Team Fortress 2

Team Fortress 2

Rocket Ravine
126 Comments
Serge Ivanov 28 Jul, 2024 @ 5:18pm 
Pretty fun looking map, I like the pneumatic tubes.
@ your service 20 Oct, 2023 @ 6:07am 
I love the idea of moving between spawns with air tubes like in Portal 2.
I hope this map will be added one day.
Dr. FeelGoose 22 Apr, 2023 @ 6:27pm 
add the summer tag dude
ME GUSTA! 11 Aug, 2022 @ 12:06am 
My bots wont move even after typing nav_generate in the console. Any way for you to fix this?
Nostrildamus 7 Aug, 2022 @ 6:31am 
My US East server is running this map
connect 104.223.92.98:19011
Melon Man 7 Mar, 2022 @ 7:43am 
Yeah the navmesh just... doesn't exist
Pyro Attack 11 Feb, 2022 @ 11:42am 
JESUS THIS MUST BE BIGGER THEN ENCLOSURE
squidward gaming 26 Jun, 2021 @ 3:13am 
Can you give me the server IP because it won't work its says amp is an unknow command.
DeltaWing 22 May, 2018 @ 6:23pm 
get a better pc
moobsie 19 May, 2018 @ 7:01am 
I crashed when trying to play this map
DeltaWing 16 Aug, 2017 @ 10:02pm 
are there any servers that run this?
DeltaWing 3 Jul, 2017 @ 8:57pm 
how do i vote to make this official? because it would be strange not to make it official, its that good. :):p2cube:
Blobux 23 Aug, 2016 @ 9:13am 
my godness, this is the best map I ever played, it is super creative and beautiful.
lost wet cat in the rain 12 Feb, 2016 @ 9:00am 
next update should add this!
[LuNo] KimFareseed @THG 20 Jan, 2016 @ 9:31am 
A real fun, beautifull looking and long payload map.

Will take some time to learn the map but it will be fun.
Ketamine Cat 15 Jan, 2016 @ 10:58am 
how do u use it?
DannBo  [author] 17 Nov, 2015 @ 3:09pm 
Update released today:

Changelog from pl_rocketravine_b5 to b6
*1. Added bot support will full nav mesh.
*2. Fixed door on upper level of BLU's second spawn, which wouldn't unlock until BLU made it up the hill. This now unlocks with the spawn room as it should.
*3. Added some more player clips to potentially "sticky" geometry.
*4. Added a stairwell & metal/health room nearby D for easier access to platforms from the control point area.
*5. Removed one of the ladders near D that was kind of in the way.
*6. Moved a few props around.
*7. To reduce fall damage, added an opening in the railing in the balcony that the shorter set of tubes leads to after point C.
*8. Split up the large metal/ammo box by point D into two medium ones, one outside and around the corner and one inside the stairwell sideroom.
Deltorro 16 Nov, 2015 @ 5:19pm 
noice, just awesome! Nice work! #gra8 m8 8/8
Twin Studios 16 Nov, 2015 @ 11:56am 
There is definitly a lack of Australium delivering levels, so I would like to see another installed
DannBo  [author] 16 Nov, 2015 @ 11:46am 
@ Aury
I chose to use the rocket from sd_doomsday since it was equipped with animations. The older team-colored rocket model is much larger and without any animations or associated fx, which would be much harder to work with. However, reskinning the rocket to feature red colors instead of yellow isn't out of the question, thank you for the suggestion!
Krivzhä 16 Nov, 2015 @ 7:10am 
cool map:zero:
-=NHS=- Aury 16 Nov, 2015 @ 3:16am 
um, hate to be a stickler, but the yellow rocket is either team's. dustbowl contains a texture for a red rocket, so i'd reccomend using that texture instead of the nuetral rocket type, but, it's up to you.
DannBo  [author] 15 Nov, 2015 @ 2:21pm 
@ICS (Part 3)
Actually, I see you meant BLU's second spawn now, which is what I guess you meant by BLU's first "forward" spawn. Sorry for the confusion. Yes, thank you for pointing this out to me. The door trigger was accidentally left disabled until BLU makes their way up the hill (this is the way it was in a previous version, and forgot to update it). This will be fixed up in the next version.

@Hippo
I used nature/water_coast02. Also, because of the bug that ICS reported I think I will probably be releasing the next version to fix that up and include bot support. This will probably be out within the next few days (tomorrow seems likely).
a Hippobottomus 15 Nov, 2015 @ 2:00pm 
with the beach ball
a Hippobottomus 15 Nov, 2015 @ 2:00pm 
also, what water did you use for the red base area?
DannBo  [author] 15 Nov, 2015 @ 12:30pm 
@ICS (part 2):
I'm aware of the movement on ladders is wonky, but from testing so far they haven't had a negative impact on gameplay yet that I can see. The ladders & tubes are bit expiremental additions at the moment, and I may look for ways to improve their functionality based on player feedback. Sorry that it isn't the kind of map for your server. This map's layout was organized in the style of other custom longform payload maps I'm a fan of, like cashworks, swiftwater, and cranetop. (19 sec avg walk time for BLU, a little under 10 sec avg walk time for RED to get from their respective spawns to the control points, without teleporters, obviously). Depending on player feedback I may make layout changes to make walk times even shorter, but I'm pretty happy with it at the moment. I have no plans for making a new map at this time as I am still developing this one.
DannBo  [author] 15 Nov, 2015 @ 12:30pm 
@ICS:
Thanks for the feedback! Not sure what you are talking about with the doors. All the doors have unique names and are fully functional as far as I can tell. The grate-doors on the upper level all open once setup time is complete, and don't close after that until the next round begins. So I'm not sure what you mean by "people couldn't get out of the base through upper door and vice versa." You'll have to describe that in more detail for me to be able to look into it.
DannBo  [author] 15 Nov, 2015 @ 12:30pm 
@Lucky:
The TF2Maps.net server is usually pretty populated when they are hosting events, but pretty empty otherwise. I'm not sure about other heavily populated servers of ther than the one I mentioned since (-TN-) Payload Rotation is one of the few servers I play on.

@Hippo:
No worries! A new version will come out once I have had sufficient feedback from this version. However, I'm actually working on the nav now and can release that file seperately as soon as its finished, just remember when the new version comes out (which will include the nav embeded with the bsp) to delete the old .nav file. Won't take too long to get that done.
ICS⭐ 15 Nov, 2015 @ 11:13am 
You have first blu forwards spawn doors somehow named with same name or something. Some people couldn't get out of the base through upper door and vice versa at some point. You should not use ladders, because they don't work properly in TF2. Use ramps instead or something else than them. Player movement in ladders is really fast and wonky.

You surely put a lot of work to this map and it has nice ideas but it's not something that i as a server owner would run on regularely. We tested this map and some of the routes are really long way to forward lines and the map is quite large. Perhaps your next map will be something better. Good luck!
a Hippobottomus 15 Nov, 2015 @ 10:53am 
not to be pushy, but when do you expect the next update to be released? i really wanna play with bots... :/
duvks 15 Nov, 2015 @ 10:22am 
░░░░░░░░░░░░██
░░░░░░░░░░░█░░█
░░░░░░░░░░░█░░█
░░░░░░░░░░█░░░█
░░░░░░░░░█░░░░█
███████▄▄█░░░░░██████▄
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█░░░░ Valve, ░░░░░█
▓▓▓▓▓▓█░░░░Add This░░░░█
▓▓▓▓▓▓█░░░░Please!░░░░░█
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█████░░░░░░░░░█
██████▀░░░░▀▀██████
huell goodman 15 Nov, 2015 @ 10:09am 
this map looks AWESOMEEEEEEEEEE
Deznka 15 Nov, 2015 @ 9:34am 
░░░░░░░░░░░░██
░░░░░░░░░░░█░░█
░░░░░░░░░░░█░░█
░░░░░░░░░░█░░░█
░░░░░░░░░█░░░░█
███████▄▄█░░░░░██████▄
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█░░░░ Valve, ░░░░░█
▓▓▓▓▓▓█░░░░Add This░░░░█
▓▓▓▓▓▓█░░░░Please!░░░░░█
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█████░░░░░░░░░█
██████▀░░░░▀▀██████
mtffmfmfgmfmfffsss 15 Nov, 2015 @ 8:51am 
Jee
Look-a-Birdie! 15 Nov, 2015 @ 8:19am 
I checked out the server on TF2Maps. It is a good server, but barely anyone plays on it. Any others you know that are well populated?
Look-a-Birdie! 15 Nov, 2015 @ 8:14am 
Payload Rotation, huh. I'll look it up. Your a cool guy, Danbo, glad you helped. Contact me when you make a new map, and I will be there to check it out.

Thanks for the help, Lucky
Niklai 15 Nov, 2015 @ 8:07am 
Nice map
This would be a perfect addition, cause there is to little Payload maps:steammocking:
AuraTehArchenGamer! 15 Nov, 2015 @ 6:19am 
VALVE PLZ ADD DIS!
...jla 15 Nov, 2015 @ 4:11am 
Its a bit too large for a official payload map but overall pretty good.
游骑兵老王 15 Nov, 2015 @ 2:50am 
看起来很具有逼格
Fargo 15 Nov, 2015 @ 2:19am 
You silly people, it's a payload map.
muzin z bazin 15 Nov, 2015 @ 1:56am 
))))
woofgoa 15 Nov, 2015 @ 12:29am 
Awesome, bout time we got another special delivery map
Driver Midas 14 Nov, 2015 @ 10:05pm 
Another map on this?

Woah!

I thought i've never seen the day.
Dreamcatcher 14 Nov, 2015 @ 9:47pm 
Good :steamhappy:
Ethann 14 Nov, 2015 @ 9:03pm 
OMFG ADD THIS NOW
Purlane 14 Nov, 2015 @ 6:02pm 
Valve quality stuff right here
Rean 14 Nov, 2015 @ 4:24pm 
This NEEDS to be added!
and33 14 Nov, 2015 @ 4:10pm 
this needs to be added
Shampoo 14 Nov, 2015 @ 12:49pm 
Looks cool.