Team Fortress 2

Team Fortress 2

Suburbia
40 comentarios
that one troll engineer hace 17 horas 
sorry i didn't get a response in the comments so i thought it was being ignored :/
Wintrius  [autor] hace 17 horas 
Yeah, new version is in the works. New fixes, visuals, etc.
that one troll engineer hace 17 horas 
maybe fix the issues i've listed before doing that, and don't just ignore it oonly for people to call your map garbage because engineers can just put their teles in places the enemy can't reach
Wintrius  [autor] hace 19 horas 
A summer version is already planned! Thank you.
MasKaraaaaaaaaaa- hace 22 horas 
welp, maybe next year... uhm, maybe this suggestion of mine sounds a little crazy, but it would be really cool to have a Summer/Full Sunny Version of this map in Summer, so maybe it can be added in the Summer Update, but idk, maybe i'm trippin :demoticon::missing:
bedscare 6 DIC a las 14:04 
I would love this to be an official map. It would be freak’n pretty awesome.
that one troll engineer 5 DIC a las 20:14 
The 3 engies having a Tele in the upstairs of the enemies house, the hole in the door allowing out of bound shenanigans doesn’t help
that one troll engineer 5 DIC a las 20:11 
Honestly opening up the windows on the top floor would give higher use to the props in mid and the basement, also it would fix a potential opposite team intel engie nest (if you play 2fort you know why enemy engies setting up a nest in your own intel is a problem)
MasKaraaaaaaaaaa- 28 NOV a las 18:01 
well, after playing it for a while i gotta say that this map has potential but in some areas is a little raw, for example, i feel like an Ant because the map feels WAY to Big (not large, but big like some doors looks Too wide) another take that i have is that besides the 1st floor and the sewers, the house's itself feels like need something else to go up there, like a BIG Health/Ammo kits or having the windows oppened for snipers (Like CP/CTF_Well)
that one troll engineer 27 NOV a las 15:47 
I can see a problem of an engineer flanking and setting up a nest in the enemy upstairs, since there is only 1 entrance to the upstairs that engineer can just put his sentry there to stop them as his team has free access to the enemy spawn
that one troll engineer 26 NOV a las 20:42 
also from waht i can tell most players will fight above ground and most will never know the spawn door to the basement exists, because players wouldn't naturally tunr 180 degrees on a map they never played
that one troll engineer 26 NOV a las 20:22 
also the skybox leaks through on a part of the undergound section of the map near mid
that one troll engineer 26 NOV a las 20:21 
scrathc that it is the same door on both sides of the map
that one troll engineer 26 NOV a las 20:19 
forgot to clip a door on blu side, enginners can build through and trap teammates, enable sv_cheats and set r_drawclipbrushes to 2 and look around, you'll find it quickly
Wintrius  [autor] 26 NOV a las 12:06 
@BerrySerious Not directly, but it certainly passed my mind during development.
BerrySerious 26 NOV a las 10:53 
is the map by any chance inspired by nuketown, cause it reminds me a lot of nuketown from call of duty
Carlo_RUstallini 26 NOV a las 10:04 
Cool!
Wintrius  [autor] 26 NOV a las 8:42 
@Lovecraft The scaling is quite par for the course for CTF maps. The underground section is simpler than it may appear, but its complexities are meant to support the fact that much of the fighting will occur there, and players will need interesting ways to stop the Intel carrier. The second floor is for health/ammo and is technically not very useful. However, the goal with this map was to strike a balance between fun to play and fun to roam, recognizing that many CTF players will sit on the map for hours. There is a case to be made that 1. expanded areas should serve more function and 2. should not appear like viable paths, in which case, I understand the criticism. Scout's house was slightly touched up for consistency with the rest of the neighborhood and can be adjusted, but will stay because its inclusion is a large part of the map's identity. Most of the surrounding houses and street structure are directly based on the comic's depiction combined with some real life references.
Aproz 26 NOV a las 5:09 
Cool!
Santa (unreal) 26 NOV a las 0:14 
-It feels like you're shrunk at times. Bases too large.
-This works against the CTF format. Take example from 2fort and turbine
-Underground section has way too much complexity.
-Second floor to the house was unnecessary. At least open the window for snipers, anything.
-The geometry of the comic house is all off, you didn't even need to include it.
ShadowMan44 25 NOV a las 19:43 
I thought like, the houses were like City Hall which would've been pretty cool to see.
robert louis the icelynx 25 NOV a las 3:07 
cool:demoticon:
you would be from where I was from.
HeyPal 23 NOV a las 18:52 
If you were from, where I was from...
Serge Ivanov 23 NOV a las 18:32 
Seems like an interesting concept, but this almost feels like two maps put together with the underground area and the topside area. Also the scale inside the houses is really strange, the high bunting and windows make you feel like a toddler in size. Also i don't really see the point of the upstairs areas? I would've thought that front window would be a prime opportunity for sniper sightlines but with the windows closed it just feels pointless to go up there.
SlimPickens 22 NOV a las 17:12 
gives me vibes to some C:S winter maps. i like it.
Bean 22 NOV a las 14:09 
epic
Obama Angry 21 NOV a las 22:44 
It sort of resembles a Day of Defeat map.
MasKaraaaaaaaaaa- 21 NOV a las 19:40 
crossing my fingers to have this map in the next Smissmas Update (also, it would be nice to have a Version without the Snow, with Green Grass and the Sunlight of Lumberyard)
.ccrl 21 NOV a las 16:03 
this is very tuff
Wintrius  [autor] 20 NOV a las 12:29 
Thanks for pointing out! That's patched in the upcoming version.
nl4real 20 NOV a las 12:10 
There's a missing wall panel with a smear effect under the end of either green tunnel.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3609268745
MazuL62 20 NOV a las 11:58 
there is a hole in the map geometry. and the second floor is useless. you can add a hole at the end of the corridor to that room with a second entrance
Wintrius  [autor] 20 NOV a las 11:24 
Good catch! Thank you! I'll release this with a host of other fixes.
Fox 20 NOV a las 9:38 
Btw, Wintrius, I already found 1st bug.

You can get stuck in this pile of snow.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3609190736
Fox 20 NOV a las 7:04 
Guys, let's be honest.

We're all here because of Team Neighborhood.
1 20 NOV a las 5:51 
i hate my neighbour:

i hate my neighbour:
BanditChoke_Ruiner 20 NOV a las 3:10 
Top map, keep it up!
sore 20 NOV a las 2:37 
vsh when
forter 19 NOV a las 20:50 
TEAM NEIGHBORHOOD IS REALLLLLLL!!!!!!!!!!!