Basetown (payload)

Team Fortress 2 TF2
Basetown (payload) by Dr. Orange
Posted 7 years ago2015-05-23 14:38:03 UTC • Completed • Team Fortress 2
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Basetown (payload)
Dr. Orange Dr. Orange
Team Fortress 2
7 years ago2015-05-23 14:38:03 UTC
7 years ago2015-05-24 06:39:00 UTC
Download (5.57mb)

Map name: Basetown
Gamemode: Payload

Author: Dr. Orange

Installation instructions:
Extract all the files in the downloaded archive to your "<steam installation path>/SteamApps/common/Team Fortress 2/tf" directory
or your server game file directory (I've never used the Source Dedicated Server or any other server software, so I don't
know how it works really).

This is the first map for TF2 I've made that I've decided to finalize and release.
I chosed the payload gamemode for the map becuase it's my favourite gamemode in the game.
I hope I'll make more maps for Team Fortress 2 in the future.

Do not redistribute the map without permission from the author.
Do not claim the map as your own.
Feel free to use it on your server. If you do, I would appreciate it if you told me, but it's not necessary.

Other notes:
The second checkpoint is supposed to be an nearly impossible chokepoint. It semmed as a good idea at the moment. I might
remove the first RED spawnpoint if I get enough feedback about it.

The map have bot support, so if you don't have anyone else to play with, just type "tf_bot_add number" into the console to add some bots to play with.


Commented 7 years ago2015-05-23 19:40:33 UTC Comment #20886
I ran around in it for a couple and overall, i was pleasantly surprised. One think i can say for sure is that im not a big fan of the mix between wooden buildings back to back with brick/cement ones; they don't make much sense. Also, the wooden house near A point seems overly done with windows. Speaking of windows, i think they stand out too much because of their thickness and invariability. Mesh textures look like they could use more work; maybe add some vegetation on the grass ones?
The power lines appeared as full bright when i was running around, but they looked fine in spec mode. Saw some texture clipping bugs and light chops here and there; i'll post them monday, if not tomorrow.

Edit: I just realized i never commented on your stuff before and i hope you don't take the above in the wrong way :)
Commented 7 years ago2015-05-24 00:09:22 UTC Comment #20888
Map is labelled as HL, you should change that to TF2.
Commented 7 years ago2015-05-25 19:08:23 UTC Comment #20891
Glitches i was talking about:
User posted image

User posted image
Commented 7 years ago2015-05-26 12:22:36 UTC Comment #20894
Those are simply enough minor grahpical flaws. I don't think anyone would notice that when playing the map. The "glitches" in 2 and 3 isn't really anything I can do about, becuase it's made by the compile tools. The one in 4 is becuase of the model probably wasn't intended to be used the way I used it. The glitch in picture 1 is only visible with Pyrovision. If you load up a map with proper pyrovision support (doomsday, 2fort etc) you will see that the ropes are white there too. Tf2 doesn't have support for pyrovision textures for custom maps.
Commented 7 years ago2015-05-30 18:59:11 UTC Comment #20897
so how do i play this online? wheres is the TWHL tf2 event? It's only been CS so far

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