Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hopefully it will be done soon. Maybe in time for Smissmas or early 2018. I don't know.
Can't wait for the finished version. It's gonna be cool.
alias generatemesh "sv_cheats 1; nav_generate; sv_cheats 0"
The tracks are just there to give a general idea of map flow, I didn't waste time aligning them since they will be redone in map artpass. The same applies to bot mesh, thank you for the bug report.
1: The Tracks are occasionally clipped into the ground. A good payload map has all the tracks connected. Fix this.
2: When bots are spawned, at the third point if they die before the gate is opened, the bots just run into the wall. I try to use voice commands to fix this, but the walls are thicker than the gate, so barely any bot moves to it's proper location. Can you make a nav mesh that makes the bots not do this?
Other than that, like I said, it's a good map!
i suck at puns
1. The complete replica. As close to the original map as possible. Even if it's balance will be completely broken in TF2.
2. Not the complete replica but rather more balanced to fit TF2's playstyle.
Can't wait to see textured version. Looks cool.