Team Fortress 2

Team Fortress 2

Rocket Ravine
126 Comments
Serge Ivanov Jul 28, 2024 @ 5:18pm 
Pretty fun looking map, I like the pneumatic tubes.
@ your service Oct 20, 2023 @ 6:07am 
I love the idea of moving between spawns with air tubes like in Portal 2.
I hope this map will be added one day.
Dr. FeelGoose Apr 22, 2023 @ 6:27pm 
add the summer tag dude
ME GUSTA! Aug 11, 2022 @ 12:06am 
My bots wont move even after typing nav_generate in the console. Any way for you to fix this?
Nostrildamus Aug 7, 2022 @ 6:31am 
My US East server is running this map
connect 104.223.92.98:19011
Melon Man Mar 7, 2022 @ 7:43am 
Yeah the navmesh just... doesn't exist
Pyro Attack Feb 11, 2022 @ 11:42am 
JESUS THIS MUST BE BIGGER THEN ENCLOSURE
squidward gaming Jun 26, 2021 @ 3:13am 
Can you give me the server IP because it won't work its says amp is an unknow command.
DeltaWing May 22, 2018 @ 6:23pm 
get a better pc
Moober May 19, 2018 @ 7:01am 
I crashed when trying to play this map
DeltaWing Aug 16, 2017 @ 10:02pm 
are there any servers that run this?
DeltaWing Jul 3, 2017 @ 8:57pm 
how do i vote to make this official? because it would be strange not to make it official, its that good. :):p2cube:
Blobux Aug 23, 2016 @ 9:13am 
my godness, this is the best map I ever played, it is super creative and beautiful.
swimming in the rain Feb 12, 2016 @ 9:00am 
next update should add this!
[LuNo] KimFareseed @THG Jan 20, 2016 @ 9:31am 
A real fun, beautifull looking and long payload map.

Will take some time to learn the map but it will be fun.
Ketamine Cat Jan 15, 2016 @ 10:58am 
how do u use it?
DannBo  [author] Nov 17, 2015 @ 3:09pm 
Update released today:

Changelog from pl_rocketravine_b5 to b6
*1. Added bot support will full nav mesh.
*2. Fixed door on upper level of BLU's second spawn, which wouldn't unlock until BLU made it up the hill. This now unlocks with the spawn room as it should.
*3. Added some more player clips to potentially "sticky" geometry.
*4. Added a stairwell & metal/health room nearby D for easier access to platforms from the control point area.
*5. Removed one of the ladders near D that was kind of in the way.
*6. Moved a few props around.
*7. To reduce fall damage, added an opening in the railing in the balcony that the shorter set of tubes leads to after point C.
*8. Split up the large metal/ammo box by point D into two medium ones, one outside and around the corner and one inside the stairwell sideroom.
Deltorro Nov 16, 2015 @ 5:19pm 
noice, just awesome! Nice work! #gra8 m8 8/8
Twin Studios Nov 16, 2015 @ 11:56am 
There is definitly a lack of Australium delivering levels, so I would like to see another installed
DannBo  [author] Nov 16, 2015 @ 11:46am 
@ Aury
I chose to use the rocket from sd_doomsday since it was equipped with animations. The older team-colored rocket model is much larger and without any animations or associated fx, which would be much harder to work with. However, reskinning the rocket to feature red colors instead of yellow isn't out of the question, thank you for the suggestion!
Krivzhä Nov 16, 2015 @ 7:10am 
cool map:zero:
-=NHS=- Aury Nov 16, 2015 @ 3:16am 
um, hate to be a stickler, but the yellow rocket is either team's. dustbowl contains a texture for a red rocket, so i'd reccomend using that texture instead of the nuetral rocket type, but, it's up to you.
DannBo  [author] Nov 15, 2015 @ 2:21pm 
@ICS (Part 3)
Actually, I see you meant BLU's second spawn now, which is what I guess you meant by BLU's first "forward" spawn. Sorry for the confusion. Yes, thank you for pointing this out to me. The door trigger was accidentally left disabled until BLU makes their way up the hill (this is the way it was in a previous version, and forgot to update it). This will be fixed up in the next version.

@Hippo
I used nature/water_coast02. Also, because of the bug that ICS reported I think I will probably be releasing the next version to fix that up and include bot support. This will probably be out within the next few days (tomorrow seems likely).
a Hippobottomus Nov 15, 2015 @ 2:00pm 
with the beach ball
a Hippobottomus Nov 15, 2015 @ 2:00pm 
also, what water did you use for the red base area?
DannBo  [author] Nov 15, 2015 @ 12:30pm 
@ICS (part 2):
I'm aware of the movement on ladders is wonky, but from testing so far they haven't had a negative impact on gameplay yet that I can see. The ladders & tubes are bit expiremental additions at the moment, and I may look for ways to improve their functionality based on player feedback. Sorry that it isn't the kind of map for your server. This map's layout was organized in the style of other custom longform payload maps I'm a fan of, like cashworks, swiftwater, and cranetop. (19 sec avg walk time for BLU, a little under 10 sec avg walk time for RED to get from their respective spawns to the control points, without teleporters, obviously). Depending on player feedback I may make layout changes to make walk times even shorter, but I'm pretty happy with it at the moment. I have no plans for making a new map at this time as I am still developing this one.
DannBo  [author] Nov 15, 2015 @ 12:30pm 
@ICS:
Thanks for the feedback! Not sure what you are talking about with the doors. All the doors have unique names and are fully functional as far as I can tell. The grate-doors on the upper level all open once setup time is complete, and don't close after that until the next round begins. So I'm not sure what you mean by "people couldn't get out of the base through upper door and vice versa." You'll have to describe that in more detail for me to be able to look into it.
DannBo  [author] Nov 15, 2015 @ 12:30pm 
@Lucky:
The TF2Maps.net server is usually pretty populated when they are hosting events, but pretty empty otherwise. I'm not sure about other heavily populated servers of ther than the one I mentioned since (-TN-) Payload Rotation is one of the few servers I play on.

@Hippo:
No worries! A new version will come out once I have had sufficient feedback from this version. However, I'm actually working on the nav now and can release that file seperately as soon as its finished, just remember when the new version comes out (which will include the nav embeded with the bsp) to delete the old .nav file. Won't take too long to get that done.
ICS ❱❱❱ Nov 15, 2015 @ 11:13am 
You have first blu forwards spawn doors somehow named with same name or something. Some people couldn't get out of the base through upper door and vice versa at some point. You should not use ladders, because they don't work properly in TF2. Use ramps instead or something else than them. Player movement in ladders is really fast and wonky.

You surely put a lot of work to this map and it has nice ideas but it's not something that i as a server owner would run on regularely. We tested this map and some of the routes are really long way to forward lines and the map is quite large. Perhaps your next map will be something better. Good luck!
a Hippobottomus Nov 15, 2015 @ 10:53am 
not to be pushy, but when do you expect the next update to be released? i really wanna play with bots... :/
duvks Nov 15, 2015 @ 10:22am 
░░░░░░░░░░░░██
░░░░░░░░░░░█░░█
░░░░░░░░░░░█░░█
░░░░░░░░░░█░░░█
░░░░░░░░░█░░░░█
███████▄▄█░░░░░██████▄
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█░░░░ Valve, ░░░░░█
▓▓▓▓▓▓█░░░░Add This░░░░█
▓▓▓▓▓▓█░░░░Please!░░░░░█
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█████░░░░░░░░░█
██████▀░░░░▀▀██████
huell goodman Nov 15, 2015 @ 10:09am 
this map looks AWESOMEEEEEEEEEE
Deznka Nov 15, 2015 @ 9:34am 
░░░░░░░░░░░░██
░░░░░░░░░░░█░░█
░░░░░░░░░░░█░░█
░░░░░░░░░░█░░░█
░░░░░░░░░█░░░░█
███████▄▄█░░░░░██████▄
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█░░░░ Valve, ░░░░░█
▓▓▓▓▓▓█░░░░Add This░░░░█
▓▓▓▓▓▓█░░░░Please!░░░░░█
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█████░░░░░░░░░█
██████▀░░░░▀▀██████
mtffmfmfgmfmfffsss Nov 15, 2015 @ 8:51am 
Jee
Look-a-Birdie! Nov 15, 2015 @ 8:19am 
I checked out the server on TF2Maps. It is a good server, but barely anyone plays on it. Any others you know that are well populated?
Look-a-Birdie! Nov 15, 2015 @ 8:14am 
Payload Rotation, huh. I'll look it up. Your a cool guy, Danbo, glad you helped. Contact me when you make a new map, and I will be there to check it out.

Thanks for the help, Lucky
Niklai Nov 15, 2015 @ 8:07am 
Nice map
This would be a perfect addition, cause there is to little Payload maps:steammocking:
Aura Lightfeather Nov 15, 2015 @ 6:19am 
VALVE PLZ ADD DIS!
...jlc Nov 15, 2015 @ 4:11am 
Its a bit too large for a official payload map but overall pretty good.
游骑兵老王 Nov 15, 2015 @ 2:50am 
看起来很具有逼格
Fargo Nov 15, 2015 @ 2:19am 
You silly people, it's a payload map.
muzin z bazin Nov 15, 2015 @ 1:56am 
))))
woofgoa Nov 15, 2015 @ 12:29am 
Awesome, bout time we got another special delivery map
Driver Midas Nov 14, 2015 @ 10:05pm 
Another map on this?

Woah!

I thought i've never seen the day.
Dreamcatcher Nov 14, 2015 @ 9:47pm 
Good :steamhappy:
Ethann Nov 14, 2015 @ 9:03pm 
OMFG ADD THIS NOW
Purlane Nov 14, 2015 @ 6:02pm 
Valve quality stuff right here
Rean Nov 14, 2015 @ 4:24pm 
This NEEDS to be added!
and33 Nov 14, 2015 @ 4:10pm 
this needs to be added
Shampoo Nov 14, 2015 @ 12:49pm 
Looks cool.