Team Fortress 2

Team Fortress 2

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47 Comments
Qwert1_2_3 5 Jul @ 11:47pm 
The whole map has a strong sense of three dimensionality, with many roads, making there numerous offensive and defensive strategies. I am very optimistic about the future development of this map
When playing with the bot, at the last base of the blue side, the grid cannot be automatically generated, causing the bot to be unable to move. Perhaps you can fix it
UEAKCrash  [author] 2 Jun @ 8:00pm 
This does mean our screenshots and fly through gifs are a bit outdated now, I'll work on getting the screenshots replaced at least soon
UEAKCrash  [author] 2 Jun @ 7:58pm 
Updated to B14 with some big changes!

Changelog:
Significant visual changes to the overall material palette
Added a new dynamic route that opens when first is capped, offering a bypass to the choke entrance to the building (WIP detailing)
Modified some gameplay elements around last
Did a number of small changes over the whole map, streamlining some things
A number of detailing changes all over
Fixed a number of small bugs and issues around the map

Known bug: the elevators currently don't instantly end the game when they are approached during overtime anymore, but can possibly instant end if players aren't on the cart as it re-enables pushing. I'm working on it.
Captain 16 May @ 3:33am 
its bad and it aint even old school
Unkle Genny 10 May @ 7:37pm 
Crash is the goat as always. Excellent stuff!
MANGO SIGMA MALE GIGACHAD 10 May @ 3:33pm 
кто блокед
SmouZhin 10 May @ 1:35pm 
класс
UEAKCrash  [author] 10 May @ 11:07am 
oh weird, I thought it would've handled that the same way the Barnblitz turntable works, I'll have to dig into it. Thanks for the heads up.
Azri 10 May @ 10:47am 
Theres a little oversight, when overtime starts and the cart gets to the first elevator section, blu team instantly looses. :theskull:
musicshootout198 10 May @ 2:03am 
can't help but wondering but why there's no vote for this? ya know to make this an official map?
canihazsugarcubez_yt 9 May @ 11:15am 
i hope this is a good mod blud and not a goofy ahh ahh map blud
lazyfatso 9 May @ 6:53am 
will it have respawn music for both teams?
Heapons 9 May @ 5:44am 
This map is part of that server's rotation:

91.109.116.31:27035
Myahster 8 May @ 10:22pm 
oh hell yeah, and it's a stone quarry. I've been wanting this kind of environment for a map for years
UEAKCrash  [author] 8 May @ 9:01pm 
Updated to b13!

Changelog:
Fixed missing kill trigger in the new death pit next to the elevator area
Adjusted lighting to match HDR/ LDR more accurately, there may be a few issues here and there with it, though!
Fixed a significant number of small and large bugs, visual issues, clipping, and various other exploits and jankery (Thanks Midnite, Thompson, Diva Dan, bestest bread, Lecter, Tomfoolery, and everyone else I missed!)

More detailing adjustments to come, this update was just a big pile of mostly gameplay affecting issues I wanted to get taken care of!
UEAKCrash  [author] 8 May @ 6:52am 
Thanks for making sure I knew about that, Tomfoolery! I've got an update coming likely later today that will fix that and a number of other bugs and issues around the map.
Tomfoolery 8 May @ 6:40am 
Cool map, I like the aesthetics of it, I don't have much I experience with how its layout plays but from what i have played it. The killbox near first red spawn does not work.
https://www.youtube.com/watch?v=QyGI-8qUJ8s
Count Drabluea 8 May @ 5:25am 
And After It Goes In The Hole The Push Force Of The Users Who Pushed It Will Remain Until It Is Repushed And Depushed.
Count Drabluea 8 May @ 5:21am 
Flashbanged Me But Really Nice Looking, There Is A ¿Bug? In The Blue Spawn Where There Is The Noclipable Vent If You Try To Doublejump After Your Height Goes Past The Highest Point You Cant Do The Second Jump.
UEAKCrash  [author] 8 May @ 4:53am 
Things people say when I take my shirt off
wii TANK!! 7 May @ 6:44pm 
Why is it so white
PROF. PootiZ 7 May @ 5:36pm 
IS NICE
Seacat08 7 May @ 5:20pm 
(Part 4)

Not the end of the world though as I do suppose with updates the map can start shaping up much better and the issues I currently have will be resolved. I will say, the promotional assets surrounding this, and especially the icon looks great and does the job wonderfully. Overall this is not a bad map and overall I think it's relatively decent. I just feel it needs a bit more time before it's up to the standard I really want to see with this theme. I still anticipate what you do in the future and wish you well on the Summer update and hope the best for you and your team!

With care,
-Seacat
Seacat08 7 May @ 5:19pm 
I think if you were to maybe try and round out corners on the terrain through displacements, place some signs and overlays around to give the area it's own distinct brand and make it feel more industrial, and just overall add more unique detailing and props based off industrial tech that we don't commonly see.

(Part 3)
Seacat08 7 May @ 5:19pm 
The models made for this map look good from what I can see, although the detailing itself feels a bit... amateurish? If that's the best way to put it? Like it's still decent, but something about it just feels like not a lot of effort went into it which sucks as I know seeing the circumstances and people who worked on this map, it could've been much better. I think setpieces on the map look good, but as a whole it feels just rushed in a way which really sucks.

(Part 2)
Seacat08 7 May @ 5:19pm 
Interesting map concept and I do like what you're going for, but I feel that these stones may need just a bit more polishing before getting to a state I feel is fitting of the theme. The layout itself has been improved a bunch in the time you've worked on this and I highly respect that. Although for me it feels a bit too cluttered for reasons I've mentioned before. I will say, I enjoyed the verticality as a Scout, but the layout felt like it had angles that were a bit hard to push into for my liking that opened it up to snipers and blasts from areas I felt a little cheated by.

(Part 1)
MADHATTER 7 May @ 2:43pm 
I think this map will become a stock map. It looks super well done and thank you to everyone involved with designing the map, testing it, and marketing it to the community!
Nameless 7 May @ 11:50am 
Looks like a better version of Odyssey that fits within the style of TF2.
Serge Ivanov 7 May @ 10:19am 
Hot damn this is clean, really hope it makes it in!
Zombie812 7 May @ 8:43am 
sorry i mean cool map!!
Zombie812 7 May @ 8:43am 
I'm blocking the fuck out rightnow.
Count Drabluea 7 May @ 4:56am 
I Really Like More Non Linear Open Maps Like This I Really Hope It Gets Added.
BigMike 7 May @ 12:55am 
Always love to see new stuff from Crash and the amazingly talented people you work with. Great stuff!:coolface:
ButteryJack 7 May @ 12:14am 
alligators in the water, love it y'all! Can't wait to play when volvo gif this summer prayge
Bestest bread 6 May @ 8:37pm 
:jarate: This pun based off the maps name will get me blocked…
DJ L3G3ND 6 May @ 8:35pm 
HOWS THAT feel ya BLLOCK HEEAD
NickCloudAT 5 May @ 8:20am 
Generating the NAV works fine for me too, just not analyzing it, which I also find weird.. I guess I will try again if the map gets updated again.. Maybe just some weird source shenanigans.
UEAKCrash  [author] 5 May @ 4:25am 
Weird issue, I'm not sure! I generated the nav file when I compiled it fine
NickCloudAT 5 May @ 3:23am 
Really like the map!
I only have one Problem with it; I tried to edit the navmesh to make it work with bots well.. But after running nav_analyze my game just crashes with "Out of memory or address space. ..."
Only happens on this map currently :/
UEAKCrash  [author] 4 May @ 7:51pm 
Updated to B12!

Fixes the displacement issue below, plus a number of other minor fixes and tweaks, plus some continued optimization
UEAKCrash  [author] 4 May @ 1:09pm 
I'll have an update for that soon, I've had some weird map ghosts pop up last second we've been fighting
Fox 4 May @ 10:37am 
I know map is not quite finished yet, but still want to leave that there's no surface under water over BLU spawn:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3475930718
YOYOYO 4 May @ 9:56am 
Rock005 REDUX
Spectre 4 May @ 9:27am 
play tested this map many times during development, layout and visually amazing.
Midlou 4 May @ 7:38am 
Is that marble 005?
Gigachad Gaming 4 May @ 7:11am 
Spy airstrafing go brr
Casapillar 4 May @ 7:01am 
I’ll see you fellow engineers on the roof near last