Team Fortress 2

Team Fortress 2

Aquarius
67 comentarios
dysaster 22 OCT a las 11:26 
your map is awful and you actively made the game worse by providing this garbage to valve
ниггер 6 OCT a las 17:28 
this map is fucking awful
Jardus 19 SEP a las 11:26 
love this map :apex_caustic::tsundere::tsundere:
murr 15 SEP a las 7:22 
It's much but i have had alot of fun on Aquarius, i made a friend on that map.
MyNameisFrog(real) 27 JUN a las 13:57 
135.148.78.135:26970
MyNameisFrog(real) 27 JUN a las 13:56 
Disregard I found them, any ideal time people are active? Thanks for letting me know it existed
MyNameisFrog(real) 27 JUN a las 13:51 
What server is that?? ip address or domain?
Lucky  [autor] 27 JUN a las 13:28 
Hi, it's running in the 24/7 Offshore server!
MyNameisFrog(real) 27 JUN a las 9:22 
Anyone running this map?
Dogman15 24 JUN a las 17:37 
Yeah, the bots are hilariously bad on this map.
Simelys 23 JUN a las 1:51 
we need a custom navmesh, the bots have no idea what to do in the water
diddyblud 19 JUN a las 11:11 
fish :steamthumbsup:
Glad you made it in the game chief

(I'm into fat bitches!)
GamingGranny 18 JUN a las 22:09 
Shoutouts to the speed boost underwater to encourage underwater combat :steamthumbsup:
DJ L3G3ND 18 JUN a las 19:01 
people will complain because its different but its very fun, some classes/weapons struggle but are still viable
⎊ NovaVoidrick ⎊ 18 JUN a las 11:29 
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.
PootisCreatesStuff 18 JUN a las 10:06 
Press F to pay respects for the poor shark
dmxand3r 17 JUN a las 12:33 
friend sent the crash report. sent you a friend request so i can send it to you in steam DMs
dmxand3r 15 JUN a las 0:31 
i'll ask my friend the details once he gets online
Blade x64  [autor] 14 JUN a las 15:28 
Thanks for the report, dmxand3r. I'd like to fix that if possible, so any details or crash dumps would be appreciated.
dmxand3r 14 JUN a las 5:24 
this map crashed my friend's server when we tried to load it up
joyouscreeper1059 14 JUN a las 0:08 
genuinely amazing, I love the ocean theme and the idea of pushing the cart underwater
The Overripe Virgin 13 JUN a las 20:48 
Confusing as hell. Final point is a cluster that is unfun to defend or attack. Haaaard pass.
THUNDER_X_SURGE 7 JUN a las 18:20 
Better get in over that Slopster crap
DJ L3G3ND 4 JUN a las 17:51 
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 4 JUN a las 17:47 
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 31 MAY a las 21:44 
If this doesn't get in istg
MyNameisFrog(real) 28 MAY a las 13:43 
PLEASE LET THIS BE ADDED, Respect to those involved in making this gem
Boonie 22 MAY a las 21:03 
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 21 MAY a las 7:59 
not bad
Lucky  [autor] 19 MAY a las 21:13 
the shark would eat the seal
BerrySerious 19 MAY a las 17:57 
new seal map when?
bluem0nkey 17 MAY a las 8:11 
All the pyro sharks will be migrating here if it so opens up to casual mode
Blade x64  [autor] 16 MAY a las 10:36 
Go for it.
Medmorn 16 MAY a las 6:53 
Hey, can I use your map as a background for my warpaint promo?
Macky Moose 15 MAY a las 23:34 
Finally, some action!
Blade x64  [autor] 12 MAY a las 17:48 
Wild. Thanks for the bug report, will be fixed in the next version.
that one troll engineer 12 MAY a las 0:50 
update added, time to check if i can still put a tele in that one spot in blu spawn
acres 11 MAY a las 23:19 
No problem! I respect that you're updating and improving things as time goes on.
Kudos to you, and your team! :steamthumbsup:
Blade x64  [autor] 11 MAY a las 22:00 
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 11 MAY a las 16:41 
(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 11 MAY a las 16:39 
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 (NO KINGS) 11 MAY a las 15:25 
Thank you for crediting everyones roles! It is appreciated.
Delab LeFou 11 MAY a las 10:23 
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
Mr Stonkles [FT] 11 MAY a las 10:08 
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  [autor] 11 MAY a las 9:16 
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 11 MAY a las 7:50 
@Doki it seems to be pretty many people right now already, who missed? Authors of some kind of prop pack or what?
Haunted Ghost 10 MAY a las 17:30 
in the comics of TF2, theres a whole Atlantis super technological base under water (new zealand)
so this is very accurate
TheGhostThatWas 10 MAY a las 14:06 
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