Team Fortress 2

Team Fortress 2

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Hacksaw
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其他: 圣诞
游戏模式: 推车, 推车竞赛
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45.533 MB
2022 年 11 月 7 日 上午 4:27
2022 年 12 月 2 日 下午 10:10
3 项改动说明 ( 查看 )

Hacksaw 是 Team Fortress 2 包含的官方内容。

描述
"Rocket Launch in T minus 3, 2..."



Push your team's saw into the enemy team's computer terminal to begin the "hacking" sequence, and launch the rocket at their base! Computers aren't the only thing you can hack, however...



The rocket silo is filled with a propelling gas that will lift any players that step inside! Just be careful not to stay to long- the steam is quite hot!

[

The predecessor to Bonesaw, featured in Scream Fortress XIV. See its four years of development on tf2maps.net! [tf2maps.net]
46 条留言
Diva Dan  [作者] 2023 年 12 月 17 日 下午 3:11 
yeah you're correct, I removed it for the halloween version but must've left it in this version. I can remove it for next update!
no loafing 2023 年 12 月 17 日 下午 1:05 
that "red's terminal is being hacked!" popup is really obnoxious and disruptive, especially with how it has to raise up from the bottom of the screen every time you look away from it. i don't think it's really necessary to have it, we already have the outline showing where the cart is, and the text showing its hacking progress.
HEAVEN AND HELLO 2023 年 12 月 10 日 下午 3:36 
This map doesn't have any christmas decorations (snow doesn't count) so it definitely deserves to be in the normal tf2 map rotation.
Diva Dan  [作者] 2023 年 12 月 8 日 下午 1:50 
ty <3
TheGhostThatWas 2023 年 12 月 8 日 上午 9:45 
absolutely awesome finale explosion
WeepingDiscord 2023 年 12 月 8 日 上午 12:57 
Kinda sad it wasn't a tree being cut for Christmas but this does fit a tiny bit more with normal tf2 rotation (if it wasn't snowing)
Diva Dan  [作者] 2023 年 12 月 7 日 下午 1:48 
:D
Joomig 2023 年 12 月 7 日 下午 1:44 
i loved the halloween version so i'm happy this got added congrats :cozybethesda:
Frying1Pans 2023 年 12 月 7 日 下午 1:38 
congrats!
Diva Dan  [作者] 2023 年 11 月 12 日 下午 8:01 
both carts are in extreme proximity to each other, creating a neck-and-neck scenario where the final area almost works like a control point that one team has to massively control to end the match. It prevents situations that often happen in PLR, where both carts are so separated that you feel like you never see each other, or feel like you can't stop the enemy because you have to run so far away from your own objective. Juggling the two makes a lot of players fatigued. It's also a lot easier to cap than hightower, since once the capture begins, its easy for your team to come and help instead of being stuck way below an elevator.

in playtesting, the back-and-forth gameplay offered by the finale has proven to be most peoples favorite part of the map, I don't think I'm going to be removing it.