Team Fortress 2

Team Fortress 2

235 ratings
pl_spacebase
   
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Other: Night
Game Mode: Payload, Specialty
File Size
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10.411 MB
24 Sep, 2015 @ 4:59am
27 Sep, 2015 @ 6:11am
2 Change Notes ( view )

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pl_spacebase

In 1 collection by Beeps!
Team Fortress 2 Maps
4 items
Description
== Update ==
I have made a b4c version because b4b did not have a fowardspawn. b4c Does.

Blu has found a RED base in orbit of a planet that has a huge amount of AUSTRALIUM ore, Stop RED from progressing the harvest of this AUSTRALIUM and make sure they go out with a BANG!
Popular Discussions View All (1)
2
29 Sep, 2015 @ 11:02pm
Possible Map-Only Boss?
Gibbs
26 Comments
Serge Ivanov 28 Dec, 2024 @ 1:59pm 
Interesting idea conceptually, and I like how you lowered the gravity in outdoor areas, but this feels more balanced for overwatch than TF2. It's VERY close quarters the entire time and a bit uninteresting visually. If this map was given a facelift and opened up a bit this would be a banger though.
Necromensch 19 Dec, 2023 @ 3:18pm 
i like you lowered the gravity in some spots but otherwise the map is not that great

bland texture pallet, missing textures in certain spots, it looks incomplete and rushed, particle effects are random and out of place, cart is not all that great and makes little sense to the story you made, lighting is way too "singular", lastly the sky box and terrain is both incomplete and out of place

i get this was a very old map but maps like this should be used to show what not to do when making tf2 maps
Kill_the_Bug 11 Dec, 2020 @ 10:57pm 
- cool cart - but you need to put a brush on the handle area to block bullets - payload is way to exposted
- no-one knows where the cart is supposed to go - if you need a track idea look at my antimatter map.
- right flank from blue spawn has long sight line, put in another flanking route for blue to A point on the left from spawn
- cart doesn't have an outline for some reason
- the bridge in the hammers hallway needs to be enclosed at the archway so red can't shoot down on it from the roof - blue can't shoot up there because red can see blue and time their shots down - it's at 12:04 of your video
- the door at 8:56 should be see through and become a one way for blue at some point
- no forward spawns for blue
- In our test play, 90 % of the fight (blue/red on team switch) fought over point A tunnel. Blue felt like they were going nowhere and having a cart with no cover meant you can't use it for that.
- We'd love to play an updated version of the map - The map was a great effort!!
incredibly stiff tissue 17 Aug, 2017 @ 5:36pm 
wow
Xenomorph 12 May, 2017 @ 2:53pm 
Cool
PyroSpaceCat 30 Sep, 2015 @ 4:43pm 
ok thanks anyway still looking forward to your amazing map best wises
Beeps!  [author] 30 Sep, 2015 @ 5:51am 
@PyroSpaceCat
There isn't a skin for that, i did find a Blue & Yellow one but i think that brown darker colors fit more in that corner

@Giggimish
The size of the outside area is actually not that big, it might feel big if blue doesn't pass the first point.

@Catharfs
Heh, yes the last point is WAAAY too open, I'll start working on that area more when i get the time
PyroSpaceCat 29 Sep, 2015 @ 9:12pm 
would it be posible to change the coler of those power house funurce things as i think they would look better in grey and dark grey or blue and black otherwise a fantastic map:steamhappy:
500 cigarettes 29 Sep, 2015 @ 7:26pm 
Looks good I think It's a little to out side in space