Team Fortress 2

Team Fortress 2

4,071 ratings
Banana Bay
 
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Other: Jungle
Game Mode: Payload Race
File Size
Posted
Updated
39.455 MB
Jun 20, 2017 @ 11:41pm
Aug 20, 2017 @ 9:01pm
11 Change Notes ( view )

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Description
A chaotic payload race taking place along the cliffs of a tropical cove. Utilizes the finale from Cactus Canyon.

Now in the game! No need to download it here, unless that's your thing.

Thanks! plr_bananabay_rc4; 951657912

This is a rotationally symmetrical map designed around a rail bridge with a train that acts as a hazard, flow redirector, and finale. The antithesis of room-corridor-room syndrome.

Verdict:
Payload Race and team deathmatch working hand in hand. The payload paths are kept near each other to maximize chances of cart vs cart battles. The size of the map keeps everything close by, and the density of paths keeps every class's options open. At the end the action is focused on that central bridge as both teams are trying to get their cart hit by the train. So far I haven't seen this map stalemate (except one time when I goofed and made a team's rollback zone too big) with most matches lasting 4 to 8 minutes.

Flanking classes have a field day with all the routes. Close range classes enjoy the twisting tunnels and alternate paths. Snipers have their sniper vs. sniper deck, with numerous sightlines in the battlefield for the ones with good game sense. Engineers have a few good defensive spots, but there are several ways to counter each of them. Ninjaneers will have a challenge setting up with great payoff. Jumping classes can make use of all the different levels. Medics don't have much opportunity to use ubers to break strong holds, but are still a great benefit.
Popular Discussions View All (13)
17
Oct 16, 2017 @ 5:51pm
Any servers that run it
Crystal Dude
6
Jul 23 @ 3:28pm
VALVE OFFICAL
Crystal Dude
6
Aug 6, 2017 @ 9:14am
is this what i think it is...
Chuck
< >
352 Comments
saximaphone Aug 5 @ 2:28pm 
Actually I find the carts are spaced just enough to have a decent tug of war going on.
PotMaskedMan Aug 3 @ 6:32pm 
It looks awesome, its a shame that it has to be a payload. Those maps are too shit not because of many unbalances but because i dont give a shit about teamwork most of the times xD
saximaphone Jul 23 @ 6:22pm 
Well decompiling it is causing some issues and hammer isn't exactly cooperating so it will take a while if at all.
Blade x64  [author] Jul 20 @ 9:15am 
Sure, why not.
「NineVolt」 Jul 20 @ 6:59am 
U should :)
saximaphone Jul 19 @ 8:28pm 
I am considering making a Halloween version of this map. May I try?
Barely Competent Apr 16 @ 7:41pm 
This could work as an arena mode map...
Tobbison Mar 31 @ 5:16am 
On the picture on the tf2 official wiki, there is a picture with an orange train instead of the blu and red trains. Why?
「NineVolt」 Mar 18 @ 3:04pm 
I think theres no way you can get spawnkilled. 3 spawn exits seems really fair lmao
Jacob Mar 18 @ 2:17pm 
Well, there's too little space, unlike upward or pipline, where there's more than enough space to be confident. Anyways, and this is off topic, but once, when I was new, I went SMG Sniper in sd_doomsday