Team Fortress 2

Team Fortress 2

pl_beerbowl (Final)
Počet komentářů: 83
peppyr 4. srp. v 12.01 
I know you're probably not gonna update this further but I think there should be a 'burp' sound every time you pick up a health pack. :beers::gachiBASS:
BerrySerious 12. bře. v 11.50 
the cows really add to this
Dirge 10. čvc. 2022 v 17.57 
how do i download it into maps
Lu7ky the Trick or Treater 9. kvě. 2022 v 12.33 
You can shoot through the grates with splash on the 2nd point, was this intentional? Great map though we play it nearly every day
Pyro Attack 23. bře. 2022 v 12.48 
this is such a great map
Pyro Attack 13. bře. 2022 v 13.42 
type "map workshop/588744025" into the console to play it alone.
squidward gaming 26. čvn. 2021 v 3.20 
Can you give me the workshop IP so I can play it alone.
TheGhostThatWas 17. pro. 2020 v 20.18 
the damn cows lol
dick and fart butt sex 69 17. úno. 2019 v 18.04 
The cart freakin speeds bro
Dash ~ 2. lis. 2017 v 13.03 
Same thing happens on most payload mops when played by competative players- Even upward and badwater. Im not saying your point is invalid; just adding my 2 cents. (also, why are the cow's ♥♥♥♥♥♥♥... serously? a lot of people wont get the map for that reason alone)
President of his Fan Club 11. kvě. 2017 v 17.21 
It is almost impossible to defend this map. It's too massive, too open, too many flanks. Cart moves way too ♥♥♥♥♥♥♥ fast. It may work on a server filled with players who lack coordiantion, but on a server with players who know what to do, Blu will almost always win.
NightHawK  [autor] 15. srp. 2016 v 23.16 
BeerBowl Release Candidate 1 is now on the FITH server for testing. I will update the steam workshop version after a week of testing.

Changes Include:
-Added an additional exit to BLU's 3rd Spawnroom
-Added a sniper spot to the final capture point for RED team.
-Adjusted AddTime on CP#2 & CP#3 for additional balance.
NightHawK  [autor] 25. bře. 2016 v 23.06 
BeerBowl Beta 8 is now on the FITH server for testing. A week from now, I will release the new version onto the steam workshop.

Changes Include:
-New Lighting (Reverted back to the old lighting in Beta 5a)
-Changes have been made to the final point for balance.
-Max Cart Speed Slight Reduction
-General Balance Tweaks
Anomy 29. úno. 2016 v 9.26 
Why that cows in the last image are... well you know (dat face)
9cutout- 14. led. 2016 v 9.48 
cOOl!!!!
Johnny Silverhand 13. led. 2016 v 16.24 
Looks like a awesome map
LegendaVitek*********_com 10. led. 2016 v 23.09 
cool:steamhappy:
AdviserChip 8. led. 2016 v 19.18 
Better as a new map. Hardly looks like the previous version (which was great)
Dr Dispenser 8. led. 2016 v 18.35 
is it possible you could add animation to the cows...
Dr Dispenser 8. led. 2016 v 18.25 
Wait... is that 2 cows having s** on the last picture?
Fancy_Force 8. led. 2016 v 15.51 
шо цэ бiло???
Wrocławski Szczur 8. led. 2016 v 14.13 
For me... fine :steamhappy:
Damp Bees 8. led. 2016 v 13.26 
There should be a ton of beer bottle props on the map, to the point where they are unavoidable by anyone shooting
Jipped03 8. led. 2016 v 9.21 
cool:steamhappy:
joj 8. led. 2016 v 8.51 
I love that gigantic beer bottle at the end
⎛⎝Sharkestry⎠⎞ 8. led. 2016 v 8.03 
its just like winter in the netherlands
with barley any snow (once or twice a year if you get lucky.)
lol 8. led. 2016 v 7.13 
;;
Kiba |Happy Pride| 7. led. 2016 v 20.48 
MedicalPrototype, BLUE WINS EVERYTIME.
sexual frustration 7. led. 2016 v 20.00 
that cow though! X'D
table 7. led. 2016 v 18.06 
hah those cows tho
Look-a-Birdie! 7. led. 2016 v 14.57 
BTW, Does your server do workshop maps?
ballsackboy2003 7. led. 2016 v 14.50 
Wtf are those Cows doing?!
input latency 7. led. 2016 v 13.13 
If red has a slightly higher win rate then it might be because of human instict, causing red to psychologically feel stronger and make blu psychologically more fearful of them.

So ye.
Jsn 7. led. 2016 v 11.45 
best map








Jsn 7. led. 2016 v 11.42 
Great but that cow
Scarlett 7. led. 2016 v 11.08 
needs more beer
Yes 7. led. 2016 v 5.42 
map is awesome but this cow...
Bayito 7. led. 2016 v 5.19 
why the cow
GoldFlame 7. led. 2016 v 2.09 
nice map
StarBucks II 7. led. 2016 v 0.40 
The cow XD last pic
N3bula2019 6. led. 2016 v 20.29 
It doesn't look like there are many different ways to get to the cart, only through the tracks. Try showing us or making some flank routes and separate pathways
NightHawK  [autor] 6. led. 2016 v 10.55 
The current balance of the map is slightly favoring BLU (59% win rate) vs RED (41% winrate), according to the FITH server's gameme [fithstats.gameme.com] stats. I would love to bring both team's winrates as close as possible to 50%.

Note: Beta 6c win rate [fithstats.gameme.com] was completely dominated by RED's 70% to BLU's 30%.

In the coming weeks or so, i'll release small update (Beta 7d) to balance things out some more.

As for the lighting i'll be experimenting with different lighting and see what fits best with the map.
quaka 6. led. 2016 v 10.06 
Неплохо
Hentairino 6. led. 2016 v 9.11 
The cowns in the end XD this map is 10/10
Dark OldMan 6. led. 2016 v 6.57 
кльово
:steamhappy:
baddawap 6. led. 2016 v 0.02 
Beast map!

I see many sentry spots just by glancing around, beast map for engie!
Knusperfrosch 5. led. 2016 v 21.31 
The restructured area around the final point looks amazing.

I am sceptical about the new lower spawn exit with the ramp at the waterfall, though. From experience with pl_Badwater and pl_Boundary and pl_Goldrush, those low spawns are extremely annoying, too easily campable by BLU, and when you leave it as RED you have no clue what is going on above.

I'll reserve my vote until I have looked at the map a bit more, without the distraction of battle.
I noticed, though, that the floating bottlecap to the side of the big bottle has a collision box; I could bounce pipes off of it as Demoman. Is there a reason for that?
Knusperfrosch 5. led. 2016 v 21.24 
I must admit, I liked version b6c better. A few of the changes are nice, but overall the flank routes have multiplied to a point where teams become scattered. Due to the proliferation of flank routes (many of which have one-direction gates) that reach deep into RED territory, version b7c felt massively unbalanced in favour of BLU when we played it in our German community pub server. BLU kept rolling over RED, which had not happened with the previous version.

That is a trend I've seen a lot recently with custom A/D maps (esp payload) created with an eye towards competitive, i.e. pl_Barnblitz_pro6 (compared to pro4 which I prefer), pl_Badwater_pro8, but also other maps I've seen in playtest last year. It's might be fine for comp, where each team plays one round as BLU and one as RED to compare push times, but it still feels... frustrating. The map no longer feels fun when played non-comp in a 24 slot server.

Also, the yellow-tinted skybox is ugly.
Wait! Don't Shoot! 5. led. 2016 v 18.10 
This map is the spy dream map, it is perfect for me.
Wait! Don't Shoot! 5. led. 2016 v 18.07 
The cows.


I'm sold.