Team Fortress 2

Team Fortress 2

168 ratings
Blocked Event
   
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Other: Halloween, Night
Game Mode: Payload
File Size
Posted
Updated
49.331 MB
7 Sep @ 7:32pm
7 Sep @ 8:24pm
1 Change Note ( view )

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Blocked Event

Description
Don't get spooked, it's Blocked Event!

Introducing Blocked Event, now with 15% more Blocks™ than the plain old non-event version!

We crammed in all the Halloween essentials; pumpkin bombs and other hazards that feel personally targeted, with a few new shenanigans to up the chaos. After over a year of "playtesting" (read: throwing people into hazards and calling it research), we’ve fine-tuned the balance between fun verticality and fall damage you absolutely deserved. With portals, powerups, and new routes that may or may not improve things, we can confidently say: this is still Blocked... just spookier, blockier, and way more likely to trick you into walking into a hazard.


Navigate the dropping platforms to snag full heals and/or powerups you definitely won't waste


Portal through to "strategic" positions and/or to the exact same pickups everyone else on your team is fighting over


Dodge the crushing blocks for advanced platforming practice and/or a faster trip back to the spawn room

Credits:
UEAKCrash - Project Lead/ Gameplay/ Artpass
PearForceOne - Gameplay/ Artpass/ Assets

The map is RC1, but we have a couple small visual things we are still planning on updating, including the power up models. We are currently using the Mannpower symbols as placeholders, but it does not work the same as in that mode. We tested that out, it was madness.



[www.patreon.com]
Get BLOCKED, nerds.

14 Comments
DJ L3G3ND 11 Sep @ 11:49pm 
damn, for a moment I thought the cubes were water that you could swim in as they move around
Acienspo (Acien) 11 Sep @ 7:36pm 
I'm really glad that even with Valve tied up by the MvM update, the community still provides the usual assortment of fun Scream Fortress content
Bear is Driving 10 Sep @ 8:08am 
Yeah but how is the clipping? Inquiring minds want to know!
UEAKCrash  [author] 9 Sep @ 7:07am 
One of the issues we found with the original base version was that first could be a little harder than it should be to push with a strong enough defense, so we actually used this version as a test bed to work on that, with a whole new flank into that area added, and we also lined up portals and power ups to help the final push into the building to cap. Some of these changes, especially the new routing, will be ported over to the original.

So I honestly think it's a bit of an improvement layout wise currently, plus it has some fun Halloween shenanigans on top of it.
JAS-C 9 Sep @ 5:58am 
Fair. I'm not that kind of guy - I'm fine with more dense approach. I'll try looking at this map at least in solo. Gameplay wise I found original pretty good and interesting to see how good Event changes is.
UEAKCrash  [author] 9 Sep @ 5:00am 
I mean, we hear a ton of complaints about modern maps being too detail dense, and have been trying to adjust course a bit to look more "standard." This map in particularly we were shooting for a blend of old school aesthetics with a slightly different theme.
JAS-C 9 Sep @ 4:25am 
With all due respect, but judging by screenshots alone, it look very... cheap. I remember I said that such blocky design and use of minimalist colors gave me impression of old games like from PS2 or so. This version gives me impression of early Scream Fortress maps like Harvest Event or Carnival of Carnage. They were changed but not as much as maps are getting Halloween'd today. I should try it myself, but impression from media is this for now - it feels aged.
Serge Ivanov 8 Sep @ 9:21am 
Pretty fun to play when helping to test it, not sure how I feel about the upgrades though.
Fox 8 Sep @ 3:42am 
@Diva Dan you better hope these blocks have sound effect, cuz I won't mind replace it with Thwomp sound.

Thanks for an idea.
TwoTonMoon 8 Sep @ 3:20am 
this map makes me blocked up!