Team Fortress 2

Team Fortress 2

Powerworks
75 Comments
maxchrome  [author] 10 Mar @ 8:22am 
Well, some claim this map is cluttered with props too much, some say otherwise. I can't really adapt this map to be perfect for everyone without exceptions, unfortunately, so I choose to leave it as it is. Unless there is a major flaw, of course.
Herzeleid 10 Mar @ 7:20am 
maybe im not used to seeing this many props. look at most 2011-ish maps -- the main playable areas arent that detailed.
maxchrome  [author] 9 Mar @ 8:58am 
'Preciate it very much!
ןoɯs 7 Mar @ 11:24am 
np man good luck on your map making adventures if you ever upload new ones i explore them for exploits
maxchrome  [author] 7 Mar @ 9:07am 
Wow, that's actually neat that you noticed it! Thanks a lot, it's gonna be fixed soon!
ןoɯs 6 Mar @ 3:14pm 
C point theres like near the fence if you look up while r_drawclipbrushs 2 is on you can see a gap that allows demos or engineers to get up there
maxchrome  [author] 6 Mar @ 1:23pm 
Elaborate please?
ןoɯs 6 Mar @ 9:06am 
it has exploits i found
maxchrome  [author] 5 Mar @ 1:21pm 
Thanks!
RedBoy 3 Mar @ 4:58pm 
is look like cp_steel :steamthumbsup:
Ketu 2 Mar @ 3:54pm 
Cool map!
maxchrome  [author] 26 Feb @ 11:25am 
About the navigating, well, there are big colored lights above each unlockable door which clearly show which one is locked or open at the moment. I've even put these inside the BLU spawn to kinda learn people to see that red = locked, and green = unlocked. Each doorway has a sign, which shows which point it is leading to. Further inside there are lots of arrows showing the ways to every available point. But the notes are taken, I'll see what I can do, thanks for the feedback!
maxchrome  [author] 26 Feb @ 11:25am 
I apologize for such late response, can you clarify what noises are exactly missing? Is it like a console message spam or it's based off of your perception? I've tried to put as much sounds around some specific machinery/pipes/props as possible, but not really too much. The real missing or rather, too quiet sounds that I'm aware of, are the sounds of the Point E opening sequence. There isn't much that I can do, since these technically are playing at max volume available in the editor. I can raise the max audible radius of the sounds, but hearing the opening sounds from the half of an entire map is ridiculous IMO.
Kalmaro 25 Feb @ 12:34am 
For some reason there are a ton of missing noises on this map, and navigating the map is a bit confusing. If you could add a few more indicators that'd be good.
maxchrome  [author] 21 Feb @ 10:51pm 
Of course, it's possible, however, it makes much more sense when you see the in-game HUD. Points A, B and E are very important, and change the layout of the map upon capture. It would be weirder if it were A, C and E in my opinion. Thanks for the feedback!
MrEspresso 21 Feb @ 10:51am 
btw, i meant literally just the lettering, not the placement of them, but like just make the current point D be named point B and vice versa.
MrEspresso 21 Feb @ 10:50am 
question, would switching the letters on the points so that they're in alphabetical order be possible? if not that's OK. other than that, i think this map is great so far!
maxchrome  [author] 11 Feb @ 7:02am 
Notes taken, thanks for the help!
MegapiemanPHD 10 Feb @ 6:01pm 
Geometry seems interesting but there's a lot of prop clutter that makes it thematically confused and messy.
Not_A_Moron says #savetf2 10 Feb @ 11:25am 
why is it scp
gameboy 10 Feb @ 11:08am 
ok
Kimmy 10 Feb @ 10:59am 
@Trouser Snivy It's 16 years old map, almost as old as the game, and the creator returned to improve it after such long time. Chill out.
TrainLord05 10 Feb @ 9:57am 
If this doesn't get added next update I'll be really sad, it's a great looking map.
maxchrome  [author] 10 Feb @ 3:42am 
Is it more of a visual clutter, where it's hard to distinguish players from other stuff in the heat of the fight? Or a physical clutter, where the props are inconveniently placed for movement and flow?
Herzeleid 10 Feb @ 1:18am 
tbh the interior parts are too cluttered with props
maxchrome  [author] 9 Feb @ 11:21pm 
I don't think many maps have options to capture points named C and D, you know
maxchrome  [author] 9 Feb @ 11:19pm 
Thanks for the feedback! In my opinion, the the naming of control points makes much more sense during the gameplay, with the HUD emphasizing that A, B and E are key points for the gameplay. These names also tickle the "TF2 gamer nerve" - it just feels more natural to have familiar letters associated with these crucial control points.
TheGhostThatWas 9 Feb @ 5:06pm 
Looks interesting, although I feel like the naming choice of the control points will lead to confusion. Instead of using the letters, maybe try a different naming scheme? Or change the letters of the control points so that B and D are swapped.
I do like the idea of an asymmetrical 5CP mode, although the scale of the map might make it drag out a bit. At least it's not endless like normal 5CP lol
Snake_Venom 9 Feb @ 10:58am 
uhh, yeah... I sure hope it does.
well i hope it does
maxchrome  [author] 8 Feb @ 10:35pm 
It's Jarate 2
Lil Timmy 8 Feb @ 1:40pm 
is that caca on the blue print paper
maxchrome  [author] 8 Feb @ 12:49pm 
Actually incredibly informative, much appreciated!
maxchrome  [author] 8 Feb @ 12:47pm 
Thanks a lot! Fixes incoming in a next update
Jetstream Sam 8 Feb @ 12:03pm 
I made a video of the all the bug the bots have if you wanna see it https://www.youtube.com/watch?v=JaIcLZmylXo
pepeeptel 8 Feb @ 10:02am 
:steamthumbsup:
maxchrome  [author] 8 Feb @ 12:41am 
Thanks for the feedback! I'm working on implementing the forward spawn system for BLU and retouching areas around B and E
Goohb 7 Feb @ 9:54pm 
Nice map! :steamthumbsup:
Trouser Snivy 7 Feb @ 7:46pm 
BLU can use a teleporter flying under the assumptions that
A: in casual where people play however they feel like, someone chooses to play engineer
B: they can even get enough of a consistent foothold with that long of a walk to put a teleporter anywhere useful when RED spawns directly on top of the general combat zone
Mountain Man 7 Feb @ 4:26pm 
Horrible layout, this would be a nightmare to play on. Map looks decent but it's wasted on this poorly designed slop. I dont think this map is salvageable. :steamthumbsdown:
Jookson 7 Feb @ 4:24pm 
this map is pure slop :shit:
maxchrome  [author] 7 Feb @ 11:15am 
First of all, there is no need to be so toxic and sassy about nothing. I get it, I never stated that this map is flawless, of course there are gonna be problems. But being rude towards me not only would just show how much of a bad person you are, it would also cause the actual problem itself to be ignored due to unintelligent behaviour of whoever criticized it. I will try to find a solution to whatever bothers you, solely because I myself find the time to get from the BLU spawn to the final point too stretched as well (even though BLU can have an Engineer to build a teleporter to wherever they need to go). Thank you for the feedback.
Trouser Snivy 7 Feb @ 9:33am 
Kimmy, unless these "massive changes," involved completely dismantling cashworks and creating an entirely new map, it wouldn't change the foundational design of the map...
Also tf2maps.net playerbase :steamthumbsdown:
Nomad 7 Feb @ 8:17am 
Wow! nice map, mate!:steamthis:
Feterem 7 Feb @ 5:15am 
cool
Kimmy 7 Feb @ 4:51am 
@Trouser Snivy Cashworks received massive changes since it was added to the game. The map just wasn't updated in game yet by Valve. I think there were some playtests on tf2maps.net servers.
maxchrome  [author] 7 Feb @ 1:02am 
nuh uh
Trouser Snivy 7 Feb @ 12:30am 
I can hatch a purple tier pokemon GO egg on the walk from spawn to E
Trouser Snivy 7 Feb @ 12:29am 
it is imperative that you remove this trash from the workshop this instant before Valve's automated system picks it up for the official pool as it did with cashworks and camber, or RGL adopts it into shitlander
maxchrome  [author] 6 Feb @ 11:39pm 
Just doing what I have to do, sir. 'Prechiate it!