Team Fortress 2

Team Fortress 2

Aquarius
63 Comments
MyNameisFrog(real) Jun 27 @ 1:57pm 
135.148.78.135:26970
MyNameisFrog(real) Jun 27 @ 1:56pm 
Disregard I found them, any ideal time people are active? Thanks for letting me know it existed
MyNameisFrog(real) Jun 27 @ 1:51pm 
What server is that?? ip address or domain?
Lucky  [author] Jun 27 @ 1:28pm 
Hi, it's running in the 24/7 Offshore server!
MyNameisFrog(real) Jun 27 @ 9:22am 
Anyone running this map?
Dogman15 Jun 24 @ 5:37pm 
Yeah, the bots are hilariously bad on this map.
Simelys Jun 23 @ 1:51am 
we need a custom navmesh, the bots have no idea what to do in the water
LadiesMan217 Jun 19 @ 11:11am 
fish :steamthumbsup:
Doctor Lanky Jun 19 @ 12:15am 
Glad you made it in the game chief

(I'm into fat bitches!)
GamingGranny Jun 18 @ 10:09pm 
Shoutouts to the speed boost underwater to encourage underwater combat :steamthumbsup:
DJ L3G3ND Jun 18 @ 7:01pm 
people will complain because its different but its very fun, some classes/weapons struggle but are still viable
NovaFrederick Jun 18 @ 11:29am 
Of all the maps in the Offshore project, I'd call this one the most daring by far.
Water sections in TF2 are nothing new (two maps featuring this launched with the game) but on a scale like this? Unheard of unless you count the underwater spell on Carnival of Carnage.

While this has no doubt been playtested extensively (atleast I presume as much) It remains to be seen how the playerbase at large will go along with it, I can imagine this (or at least the first area) will be a controversial one to say the least.

At any rate, the Neon annihilator detachment will have a field day.
schizophonic heavy Jun 18 @ 10:06am 
Press F to pay respects for the poor shark
dmxand3r Jun 17 @ 12:33pm 
friend sent the crash report. sent you a friend request so i can send it to you in steam DMs
dmxand3r Jun 15 @ 12:31am 
i'll ask my friend the details once he gets online
Blade x64  [author] Jun 14 @ 3:28pm 
Thanks for the report, dmxand3r. I'd like to fix that if possible, so any details or crash dumps would be appreciated.
dmxand3r Jun 14 @ 5:24am 
this map crashed my friend's server when we tried to load it up
joyouscreeper1059 Jun 14 @ 12:08am 
genuinely amazing, I love the ocean theme and the idea of pushing the cart underwater
Rootentootenwooten Jun 13 @ 8:48pm 
Confusing as hell. Final point is a cluster that is unfun to defend or attack. Haaaard pass.
THUNDER_X_SURGE Jun 7 @ 6:20pm 
Better get in over that Slopster crap
DJ L3G3ND Jun 4 @ 5:51pm 
and that being said, it literally isnt a typical tf2 map, this theme isnt something commonly done and established in tf2s artstyle, so I cant really imagine how it could look better in that way
DJ L3G3ND Jun 4 @ 5:47pm 
Im slightly conflicted on this, it doesnt look the least bit like a typical tf2 map... but its fun as hell, and I think thats more important
THUNDER_X_SURGE May 31 @ 9:44pm 
If this doesn't get in istg
MyNameisFrog(real) May 28 @ 1:43pm 
PLEASE LET THIS BE ADDED, Respect to those involved in making this gem
Boonie May 22 @ 9:03pm 
We are currently running this map if people are looking for a server to play it on: 108.181.63.51:27015
i like TF2 :D May 21 @ 7:59am 
not bad
Lucky  [author] May 19 @ 9:13pm 
the shark would eat the seal
BerrySerious May 19 @ 5:57pm 
new seal map when?
bluem0nkey May 17 @ 8:11am 
All the pyro sharks will be migrating here if it so opens up to casual mode
Blade x64  [author] May 16 @ 10:36am 
Go for it.
Medmorn May 16 @ 6:53am 
Hey, can I use your map as a background for my warpaint promo?
Macky Moose May 15 @ 11:34pm 
Finally, some action!
Blade x64  [author] May 12 @ 5:48pm 
Wild. Thanks for the bug report, will be fixed in the next version.
that one troll engineer May 12 @ 12:50am 
update added, time to check if i can still put a tele in that one spot in blu spawn
acres May 11 @ 11:19pm 
No problem! I respect that you're updating and improving things as time goes on.
Kudos to you, and your team! :steamthumbsup:
Blade x64  [author] May 11 @ 10:00pm 
Thanks for sharing your playtest experience, acres. This sort of feedback helps greatly.

The first area has plenty of alternative approaches and is almost impossible for red to regain (upward) ground in, so the open elevator tends to resolve itself even if things go awry.
The underwater, sideways elevators, and pathing I'm keeping an eye on with how players approach and adapt. They're a bit overwhelming with options so I'm looking into modifications to simplify play there.

Red side navigation (towards A and B) should be addressed with an upcoming spawnroom and pathing change.
acres May 11 @ 4:41pm 
(Also, sorry for the wall of text. I wanted to leave feedback since I took part in some of the discord map play-test sessions.)
acres May 11 @ 4:39pm 
As cool as the map looks, I do not like how it plays at all.

Having the cart switch start from being on a very, VERY open elevator, then to an underwater section, to then being on a moving platform that's going sideways. Is just too much. It causes such a headache for those trying to push the cart.

Not to mention the sheer amount of different pathways to go. I get having flank routes, but having this many just makes it difficult, and confusing to get to where you need to go.
(This is more of an issue on the Red team,) But I sometimes get lost just trying to find the correct ramp to climb to get to the next point. It's so frustrating.

If I can give props where it's due, the custom assets are great. I especially enjoy the final cap, where the massive shark explodes. That was really gnarly. And I loved it!

But I'd much rather have a simple, fun-to-play map. Rather than a map that's more fun to look at, than it is to play on.
Doki May 11 @ 3:25pm 
Thank you for crediting everyones roles! It is appreciated.
Delab LeFou May 11 @ 10:23am 
I don't wanna sound like an artstyle elitist and talk about how anything post 2011 sucks, but this map fails to adhere to what a map in the TF2 universe should look like. Looking at the last screenshot alone, there's almost no way to tell this is a TF2 map.
The colors and the way the buildings are shaped are way off compared to what you'd normally see in other maps
Swiggiewiggiejames May 11 @ 10:08am 
Too blocky, too empty with its few props, and it looks bland with the use of like 4 solid colours total. But it has potential, please work on it more.
Blade x64  [author] May 11 @ 9:16am 
They'd like a breakdown of roles which should be up soon.

Water has been given working DirectX 8 fallback parameters. This should address some visual bugs with water on -dxlevel 80 and 81.
A work in progress finale cinematic has been added. We'll be polishing it up over the next few days.
JAS-C May 11 @ 7:50am 
@Doki it seems to be pretty many people right now already, who missed? Authors of some kind of prop pack or what?
masKarararararararararara- May 10 @ 5:30pm 
in the comics of TF2, theres a whole Atlantis super technological base under water (new zealand)
so this is very accurate
TheGhostThatWas May 10 @ 2:06pm 
Personally I think the base portion looks too technologically advanced for a TF2 map, but then again, we almost had a moonbase map added. The underwater props and fauna are grea
Medmorn May 10 @ 12:06pm 
Very good map, would be nice if Meg would trigger animation of eating the bomb before exploding
AL0N3WARR10R May 10 @ 8:51am 
UAC atlantica
JAS-C May 10 @ 7:42am 
v it is old bug that happens with every water texture. idk if it helps but here is discussions from old times:
https://steamcommunity.com/app/440/discussions/0/1489987634004111662/
https://steamcommunity.com/app/440/discussions/0/1735465524706853519/
Most Hated & Cursed May 10 @ 6:25am 
for some reason when I'm under the water my screen briefly flashes white and missing textures