Team Fortress 2

Team Fortress 2

coop_great_evil
123 Comments
Смайл  [author] 1 Apr, 2023 @ 12:41am 
damn, Valve changed the map publishing scheme in the Workshop again. I'll fix that later, for now use the GameBanana version of this map:

https://gamebanana.com/mods/324350
bands 31 Mar, 2023 @ 4:05pm 
how did you spawn the skeleton king? or is that a map only thing
Смайл  [author] 14 Jan, 2023 @ 12:38am 
А ну лан
گیگانیگگا 13 Jan, 2023 @ 1:48pm 
я конченый просто:resmile:
گیگانیگگا 13 Jan, 2023 @ 1:48pm 
та я уже увидел
Смайл  [author] 13 Jan, 2023 @ 1:13pm 
Куда?
گیگانیگگا 13 Jan, 2023 @ 1:04pm 
ээ а как зайти:steamdeadpan:
Draconis 10 Nov, 2022 @ 11:33pm 
well that would be the case but valve recent added support for workshop and community maps to use the standard map command. among other welcome community QoL improvements.
Смайл  [author] 24 Jul, 2021 @ 1:42am 
Your error is not entirely correct. The reason is that the developers, as you already know, use a separate directory for maps from the Workshop. And so that you can play correctly on the map you subscribed to, you need to copy the full path to the file and the map ID from the console.

For example: You subscribed to this map and when you enter the game, the console displays you a message:

[TF Workshop] Got updated information for map []

And in order to play normally on this card, you need to write the following command in the console:

map workshop/coop_great_evil.ugc1193848443

Note: Maps that you subscribed to from the Workshop will not be displayed when you enter the 'map' command. All information about the cards you subscribed to is displayed into console.
DudeBroDad45 23 Jul, 2021 @ 9:49pm 
the navmesh isn't working i tried loading the navmesh
Смайл  [author] 10 Oct, 2020 @ 3:01am 
ok I fixed this, now you can play without errors :3
Violet Aster 9 Oct, 2020 @ 1:13pm 
ok
Смайл  [author] 9 Oct, 2020 @ 1:08pm 
Fixing tomorrow ok?
Violet Aster 9 Oct, 2020 @ 1:03pm 
you should probably say that in the description because a lot of people will think the map doesnt work man.
Смайл  [author] 9 Oct, 2020 @ 1:01pm 
nav_load *map name*
Violet Aster 9 Oct, 2020 @ 1:00pm 
how do you load a navmesh file?
Violet Aster 9 Oct, 2020 @ 1:00pm 
is it even possible to do that?
Смайл  [author] 1 Oct, 2020 @ 10:16pm 
Nav file already in map. Just load nav?
Violet Aster 1 Oct, 2020 @ 5:15pm 
bots dont move even after doing nav_generate dont download
Violet Aster 1 Oct, 2020 @ 5:14pm 
bad
Смайл  [author] 10 Dec, 2019 @ 9:54am 
good thx
dr. perky 10 Dec, 2019 @ 9:54am 
It works as Blue Bots should
Смайл  [author] 10 Dec, 2019 @ 9:54am 
Maps only for BLUE team
dr. perky 10 Dec, 2019 @ 9:53am 
The bad thing works is that there are bots that appear in RED and die for skewers
dr. perky 10 Dec, 2019 @ 9:45am 
Ok
Смайл  [author] 10 Dec, 2019 @ 9:45am 
Yes, please :3
dr. perky 10 Dec, 2019 @ 9:45am 
If you want I try it
dr. perky 10 Dec, 2019 @ 9:44am 
Don't try that just try to pass it on
dr. perky 10 Dec, 2019 @ 9:44am 
Idk
Смайл  [author] 10 Dec, 2019 @ 9:39am 
You can play with bots on this map?
dr. perky 10 Dec, 2019 @ 9:33am 
I was really surprised that in the first phase that it is easy I lost so many times the truth something that gave me a lot of fight and it was a fun challenge thanks for creating this masterpiece.
Смайл  [author] 30 Aug, 2019 @ 11:48am 
Yes, skeletons moving.
[ C h a r l e s ] 29 Aug, 2019 @ 1:34pm 
ok, i set sv_allow_point_servercommand to always and uuh... skeletons are not moving? yes, I did the Necessary thing
Смайл  [author] 29 Aug, 2019 @ 12:14pm 
unlocking him, point_servercommand locked default
[ C h a r l e s ] 29 Aug, 2019 @ 12:12pm 
point_servercommand usage blocked by sv_allow_point_servercommand setting
marcus 27 Aug, 2018 @ 9:42am 
пасиба)
Смайл  [author] 27 Aug, 2018 @ 7:49am 
Красава
marcus 27 Aug, 2018 @ 7:49am 
знаю
Смайл  [author] 27 Aug, 2018 @ 7:40am 
Терь знаешь
marcus 27 Aug, 2018 @ 2:37am 
незнал о таком способе
Durp 14 May, 2018 @ 9:29am 
Ok so I encountered I small problem. After I started up the map the skeletons and AI teamates didn't move So I did a Nav_generate and still they don't move any idea on how to fix pls I rly want to play this map cuz it looks really cool
Смайл  [author] 15 Nov, 2017 @ 1:03am 
It's okay, everyone is wrong.
84mm Carl G Recoilless Rifle 14 Nov, 2017 @ 10:58pm 
Whoops, sorry for my mistake, bots die because of my mod.
84mm Carl G Recoilless Rifle 14 Nov, 2017 @ 10:47pm 
3 more issues:

Bots die at spawn, possibly due to the nav_mesh?

Sentries are apparently supposed to enable when the point is capped, but it does not spawn in the first place. Possibly, the sentries are not spawned when the round starts?

Skeletons spawn too fast due to the skeletons' spawns having an Infinite Spawn (meaning they rely on the server's skeleton count; "tf_max_active_zombie") and they keep on spawning without having waves to enable and disable them, you could use logic_timer to possibly do waves.

Suggestion: You can also use env_soundscape to create ambient enviroments, func_detail and other visleafs to optimise your maps.
Смайл  [author] 14 Nov, 2017 @ 3:15am 
Now I can say only one thing: Bugs with skeletons can not be fixed, they are basic NPC engines.
Смайл  [author] 14 Nov, 2017 @ 3:14am 
To do what you wrote — I will need time to process and think.
84mm Carl G Recoilless Rifle 14 Nov, 2017 @ 1:55am 
You seem really devoted to the map, but there's still some issues that you need to fix:

1. Skeletons spawn way too fast in this map. (Could be a server side issue? Let me know.)

2. It is currently impossible to play this as single player as skeletons spawn all around you and you cannot manage the horde of skeletons. Either you have to use cheats and/or use 14 other bots. (Maybe there should be a difficulty system? Give more breathing room to fight the horde?)

3. The tunnel/shaft leading to the last point is a terrible chokepoint. Skeletons sit at the pool, waiting for any player to get ripped. by their green arms. (Maybe have some sentries there? Provide another way down? Widen the tunnel?)

4. Bots struggle to go down the tunnel, again, maybe widen the tunnel?
84mm Carl G Recoilless Rifle 14 Nov, 2017 @ 1:55am 
5. Aesthetics wise, it feels too blocky and clean for a temple. Make some cracks, indents, make the walls maybe moldier, make the lighting dim, add some vine props, just so that the temple feels rugged, old, and worn-down, and the player feels like they are venturing into something peculiar and strange...

6. Sometimes, skeletons get stuck at the door and block the door from opening.

7. Map wise, I feel that you should use map height to your advantage, make some props or balconys for players to stand on, maybe even stairs leading to the last point. Currently, pumpkin bombs do not respawn.

8. Gameplay wise, It's great fun but maybe you could use red team as a sort of mini-boss? Maybe add a little more traps within the map? Give some time to breathe in between waves of zombies or capturing points?

I know you are not the best map developer, but I hope you can take in some of my suggestions!
Смайл  [author] 13 Nov, 2017 @ 2:20am 
Ok
frodgit 12 Nov, 2017 @ 8:41pm 
@author
Why dont you past that into the description so people dont keep begging? :spycon: