Team Fortress 2

Team Fortress 2

Dorado
24 Comments
Mister Sniper 27 Dec, 2017 @ 2:58pm 
How do I get into the map?
KrazyZark 19 Sep, 2017 @ 10:54am 
Yea I saw, it was all black on some walls.
Serbian Hammer  [author] 19 Sep, 2017 @ 9:17am 
Very carefully aligning brushes on a small grid. It was a pain in the ass, to be honest. Source Engine was not designed with angular levels in mind.
KrazyZark 19 Sep, 2017 @ 7:45am 
Wow this is awesome!, how do you make angled geometry so well?
AyirXO 1 Sep, 2017 @ 9:39pm 
Nice I love Overwatch and tf2
fоreskin feta 11 Jun, 2017 @ 1:12pm 
This makes a great deathmatch-style map; it's so open and has so many underpasses that most people neglect the objective in favor of shooting each other and spamming the grappling hook.
Bluey 28 May, 2017 @ 5:13pm 
Sweet! thanks my dude
Serbian Hammer  [author] 28 May, 2017 @ 4:23pm 
Fixed!
Bluey 28 May, 2017 @ 3:08pm 
Are you able to fix the dropbox link?. it says the file has been removed
Ankeragoth Dragonblood 18 Jan, 2017 @ 6:33pm 
what do i put in the consel to play this?
Diva Dan 25 Aug, 2016 @ 12:59pm 
If you make a ramp with an angle greater than 45 degrees, you slide off. so you can try and use that too
Chdata 24 Aug, 2016 @ 9:42am 
I coulda sworn it was a surface property or something. Like those trees you can't stand on in some maps. Or small orbs you can't stand on. Maybe surf maps use it sometimes?

I know you can set a surface to have ice physics, maybe even through the materials or something, it ought to be possible.
Serbian Hammer  [author] 24 Aug, 2016 @ 9:09am 
You can place effect that instantly pushes you off the roof, but not the way you 'float' in overwatch.
Chdata 23 Aug, 2016 @ 12:41pm 
(Aside from nearly vertical surfaces)
Chdata 23 Aug, 2016 @ 12:40pm 
Impossible? I've seen maps have forced sliding plenty of times.
Serbian Hammer  [author] 23 Aug, 2016 @ 12:21pm 
OW uses sloped roofs on which you slide off instead of being able to walk. In TF2 this is impossible to achieve, so such roofs have invisible walls above them added instead. Unfortunately, this also means you can't rocket/sticky jump above them, but it is also done with other TF2 maps.
Chdata 23 Aug, 2016 @ 11:09am 
I think the OW heal-doors would just be cool cause no ones done it before ;p
Chdata 23 Aug, 2016 @ 11:09am 
You mentioned restructuring from balance, which I assumed would mean invisible walls above some roofs like lots of TF2 maps do.
Serbian Hammer  [author] 23 Aug, 2016 @ 10:52am 
I decided againt using OW style healing to still keep TF2 flavored cabinet respawn rooms. And what do you mean by retained verticality? The map is pretty accurate in all three dimensions.
Chdata 23 Aug, 2016 @ 9:38am 
If you happen to make illios ;p
Chdata 23 Aug, 2016 @ 9:38am 
Maybe check out koth_eros, it uses the same artstyle / theme as koth_illios, and might be good for assets or something.
Chdata 23 Aug, 2016 @ 9:37am 
You should use trigger_hurt with positive value to heal players in spawn, I think that's a nice feature from overwatch and would add to the overwatch fortress 2 experience.

Same goes with Gibraltar.
Chdata 23 Aug, 2016 @ 9:36am 
If this every gets fully made, I'm interested with versions with the verticality of the level retained.

Why?

https://www.youtube.com/watch?v=EyaBqUMa64E
Muad'dib 22 Aug, 2016 @ 3:02am 
XD i just started to make this map in tf2, luckliy i saw your post just in time :D