Team Fortress 2

Team Fortress 2

409 ratings
Hacksaw
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Other: Smissmas
Game Mode: Payload, Payload Race
File Size
Posted
Updated
45.533 MB
7 Nov, 2022 @ 4:27am
2 Dec, 2022 @ 10:10pm
3 Change Notes ( view )

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Hacksaw

Description
"Rocket Launch in T minus 3, 2..."



Push your team's saw into the enemy team's computer terminal to begin the "hacking" sequence, and launch the rocket at their base! Computers aren't the only thing you can hack, however...



The rocket silo is filled with a propelling gas that will lift any players that step inside! Just be careful not to stay to long- the steam is quite hot!

[

The predecessor to Bonesaw, featured in Scream Fortress XIV. See its four years of development on tf2maps.net! [tf2maps.net]
46 Comments
Diva Dan  [author] 17 Dec, 2023 @ 3:11pm 
yeah you're correct, I removed it for the halloween version but must've left it in this version. I can remove it for next update!
no loafing 17 Dec, 2023 @ 1:05pm 
that "red's terminal is being hacked!" popup is really obnoxious and disruptive, especially with how it has to raise up from the bottom of the screen every time you look away from it. i don't think it's really necessary to have it, we already have the outline showing where the cart is, and the text showing its hacking progress.
HEAVEN AND HELLO 10 Dec, 2023 @ 3:36pm 
This map doesn't have any christmas decorations (snow doesn't count) so it definitely deserves to be in the normal tf2 map rotation.
Diva Dan  [author] 8 Dec, 2023 @ 1:50pm 
ty <3
TheGhostThatWas 8 Dec, 2023 @ 9:45am 
absolutely awesome finale explosion
WeepingDiscord 8 Dec, 2023 @ 12:57am 
Kinda sad it wasn't a tree being cut for Christmas but this does fit a tiny bit more with normal tf2 rotation (if it wasn't snowing)
Diva Dan  [author] 7 Dec, 2023 @ 1:48pm 
:D
Joomig 7 Dec, 2023 @ 1:44pm 
i loved the halloween version so i'm happy this got added congrats :cozybethesda:
scout big 7 Dec, 2023 @ 1:38pm 
congrats!
Diva Dan  [author] 12 Nov, 2023 @ 8:01pm 
both carts are in extreme proximity to each other, creating a neck-and-neck scenario where the final area almost works like a control point that one team has to massively control to end the match. It prevents situations that often happen in PLR, where both carts are so separated that you feel like you never see each other, or feel like you can't stop the enemy because you have to run so far away from your own objective. Juggling the two makes a lot of players fatigued. It's also a lot easier to cap than hightower, since once the capture begins, its easy for your team to come and help instead of being stuck way below an elevator.

in playtesting, the back-and-forth gameplay offered by the finale has proven to be most peoples favorite part of the map, I don't think I'm going to be removing it.