Team Fortress 2

Team Fortress 2

178 ratings
Powerhouse Reborn
2
   
Award
Favorite
Favorited
Unfavorite
Game Mode: Control Point
File Size
Posted
Updated
24.205 MB
12 Jul, 2020 @ 9:00pm
18 Jul, 2020 @ 7:15am
1 Change Note ( view )

Subscribe to download
Powerhouse Reborn

Description
Powerhouse the way it was originally meant to be played!
Using hidden, leftover, and unused portions of the map, this new 5CP version of Powerhouse comes with an entirely new route through the river using a unique "defense flank" system that allows for the defending team to pincer their enemies in, allowing for stronger pushes and better stalemate breakers! Plus, the map file comes with its loading screen pictures and bot navigational mesh included inside the bsp itself! You're not getting these kinds of things on the regular old boring powerhouse, folks!

For more information about the existence of this map, take a look at my Betafied video on it here:
https://www.youtube.com/watch?v=ArO8GKJEcrY

If you'd like to download the source files for the map to make your own version, they're available on the tf2maps.net page: https://tf2maps.net/downloads/cp-powerhouse-reborn.9743/
21 Comments
Lazy_blue 16 Jan, 2023 @ 4:59pm 
funny enough ever since the recent leak this is how it was suppose to look like i aint even jokeing
Starscream (They/Them) 4 Aug, 2020 @ 7:35pm 
LazyPurple's server might be playing with this soon, so here's hoping they come back with some feedback! :D
Burgerheimer 24 Jul, 2020 @ 7:27pm 
hello
Winnie the Xi Jinping 20 Jul, 2020 @ 11:36am 
would defo play if it was in tf2
Wolfcl0ck  [author] 20 Jul, 2020 @ 11:23am 
It's still up in the air as to how the map may have looked, I've also heard some people claim that the final caps on either side may have been moved further back behind the spawn, and unfortunately I just don't have any way of knowing how things may have looked. As for issues like the sightlines, that is something I could look into. As I stated in my video, I didn't have much of a chance to test the level on real humans instead of just bots, so issues like that were bound to come up. I may update it in the future with a change in that area.
Wolfcl0ck  [author] 20 Jul, 2020 @ 11:22am 
@Eve ♥ I'm glad to hear constructive criticism and feedback as opposed to simple appraisal, thank you! A lot of the changes I had made to Powerhouse for this version were done not so much to "fix" the map (except for some optimizations and lighting fixes, of course), but moreso as an attempt to recreate how the map was originally developed prior to its playing area being shrunk and it being changed from 5cp to 3cp for the gunmettle update. I refer to the map as "Powerhouse the way it was originally meant to be played" and not "the way powerhouse is meant to be played" with emphasis on "originally." I'm not implying superiority towards the original map like those folks who like to slap "pro" on the ends of their levelnames do. This level project was done more as an attempt to preserve the level's unique development by giving players a chance to see the more complicated version of powerhouse that we could have received.
Elizabeth 19 Jul, 2020 @ 11:37am 
Kinda a bit weird to say this is the "way powerhouse is meant to be played" considering specific things were scrapped for a reason or were not intended to be playable spaces in their current state.

The water canal is not an intended play space and you have not really touched it leaving it just tedious to move around. Mainly the huge lip surrounding both sides and the clip brushes sticking out from the fences, both making the space clunky and out of place gameplay wise.

The random port to 5cp also makes no sense, even if the point names reference it being 5cp before the layout does not work for it. No map timer so it stalemates out just the same and the points being in silo gives a sightline from the box ramp over 2 points.

It just still feels dazed like the rest of the "powerhouse but better" maps that come out, where the main focus is thinking that the canal saves the maps flow but ends up compounding the flaws it has to begin with.
Wolfcl0ck  [author] 18 Jul, 2020 @ 10:36pm 
Map navigation only needs to be generated once. If you generate it and then restart the game, you should be fine.
Foxxious 18 Jul, 2020 @ 10:31pm 
@Wolfcl0ck i was just wondering as i cant get progress with any achievements if i use nav_generate as its a """cheat""", i know im pathetic
Wolfcl0ck  [author] 18 Jul, 2020 @ 8:59pm 
@POTTU98 I tried to compile the nav file into the map itself, but in case it doesn't work, nav_generate in the console should work just fine. They probably won't use the river route, but other than that, they should work as expected.