Team Fortress 2

Team Fortress 2

dm_flood2_redux
27 条留言
Argo  [作者] 2021 年 11 月 9 日 下午 12:13 
Deathmatch with a score limit. The map uses Player Destruction but edited with instant scoring.
Pyro Attack 2021 年 11 月 9 日 上午 11:17 
what gamemode is this?
Jduke 2020 年 7 月 25 日 下午 12:37 
surpirsingly i found out bots work with this map
----Himoit---- 2019 年 9 月 28 日 上午 7:25 
map workshop/1832737951
Argo  [作者] 2019 年 8 月 20 日 下午 8:21 
"Accepted"? Ha, the idea of that happening didn't even cross my mind. I don't think this is really vanilla tf2 material anyway.
Leminiscate 2019 年 8 月 20 日 下午 3:47 
you should make a ctf variant. Pretty sure this will make it more likely to get accepted. Ctf matches always devolve into a dm anyway.
----Himoit---- 2019 年 8 月 20 日 上午 6:54 
thx
Argo  [作者] 2019 年 8 月 20 日 上午 6:41 
1832737951 I believe? Should be at the end of the workshop page URL (enable "Display Steam URL address bar when available" in Steam's Settings).
----Himoit---- 2019 年 8 月 20 日 上午 5:22 
whats the map workshop number
Oscar "The Lemon" Leonelli 2019 年 8 月 19 日 下午 5:13 
looks like a better hydro
noice
NotNihilanth 2019 年 8 月 18 日 上午 3:26 
dm_flood2_redux is a map where i saw sentries at spawn and the anti-sap protection on them, which literally made me boot up itemtest to try and make my own using the console
literally 13 attempts later i gave up, apparently the only way to protect the sentries from getting sapped is by killing the spies that get near them

numbers/numbers will do ent_fire logic_relay trigger in this map again
🆆🅽🆁 2019 年 8 月 17 日 下午 6:06 
Reminds me hl2
The Indomitable Human Spirit 2019 年 8 月 17 日 上午 11:30 
Reminds me of Hydro.
Daddy Bio 2019 年 8 月 17 日 上午 3:25 
If i were to program the flood i would have a logic_timer that would randomly increase the water height + i would add a func_precipitation trigger that would also be a parent to the flood so whenever it would rain the flood would fill at the same time.
Argo  [作者] 2019 年 8 月 17 日 上午 12:49 
Yeah, I remember making the CP version of the original Flood2. The control point setup is the easy part. The trick is how to handle the flooding events in the map and whether they should be triggered by point captures or set on fixed background intervals.

A domination setup could be interesting. I'm assuming it uses the KoTH timer setups to have each point tick down the timer of the team that owns them. Not sure if I'd prefer that over a straight forward 3-CP setup ala cp_standin. Thanks for the thought though! :steamhappy: I'll definitely consider it.
Jack5 2019 年 8 月 17 日 上午 12:43 
Or, if you feel 3CP won't work, you could try Domination. I have a prefab for the gamemode you can downlaod from my GameBanana.
Jack5 2019 年 8 月 17 日 上午 12:42 
There is already a CP version of the original Flood2. Check it out.
Argo  [作者] 2019 年 8 月 17 日 上午 12:41 
Jack5, I may look into making a CP version a little later on. I think adapting the current flooding mechanics to a 3 CP map would be interesting challenge.
Jack5 2019 年 8 月 17 日 上午 12:38 
Will there be a CP version?
Myahster 2019 年 8 月 16 日 下午 3:07 
Oh man, this is fantastic
Daddy Bio 2019 年 8 月 16 日 下午 1:55 
map maker to map maker : beautiful design
euthanize horse quicktime event 2019 年 8 月 15 日 下午 11:49 
best ♥♥♥♥♥♥♥ map
strutssss 2019 年 8 月 15 日 下午 5:00 
Is nice. Nice one, DFS bois.
Neo_Scum 2019 年 8 月 15 日 上午 9:41 
well boys we did it old dm_flood is no more
N O T A X I N O 2019 年 8 月 15 日 上午 3:46 
why it have 2 blu sentries? it will be automatically builded?
Intruso 2019 年 8 月 15 日 上午 12:58 
Now this! This one is really good!
Neodymium  [作者] 2019 年 8 月 13 日 上午 8:16 
dm_flood2: electric boogaloo