Team Fortress 2

Team Fortress 2

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CTF_2fort_Breakable
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Game Mode: Capture the Flag
File Size
Posted
Updated
19.533 MB
31 Dec, 2020 @ 10:38pm
30 Mar, 2021 @ 2:48pm
4 Change Notes ( view )

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CTF_2fort_Breakable

Description
Not to be confused with "Destructible 2fort".

Big thanks to me boi Scotswell for both pitching the idea, and indirectly inflicting two weeks worth of trauma from the hammer editor.

And deckenid for having cucked me like four months in advance to making this.
(BTW I only realised this when I had finished the map and was choosing a name, so that's definitely worth some bonus points there).
You should go and also check out his version of the map HERE.

If you were looking for a highly unstable map with a good case of frame rate drops then you've come to the right place!

Now introducing CTF_2fort_Breakable "aka" CrusteReturn2Fort.

This map includes:

-Destructible environments (using my newer chunk system).
-A big f**k off bomb to replace the team flags.
-Reversed flag capture zones.
-Team killing with the bombs (It's a "Feature").
-A total loss of team respect/cooperation.
-Crippling depression.
-Crippling frame rate drops.
-Soon to be Cripples.

The Garry's Mod Version.
Click HERE. for the workshop page.

The Breakable Example VMF.
Click HERE.[drive.google.com] for the download page.

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////// THE IMPORTANT GUFF ///////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

You can play via the developers console using:

map workshop/2344547388

Or you can manually extract the map from your steam library directory:

steamapps\workshop\content\440\2344547388

and save a copy in your TF2 maps directory (same goes with the navigation):

steamapps\common\Team Fortress 2\tf\maps

Click HERE.[drive.google.com] for some bot navigation if ya want. (it's definitely not just renamed .nav file from ctf_2fort).

Due to the nature of this map being destructible, bots can and will most likely get stuck due to
not knowing how to deal with hard to access areas caused by a complete loss of infrastructure.

However that is a sacrifice, I am willing to make.

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

FAQ:

Q1: Can I break things with my weapons?

A1: Yes, so long as they do above 35 damage per hit.
(However weapons like the flamethrower won't work because scarce spaghet).


Q2: Why are things hard to break?

A2: Most of the breakables have around 750 health and require a minimum of 35 damage,
this is to put more of an emphasis on using the flag bombs instead.


Q3: Can you detonate the bombs without capping?

A3: Yes, the bombs will detonate when dropped.
You can either set a bind to drop the flag through the keyboard options (The one called "Drop the briefcase")
or using the console ( "bind *KEY* dropitem" ), kill binds should also work too.


Q4: Why do my stickies no stick?/Why do throwables bounce off things?

A4: That appears to be a side effect of the func_breakables/most other brush types it seems.
Why that is the case idk, and as of current I have no idea how to remedy this problem so rip.


Q5: Do you plan on making anymore of these maps?

A5: I've discussed with deckenid and have decided that I won't be working on making anymore breakable valve maps. Mostly because I don't feel right about continuing to work on something that is way too similar to his maps.

(But also because this is a great excuse for me to get out of making more of these, as hammer hates me and I feel as though I've lost enough of my frontal lobe on one map already)

For anyone interested on using the breakable chunk system used in this map, I've made an example .vmf that can be downloaded HERE.[drive.google.com]
Popular Discussions View All (3)
5
14 May, 2023 @ 2:23am
Any community servers gonna run this map?
X GAMER
3
29 Aug @ 2:05am
PINNED: how the hell do i play the map.
static gaming.
1
26 Jul, 2023 @ 9:38am
how to play this in gmod
Mr. Pexon
81 Comments
somesillyguy 4 May @ 5:34am 
kaaaaaaaaaaaaaboooooooooooooooooooooom
dr. booty ham sandwich 1 Aug, 2023 @ 9:56pm 
good map but would be better if out of bounds areas or glass
TTV/ProfessorFartsalot 14 May, 2023 @ 2:26am 
@Wellingtons and @Scotswell, I would like to thank the two of you for this map lmfao. One of the best maps I've played in a while.
kuzukuzu26 4 Dec, 2022 @ 9:35am 
GGBFFBGDBFDGB
reginald 28 Jan, 2022 @ 1:49pm 
ahh i see now thanks
Wellingtons Brownlap  [author] 28 Jan, 2022 @ 1:09am 
if yer new it hammer and still learning how things work I would suggest looking into tutorials like *This* one, since this crusty software is pretty confusing when yer starting off.

same goes with looking for specific things that you might not understand, like if your not sure how the env_explosion works just slap something like "sdk hammer env_explosion" in google or youtube and you'll probably find somit, it's certainly what I did when learning. (can't say it always works on youtube since some things are so darn obscure in hammer no one ever uses them lol)

if your really struggling to find something. https://developer.valvesoftware.com/wiki/ is the place you'll find it.


However if you'd like an even more """DIRECT""" approach to this issue I've whipped somin that'll either help you or explain literally nothing, idk lol.
Wellingtons Brownlap  [author] 28 Jan, 2022 @ 1:09am 
Hopefully something in this wall of text helps, I'm not very good at explaining things.
reginald 27 Jan, 2022 @ 9:09pm 
I don't really understand what you mean. I'm not too great with hammer yet and I don't understand what you mean. I tried doing what you said and it didn't work. I didn't think env_explosion entities worked. I tried them on another map and no damage or explosion effects.
reginald 27 Jan, 2022 @ 8:45pm 
Thanks, I'm working on a map with a similar idea as my first proper mapping project. It takes place on a dam where you have to blow up the enemy base, and when you do the entire base explodes.
Wellingtons Brownlap  [author] 26 Jan, 2022 @ 8:44pm 
(Also I find deleting the flag works better than simply resetting it via the flag's "ForceReset" inputs since the "info_particle_system" has a tendency to trail explosion effects back to the flag room otherwise.
also it prevents the flag from falling out of the world and being permanently deleted when dropped on some brushes)