Team Fortress 2

Team Fortress 2

ctf_bluefort
78 Comments
✧Satoru✧ May 28 @ 3:59pm 
Manifique. :HealthSD:
Peppino May 27 @ 4:04pm 
This is amazing! I watched the video first to see how this came along, and it was great!
VolcanoHarry May 25 @ 7:55am 
wait...how do i play it
Biznessfox May 21 @ 6:50pm 
how do i play it
xX_BlueLabel_Xx May 21 @ 6:42pm 
great blue did a great job while making this map
Tobyret May 16 @ 1:46pm 
Map is GOATed, it's just better in every way than original 2fort. Map always felt linear and insanely readable, now you have viable options in movement. First floor is kinda tricky with it's design after all. And maybe i don't get the healthpack in water section that is specifically located on the red part, but generally - it's a massive W. Hope i see a KOTH or Flag map from Blue in official map rotation one day.
Bit May 15 @ 7:45am 
they should add this map as a another map, not only ctf but king of the hill too.
Playerz Pixel May 15 @ 6:40am 
This map is W
ScrewAndWrenchRob May 11 @ 5:29pm 
W, but remove no build from the bridges.
Uncool Guy May 10 @ 6:29pm 
W map
Sir Coping and Seething III May 10 @ 6:24pm 
Now this, is epic (::steamthumbsup:
WesleyPlaysGames May 9 @ 12:31pm 
Someone port this to GMod/SFM now.
Corrumpted_Ink May 9 @ 6:55am 
chat can we turn this into some sort of copypasta
Dr Toxic May 8 @ 6:06pm 
Why does this map not let me connect to it?
I keep trying to join the ip address that was in the video's description and I keep getting this message: "Your map [maps/ctf_bluefort_rc1] differs from the server's". Like wtf, I subscribed to THIS MAP FIRST and it tells me that it differs from the others?
This is a friggin joke and I hate this map now.
ScrewAndWrenchRob May 8 @ 8:35am 
I really like it, Though the leading edge of the roof of mid should be sentry compatible. To reward sentry jumpers, while also reducing the capacity.
A_unfunnyguy May 8 @ 12:18am 
chat can we turn this into some sort of copypasta
i like the strokes May 7 @ 11:27pm 
chat can we turn this into some sort of copypasta
ABOBUS_3000 May 7 @ 10:41pm 
part3:
2fort, although a shitty map, was ideal for all classes! You took it and, I'm not afraid of this word, RUINED the map! The map became unsuitable for playing as an engineer! the map has some good additions, for example the same 2 bridges on the sides and a house in the middle, very successfully added stairs from the water to the land, but why was it necessary to turn the entrance to the 2fort bases into the entrance to the well bases? why add a hole in the wall that leads directly to the stairs to the intelligence?
in short, my final verdict: the map is very controversial, there are both bad and good sides, but since the map is not suitable for playing as an engineer, although it should be suitable for all classes, I put a dislike, I didn't really like it...
ABOBUS_3000 May 7 @ 10:41pm 
part2: besides the fact that my turret is being destroyed at the speed of light, and my team is also unable to help me (and they tried!), and you also made a passage from the first floor directly to the stairs! so that it would be really bad for the engineer, right? in short! my conclusion: this map is ideal for all classes... EXCEPT ENGINEER! to calmly go to the enemy for the same scout at the base there should be 6 engineers to protect the entire base, or more precisely the flagroom: one turret in the yard, another on the landing, the third opposite the first, the fourth at the spawn (at the entrance/exit to the balcony), the fifth in the flagroom in the corner and the sixth turret on the passage (the largest) to the flagroom to help the fifth! and this is taking into account that all the turrets are level three, next to them there is an ADEQUATE AND EXPERIENCED engineer and a level three dispenser, and also taking into account that spies will not attack the base!
ABOBUS_3000 May 7 @ 10:40pm 
part1: you tried to fix the map, didn't you? well... you DIDN'T FIX IT! you added a bunch of passages to make it easier for everyone... BUT NOT FOR ENGINEERS! no, I'm serious! for example, the bridge in the yard! the turret will be visible through this grate! but okay, there is another bridge there, on which... IT'S ALSO INCONVENIENT TO BUILD! have you at least tried to play on this map as an engineer? apparently not... and the bridge in the yard is just the tip of the iceberg! in the flagroom you also did everything very, not very well! because again, it is impossible to build there as an engineer! okay, you widened one of the passages... BUT WHY SO MUCH?!
Talon May 7 @ 9:33am 
I've played a little bit of this and I do largely enjoy it. In fact, I'd say it's better than most other 2fort 'improvements' I've played.
collin3 May 7 @ 7:57am 
they shoiuld ass this to tf2
>< May 7 @ 2:20am 
Weapon Reskins in TF2 have always seemed like a strange case to me. On one hand if you like how a weapon works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking weapons like the maul had more of an identity than "Its the Homewrecker but for rich people" So I took a large number of weapon reskins currently available in the game and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new weapon idea that's not balanced at all but a ton of fun."
YOYOYO May 6 @ 2:31pm 
Heya, not the creator of crf_applejack here, I disapprove of this mid design, AND IT NEEDS MORE BUCKETS OF CHICKEN! 🐔

-with sincerity, Applen’tjack Chickan’t
Rhamkin May 6 @ 10:47am 
Heya creator of ctf_applejack here, i approve of this mid design, BUT IT NEEDS MORE CHICKENS! :brownchicken:

-With love, Applejack Chicken
SK8BoredERrr 2015 May 5 @ 6:04pm 
i want this in tf2
JTSYoRHa May 5 @ 5:39pm 
interesting
Woshee May 5 @ 5:04pm 
hammer++
LouLou45654 May 5 @ 4:45pm 
i dont think he used hammer editor, what did he use?
Heapons May 5 @ 1:30pm 
The funny bluefort map is hosted there: 91.109.116.31:27035
Seacat08 May 5 @ 11:50am 
But overall this is very minor and is something that you'll pick up on over time. I really like what was done here and the changes are very fitting for the map and feel right at home. I really hope to see you make more maps in the future, and excited to see original stuff too if you get around to it!

Nice job, keep it up!
-Seacat :steamhappy:

(5/5)
Seacat08 May 5 @ 11:50am 
Although lighting is hard and nobody is perfect, my advice personally is to maybe try placing some construction lights to indicate doorways like the busted wall to the stairwell, some pot lights near doors or overhang lights over areas like spawn. Emergency lights and flood lights to illuminate the stairwell and make it reflect it's more high stakes gameplay. Same with the intel room in parts, although for that you can actually pretend it's from the computer glow. They are very handy for those kinds of things!

(4/5)
Seacat08 May 5 @ 11:50am 
Lighting I feel could be more focused if that makes sense? It's a complicated topic but best way to sum it up is that I feel a lot of the new rooms feel too bright and white. Notice how original Valve maps tend to keep them relatively dark and angle sunlight to mark areas like the alternative route to intel and the drop down out of spawn. And also they use a lot of red emergency lights on the early maps in high traffic and dangerous areas to give an ominous red glow which can fill the player with feelings of dread and worry for the dangers ahead.

(3/5)
Seacat08 May 5 @ 11:49am 
One thing I do feel could be improved is detailing and lighting. Both are passable but for detailing I feel that there could be more detailing tucked under stairs or sheet metal against walls, and mainly I think you could include more storage closets or vary materials so instead of it all being wood, there could be some brick supports on the undersides of some of these structures, maybe even metal in some areas. Additionally (and this may just be my taste) But I feel you could also get more funky with the walls and detailing in your areas and areas Valve already did. Things like have some of the walls have parts that are inset a bit with support pillars jutting out and such. Maybe even some pipes and grates. But for the most part in it's current state it's serviceable and it works.

(2/5)
Seacat08 May 5 @ 11:49am 
I like the effort gone into this and it's a wonderful adaptation of 2fort, nice job!

I can't comment so much on the gameplay of it as I have not had the chance to play it, but I do hope I can give some insightful feedback from more a game designer/level designer perspective.

I like how you handled the sightline issues with the map while still retaining the core essence of what makes 2Fort... well 2Fort. The new and updated routes are things that make a lot of sense for the areas in which they are meant to solve issues and I respect how they still create some hazardous environments that are commonly found in earlier Valve made maps. Feels like it would break up the monotony on community servers with areas that encourage more wild and out there plays.
(1/3)
l o b o t o m y . May 5 @ 9:09am 
maybe the bridge could use more stuff inside, same with all the other rooms. Props are vital
Leaf_It May 5 @ 8:37am 
These comments are like 90% "wow this is so much better" and 10% "this is worse is every way", and I just think that's really funny.

Anyway, this is a pretty fun map.
SolarFlare1234 May 5 @ 3:37am 
the fortress
Tim Fotress 2 May 5 @ 12:49am 
dont knou how but yu managed to made its even worse
Olenevod May 5 @ 12:12am 
good map my bratan :jarate:
PugMast3r May 4 @ 10:00pm 
2fort but like, fire
furdieur May 4 @ 12:35pm 
plays really nicely overall and was a ton of fun with two well balanced, coordinating teams. both sides were actually playing the objective.
still very cramped indoors unfortunately, granted you had to work with the orignal 2fort as a base... unsure how much more work you're planning to do on this map, but that's probably still the biggest weakness in terms of gameplay.
Hazard May 4 @ 12:04pm 
2fort but enjoyable
Nora May 4 @ 11:42am 
2fort but peak..
Reliantlers May 4 @ 11:11am 
2fort but it's no longer fun
PaxVictori May 4 @ 11:01am 
wow they made 2fort actually fun!
bashar_ahmed123 May 4 @ 9:28am 
and when relase date of the map?
bashar_ahmed123 May 4 @ 9:27am 
is bluefort will availbe at server ?
gobro May 4 @ 5:40am 
when i got to the part where the spawn adds an extra door i got the same feeling when i cleaned my room and put new furniture in it
tuye gamin g May 4 @ 5:39am 
Does this have a navmesh?