Team Fortress 2

Team Fortress 2

CTF 2Fort Revamp
ThePixelteer 15 Jul, 2016 @ 1:05pm
Suggestions
Dunno if this is a good spot for a suggestion, but whatever. I think the room downstairs with two medium health packs should either remove the shutters, not act as a team only room (im assuming it still is, considering he dropped the intel), or both
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Showing 1-8 of 8 comments
Gezzabeast 6 May, 2017 @ 3:09am 
i think they need to add some invisible wall slope to help force the players down the hole like with the original drop exit in the new drop exit, also maybe add a medium health pack back where it used to be near the intel as it is a pain to get your sentry nest built before a demo/soldier/heavy/pyro/scout get to the intel. Also the redesigned exit door thingy isn't deep enough in the wall, you can see the textures of the outer side of spawn. Ans last of all,the clear doors in both spawns can be opened by standing directly next to the doors sides. These are small problems that only people that are really nitpicky notice.
Last edited by Gezzabeast; 6 May, 2017 @ 3:09am
ThePixelteer 9 May, 2017 @ 11:43am 
Originally posted by Gezzabeast:
i think they need to add some invisible wall slope to help force the players down the hole like with the original drop exit in the new drop exit, also maybe add a medium health pack back where it used to be near the intel as it is a pain to get your sentry nest built before a demo/soldier/heavy/pyro/scout get to the intel. Also the redesigned exit door thingy isn't deep enough in the wall, you can see the textures of the outer side of spawn. Ans last of all,the clear doors in both spawns can be opened by standing directly next to the doors sides. These are small problems that only people that are really nitpicky notice.
The necro to end all necroes
Gezzabeast 9 May, 2017 @ 2:17pm 
Originally posted by The Pixelteer:
Originally posted by Gezzabeast:
i think they need to add some invisible wall slope to help force the players down the hole like with the original drop exit in the new drop exit, also maybe add a medium health pack back where it used to be near the intel as it is a pain to get your sentry nest built before a demo/soldier/heavy/pyro/scout get to the intel. Also the redesigned exit door thingy isn't deep enough in the wall, you can see the textures of the outer side of spawn. Ans last of all,the clear doors in both spawns can be opened by standing directly next to the doors sides. These are small problems that only people that are really nitpicky notice.
The necro to end all necroes
I don't think you're using necro correctly. Maybe. I don't know.
ThePixelteer 9 May, 2017 @ 2:18pm 
Originally posted by Gezzabeast:
Originally posted by The Pixelteer:
The necro to end all necroes
I don't think you're using necro correctly. Maybe. I don't know.
Necroing something is replying to it long after the conversation ended or the comment was left
Gezzabeast 9 May, 2017 @ 2:43pm 
ok
Terr  [developer] 13 May, 2017 @ 12:29pm 
Well, technically the map itself is necro from 2009 :p

Anyway, yeah, there are some places where the geometry got pretty tight. I'm haven't done any mapping/programming for Valve stuff for quite a while now though, so... :nonplussed_creep:
[] Pope [] 3 Apr, 2018 @ 2:00pm 
terr, practice your map-creating skills and soon bot-nav the map aswell as making sure you add a way to keep tide turners from messing with people in sewers with maybe adding a laser people need to duck under to pass or some hazard to jump over in sewers (more likely a downpipe with a large drop to jump over)
angry medic 16 Sep, 2019 @ 6:30pm 
IP
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