...good game cube memories.
Chicago Ben 14 Jul, 2018 @ 1:16pm 
- I like the 10 second delay on jump pads to prevent spam, however odds are the jump pads dominate the way you move around the map and would probably force most gameplay to be around it versus good hales. Giving hales jump-pads that go around the map is usually insane for bosses since they can use it in conjunction with super jumps to move super fast, super unpredictable, and super safe since no one can hit you at very high speeds. So why would most people travel around the map walking and be risked spotted by hale instead of just insta flying around the map. I think you take a step in the right direction with the delay its just unfortunate that I think gameplay will be over focused on that part of the map.

^ I try to answer this on a map I made by making 2 different trigger pushes, 1 for each team, and making the blue one slower and expect the hales to super jump mid push to balance it out.

Guide to take better screenshots of your map
https://www.youtube.com/watch?v=sXB9W6IefNI
8
Chicago Ben 14 Jul, 2018 @ 1:16pm 
https://imgur.com/a/nUjJaVr super easy to get to via the jump pad across the map with any class and bouncing off the edge of a hill.

-I kinda want more than the 1 soundtrack but its fine, like use a logic_case and have like a 2nd alternate mario track ever 1/3 rounds or somethin

-Map looks great for what its supposed to be. Runs very well and is mostly well clipped (only found like 3 errors in clipping which is good) .

- You nobuild water which is great foresight. However I feel as if the trees will be very hard to deal with if you get 3 sentries on 3 tress nearby but I have not seen it in a live server so who knows.

-Ammo and hp are honestly a bit on the low side imo. Maybe more hp in corners and in areas with roofs to stop soilder,demo spam?

Overall I like the map, maybe more ways for classes to get access to roofs that can't jump. few other minor details but in my books this map is much better than most retro vsh maps attempted.
Fronkle 10 Jul, 2018 @ 1:25pm 
*spicy*