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I hope to see this being played in competitive or uncletopia soon. Fast paced gameplay with lots of decision making and lots of great moments.
Also, I think all the Arena mode maps would benefit from MVM ReAnimator gadgets as a core part of the game, with same upsides and downsides(the more you ReAnimate, the longer newer Reanimations take) as a way to lightly improve on the Arena game mode, plus the VScript improvement. and of course, put the Arena maps in Alternative game modes.
for reference, I think Territory Control aka Currently only Hydro is a good idea and map, but the Capture rate needs to be from 15 seconds to 45 seconds to be good.
what do you think of all of this?
Evanescence reference(Afterlife song)
I did however rediscover a moment where I did get a kill in hell, but wasn't given a soul. If you'd like, I could send that clip to you (add me if you're interested).
I'm curious about the details of the unexpected round endings -- the "Blu won because they hit the score limit" is probably due to a bit of trickery under the hood, every "round" played in-game is actually a miniround, and the real "rounds" are best-of-three minirounds (each one scoring one point) -- likely what you're seeing is a "real round" ending because one team won their second miniround, if not by capping then by wiping out all the enemies in the overworld (this wins the miniround, just like wiping the enemy team in arena).
If you're seeing a miniround end and you don't believe it should have (both teams have "living" players and the point is not capped), please try to get a screenshot or video of it or something, as that's NOT supposed to happen.
The only criticism (except the now hopefully fixed bugs) is that I experienced rounds ending before the point was capped, with the win-reason reading something like "Blu won because they hit the score limit". That was very frustrating because I didn't even know such a counter existed and it was quite a letdown in that moment.
To all involved in the creation of afterlife: thanks for your great work!
- a long time TF2 player
Thank you so much for making this! I keep queueing just for afterlife because it's genuinely the most intense action I've had in TF2 for a loong time.
I really like what you've done with arena, I think the design of afterlifes gamemode is actually kinda genius. In normal Arena, an unlucky death means you are forced to passively spectate for ages. In afterlife, because you can immediately try to fight your way back into battle, it's the complete opposite, almost no respawn-time, barely any downtime from the action!
Also, if one team is dominant in the "overworld" the opposite team will have a big player-numbers advantage in "hell", meaning they will be able to respawn quicker. The last player on a team getting a damage boost helps him feed his team souls so they can respawn too.
Баг не позволяет завершить раунд. После захвата точки раунд перезапускается, при старте плюсует одного ненастоящего чела к счетчику игроков.
We want to apologize for the continued bugs in this map, and the disruption to people's contracts. A new fix was sent to Valve yesterday which should hopefully put these issues to rest.
None of these bugs manifested during playtesting, and we have not been able to reproduce them outside the casual matchmaker, including using methods that seem to consistently cause them in the casual matchmaker. We're fairly certain the issue is caused by a desync in the script's internally-retained player cache, which isn't tracking connecting/disconnecting players correctly in casual. The new fix should address this.
We hope as much as anyone that the newest fix will be out soon and will put an end to these issues so that people can enjoy the map as it is intended to be played.
Valve please fix this
This map is cool reskin of ravine