Team Fortress 2

Team Fortress 2

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49 kommentarer
UEAKCrash  [ophavsmand] 7. nov. kl. 19:14 
Yeah it's an issue with the prop itself, it has a crazy bounding box which causes it to render in the skybox
no loafing 7. nov. kl. 17:12 
everyone in the server saw a grinder model up in the sky here? setpos -3972.475342 1528.067383 69.022888;setang -45.186150 5.210532 0.000000
Qwert1_2_3 5. juli kl. 23:47 
The whole map has a strong sense of three dimensionality, with many roads, making there numerous offensive and defensive strategies. I am very optimistic about the future development of this map
When playing with the bot, at the last base of the blue side, the grid cannot be automatically generated, causing the bot to be unable to move. Perhaps you can fix it
UEAKCrash  [ophavsmand] 2. juni kl. 20:00 
This does mean our screenshots and fly through gifs are a bit outdated now, I'll work on getting the screenshots replaced at least soon
UEAKCrash  [ophavsmand] 2. juni kl. 19:58 
Updated to B14 with some big changes!

Changelog:
Significant visual changes to the overall material palette
Added a new dynamic route that opens when first is capped, offering a bypass to the choke entrance to the building (WIP detailing)
Modified some gameplay elements around last
Did a number of small changes over the whole map, streamlining some things
A number of detailing changes all over
Fixed a number of small bugs and issues around the map

Known bug: the elevators currently don't instantly end the game when they are approached during overtime anymore, but can possibly instant end if players aren't on the cart as it re-enables pushing. I'm working on it.
Captain 16. maj kl. 3:33 
its bad and it aint even old school
Unkle Genny 10. maj kl. 19:37 
Crash is the goat as always. Excellent stuff!
MANGO SIGMA MALE GIGACHAD 10. maj kl. 15:33 
кто блокед
SmouZhin 10. maj kl. 13:35 
класс
UEAKCrash  [ophavsmand] 10. maj kl. 11:07 
oh weird, I thought it would've handled that the same way the Barnblitz turntable works, I'll have to dig into it. Thanks for the heads up.
Azri 10. maj kl. 10:47 
Theres a little oversight, when overtime starts and the cart gets to the first elevator section, blu team instantly looses. :theskull:
Music&Manga 10. maj kl. 2:03 
can't help but wondering but why there's no vote for this? ya know to make this an official map?
thearcabe 9. maj kl. 11:15 
i hope this is a good mod blud and not a goofy ahh ahh map blud
tetoncito gozar 9. maj kl. 6:53 
will it have respawn music for both teams?
Heapons 9. maj kl. 5:44 
This map is part of that server's rotation:

91.109.116.31:27035
Myahster 8. maj kl. 22:22 
oh hell yeah, and it's a stone quarry. I've been wanting this kind of environment for a map for years
UEAKCrash  [ophavsmand] 8. maj kl. 21:01 
Updated to b13!

Changelog:
Fixed missing kill trigger in the new death pit next to the elevator area
Adjusted lighting to match HDR/ LDR more accurately, there may be a few issues here and there with it, though!
Fixed a significant number of small and large bugs, visual issues, clipping, and various other exploits and jankery (Thanks Midnite, Thompson, Diva Dan, bestest bread, Lecter, Tomfoolery, and everyone else I missed!)

More detailing adjustments to come, this update was just a big pile of mostly gameplay affecting issues I wanted to get taken care of!
UEAKCrash  [ophavsmand] 8. maj kl. 6:52 
Thanks for making sure I knew about that, Tomfoolery! I've got an update coming likely later today that will fix that and a number of other bugs and issues around the map.
Tomfoolery 8. maj kl. 6:40 
Cool map, I like the aesthetics of it, I don't have much I experience with how its layout plays but from what i have played it. The killbox near first red spawn does not work.
https://www.youtube.com/watch?v=QyGI-8qUJ8s
Count Drabluea 8. maj kl. 5:25 
And After It Goes In The Hole The Push Force Of The Users Who Pushed It Will Remain Until It Is Repushed And Depushed.
Count Drabluea 8. maj kl. 5:21 
Flashbanged Me But Really Nice Looking, There Is A ¿Bug? In The Blue Spawn Where There Is The Noclipable Vent If You Try To Doublejump After Your Height Goes Past The Highest Point You Cant Do The Second Jump.
UEAKCrash  [ophavsmand] 8. maj kl. 4:53 
Things people say when I take my shirt off
wii TANK!! 7. maj kl. 18:44 
Why is it so white
Vantrel_Noct 7. maj kl. 17:36 
IS NICE
Seacat08 7. maj kl. 17:20 
(Part 4)

Not the end of the world though as I do suppose with updates the map can start shaping up much better and the issues I currently have will be resolved. I will say, the promotional assets surrounding this, and especially the icon looks great and does the job wonderfully. Overall this is not a bad map and overall I think it's relatively decent. I just feel it needs a bit more time before it's up to the standard I really want to see with this theme. I still anticipate what you do in the future and wish you well on the Summer update and hope the best for you and your team!

With care,
-Seacat
Seacat08 7. maj kl. 17:19 
I think if you were to maybe try and round out corners on the terrain through displacements, place some signs and overlays around to give the area it's own distinct brand and make it feel more industrial, and just overall add more unique detailing and props based off industrial tech that we don't commonly see.

(Part 3)
Seacat08 7. maj kl. 17:19 
The models made for this map look good from what I can see, although the detailing itself feels a bit... amateurish? If that's the best way to put it? Like it's still decent, but something about it just feels like not a lot of effort went into it which sucks as I know seeing the circumstances and people who worked on this map, it could've been much better. I think setpieces on the map look good, but as a whole it feels just rushed in a way which really sucks.

(Part 2)
Seacat08 7. maj kl. 17:19 
Interesting map concept and I do like what you're going for, but I feel that these stones may need just a bit more polishing before getting to a state I feel is fitting of the theme. The layout itself has been improved a bunch in the time you've worked on this and I highly respect that. Although for me it feels a bit too cluttered for reasons I've mentioned before. I will say, I enjoyed the verticality as a Scout, but the layout felt like it had angles that were a bit hard to push into for my liking that opened it up to snipers and blasts from areas I felt a little cheated by.

(Part 1)
MADHATTER 7. maj kl. 14:43 
I think this map will become a stock map. It looks super well done and thank you to everyone involved with designing the map, testing it, and marketing it to the community!
Nameless 7. maj kl. 11:50 
Looks like a better version of Odyssey that fits within the style of TF2.
Serge Ivanov 7. maj kl. 10:19 
Hot damn this is clean, really hope it makes it in!
Zombie812 7. maj kl. 8:43 
sorry i mean cool map!!
Zombie812 7. maj kl. 8:43 
I'm blocking the ♥♥♥♥ out rightnow.
Count Drabluea 7. maj kl. 4:56 
I Really Like More Non Linear Open Maps Like This I Really Hope It Gets Added.
BigMike 7. maj kl. 0:55 
Always love to see new stuff from Crash and the amazingly talented people you work with. Great stuff!:coolface:
ButteryJack 7. maj kl. 0:14 
alligators in the water, love it y'all! Can't wait to play when volvo gif this summer prayge
Bestest Bread 6. maj kl. 20:37 
:jarate: This pun based off the maps name will get me blocked…
DJ L3G3ND 6. maj kl. 20:35 
HOWS THAT feel ya BLLOCK HEEAD
NickCloudAT 5. maj kl. 8:20 
Generating the NAV works fine for me too, just not analyzing it, which I also find weird.. I guess I will try again if the map gets updated again.. Maybe just some weird source shenanigans.
UEAKCrash  [ophavsmand] 5. maj kl. 4:25 
Weird issue, I'm not sure! I generated the nav file when I compiled it fine
NickCloudAT 5. maj kl. 3:23 
Really like the map!
I only have one Problem with it; I tried to edit the navmesh to make it work with bots well.. But after running nav_analyze my game just crashes with "Out of memory or address space. ..."
Only happens on this map currently :/
UEAKCrash  [ophavsmand] 4. maj kl. 19:51 
Updated to B12!

Fixes the displacement issue below, plus a number of other minor fixes and tweaks, plus some continued optimization
UEAKCrash  [ophavsmand] 4. maj kl. 13:09 
I'll have an update for that soon, I've had some weird map ghosts pop up last second we've been fighting
Fox 4. maj kl. 10:37 
I know map is not quite finished yet, but still want to leave that there's no surface under water over BLU spawn:

https://steamcommunity.com/sharedfiles/filedetails/?id=3475930718
YOYOYO 4. maj kl. 9:56 
Rock005 REDUX
Spectre 4. maj kl. 9:27 
play tested this map many times during development, layout and visually amazing.
Midlou 4. maj kl. 7:38 
Is that marble 005?
Gigachad Gaming 4. maj kl. 7:11 
Spy airstrafing go brr
Casapillar 4. maj kl. 7:01 
I’ll see you fellow engineers on the roof near last