Team Fortress 2

Team Fortress 2

cp_urban_underpass
81 Comments
Nat-Tea  [author] 23 Dec, 2024 @ 12:16pm 
if it was ever added i'd definitely need at least 5 other mappers to fix it up and polish it in time haha
Serge Ivanov 23 Dec, 2024 @ 12:14pm 
Been looking through workshop maps for stuff valve could add, this was actually really highly rated
Nat-Tea  [author] 23 Dec, 2024 @ 7:41am 
definitely of its time for me lol, how did you find it if i can ask?
Serge Ivanov 22 Dec, 2024 @ 9:20pm 
Super sparse with long sightlines, lots of missing models too.
SloppySausage 23 Jan, 2021 @ 5:02am 
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▓▓▓▓▓█░░░░ Valve , ░░░█
▓▓▓▓▓█░░░░Add This ░░█
▓▓▓▓▓█░░░░ Please ░░█
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Nat-Tea  [author] 15 Aug, 2020 @ 9:30pm 
That should hopefully fix the issue of people having to download the models manually
Nat-Tea  [author] 15 Aug, 2020 @ 9:27pm 
ill try to pack the models and everything into the .bsp map file. Im on holiday right now so ill look into it when i get back
dbx 15 Aug, 2020 @ 7:22pm 
great map, but with the use of external content how can we run it on a server from workshop?
ABSTRACT_DUCK 1 May, 2020 @ 1:18pm 
theme is amazing ... as if Slaughter had a child with Mannhattan ... now imagine king-kong + func_breakable ...
badass McGuy 3 Feb, 2020 @ 3:03am 
never actually thought of that but you may be right, alternative community game modes might be a good idea for a map with this much open space
SBA | Spooqui 2 Feb, 2020 @ 6:06pm 
no man this map is amazing
do you imagine this map in a versus saxton hale? :v
Nat-Tea  [author] 2 Feb, 2020 @ 9:56am 
Thanks, im surprised you even managed to find it since many maps like this fade into obscurity after a few months
SBA | Spooqui 30 Jan, 2020 @ 3:49pm 
IS SO FUCKIN GOOD I WILL DOWNLOAD THEM
recommn [3d commissions] 31 Jul, 2019 @ 5:18pm 
Hey there, creator, just wanted to ask if I can use this map in one SFM project with your permission. If yes, please accept the invite.
badass McGuy 31 Jul, 2019 @ 10:44am 
hey listen here ground zero,
linksteamtrade
76561198088409502 28 Jul, 2019 @ 5:21am 
map too empty.
too many repeating textures.
7.9/10
Nat-Tea  [author] 26 Jun, 2019 @ 10:46pm 
It looks overused only from the birds eye perspective, from the ground it looks alright, and there is a variation to the texture it's just that the red-bricky ones are really similiar
Professor ! 15 Jun, 2019 @ 9:06pm 
This Has potential There's just Overused brick textures. That may be the theme, but it's overused to a point where there's too much
TiahQ 15 Jun, 2019 @ 4:31am 
cool:steamhappy:
Nat-Tea  [author] 8 Jun, 2019 @ 9:29am 
The readability and mid have been tweaked to have more open space
Nat-Tea  [author] 3 May, 2019 @ 8:25am 
and a something like a fire emergency staircase could work
Nat-Tea  [author] 3 May, 2019 @ 8:24am 
oh yeah, the last point area is all well lit, I just added the lights because I thought they looked really good on a last cp. I'll just remove them then
Corporate Stinkwoman 3 May, 2019 @ 6:39am 
Oh also, the ring of lights around the last point drops frames pretty hard, which is best avoided around combat zones. Maybe just have 1-4 brighter lights on the ceiling? Can't really remember how lighting works in hammer but if there's some way to just have ambient lighting in that area, it might help keep it bright without impacting framerate.
Corporate Stinkwoman 3 May, 2019 @ 6:36am 
Just read the updated description, I really believe this map could be something really good, maybe even comp-ready, if you reworked mid a bit and improved readability (those trams are all red at the height players walk, they could use a thin black band around chest height to prevent players from blending in). I'll have more of a walk around it tomorrow and give some more advice, but if you do make a new map, can I recommend a KOTH map? They're much easier to build, so you can iterate the point until you find something that plays well without messing with the balance and connections for the other 4 points.
Corporate Stinkwoman 3 May, 2019 @ 6:29am 
I think if you added a staircase or something near the forward spawn at mid, that would help with rotating from lower to upper. It's just too long to rotate, splits the midfight into two specific fights that don't interact.
Nat-Tea  [author] 3 May, 2019 @ 5:24am 
I don't think i can change that without ruining the "no op sightlines" balance
Nat-Tea  [author] 3 May, 2019 @ 5:23am 
But whoa, thanks for the advice and all. The only thig that I'm afraid of changing is where the mid cp is. Because if i would delete the fence and make it wider with constructions on the side, snipers that get there could see the whole map from one spot
Nat-Tea  [author] 3 May, 2019 @ 5:18am 
I really don't know how to change the base model of the window, so the only thing that i could've done at that point is to just place an arrow, so that players would hopefully get that "huh i can probably walk through there". But i'll try to fix the clipping for sure
Sludged 3 May, 2019 @ 4:52am 
greet map
Corporate Stinkwoman 3 May, 2019 @ 4:37am 
still at 2nd, at the end of the open shipping container closest to the point, there's a weird little space that I assume is for people to hide or you just haven't felt the need to block it off, but that'd be the perfect spot to put a stack of barrels or something so people can get up on top of the shipping container.
Corporate Stinkwoman 3 May, 2019 @ 4:33am 
Also, have a run around the little bulldozer thing at 2nd, the clipping's really weird on it, you get stuck with multiple run angles.
Corporate Stinkwoman 3 May, 2019 @ 4:32am 
At 2nd, where there's a mound of dirt/sand next to a pile of steel I-beams, the beams look like a short staircase up to the point but you can't walk up them. Maybe change up the clipping on them so we can walk up? I think it's 18HU max for stairs, maybe 24
Corporate Stinkwoman 3 May, 2019 @ 4:30am 
Another thing, where you've got the ambulance and hearse, next to the onramp for the overpass at mid, there's metal sheets being used as a ramp for people to walk up. The right hand side is too steep and causes players to get stuck, like the old spiral staircase in CS:GO's de_dust. Maybe extend the sheets or build something else there to make the slope shallower?
Corporate Stinkwoman 3 May, 2019 @ 4:25am 
Rotations from lower mid to upper mid are currently over 20 seconds, which is ridiculous. Badlands has a similar design, but upper mid is larger, has drops down to lower mid, and the rotation from lower to upper is faster and has multiple routes.
Corporate Stinkwoman 3 May, 2019 @ 4:22am 
I can see that that's something you're aware of based on the broken X crate on the ground, but it's really not fun to more or less be forced to take damage from the map.
Corporate Stinkwoman 3 May, 2019 @ 4:21am 
In your last screenshot, as sniper, see the metal walkway in the middle of the room? That needs to be wider, right now it's too easy to drop down from the window from mid and completely miss the walkway, falling to the ground and taking heaps of fall damage.
Corporate Stinkwoman 3 May, 2019 @ 4:17am 
Also you need to improve signage on the map, because from initial spawn there's no implicit or even subtle indication of which direction you need to go, it's just 'here's your last point, figure the rest out yourself'. From spawn, it seems the best option is to turn right up the stairs, but there's no sign indicating that that leads me towards the enemy. Behind (from the initial spawn POV) the point there's dead space that sees no use and would be perfect for one of the arrow signs that appears in basically every map in the game.
Corporate Stinkwoman 3 May, 2019 @ 4:08am 
Mid itself is super bland, given that there's 1 small area to fight in. Maybe add a 'construction' area on the sides of the overpass, like clip-on lanes are being added or something just to make it wider. Also, the fences at mid have really janky clipping. Ideally we should be able to run over them without jumping constantly.
Corporate Stinkwoman 3 May, 2019 @ 4:05am 
On mid, where there's 2 trucks next to each other being used to give entrance to a window. First of all, there are bars over the window which makes it really unintuitive that you can go through those windows. Secondly, the clipping's really janky on the fence between the trucks and the window. The clips on the truck need to be horizontal, otherwise you can walk through part of the window but get stuck on the far edge of it.
Nat-Tea  [author] 2 May, 2019 @ 10:11pm 
And the spawns move depending on which cp you captured so that you don't have to walk around so much. Also isn't better when map is more open (without broken sightlines) than to be cramped up?
Nat-Tea  [author] 2 May, 2019 @ 10:09pm 
Any idea on what i should add to make the ground less "flat"?
Vacket 2 May, 2019 @ 4:04pm 
too much flat, unending ground. looks to be a more open, bigger pain in the ass version of CP_granary that looks like paris from overwatch
Nat-Tea  [author] 2 May, 2019 @ 7:27am 
Yes it is
Winters 1 May, 2019 @ 4:29pm 
I think he's talking about that big puss-filled zit hanging from the clouds
Nat-Tea  [author] 1 May, 2019 @ 11:09am 
Could you be more specific?
4 strength 4 stam leather belt 1 May, 2019 @ 11:00am 
kinda ugly
ABSTRACT_DUCK 1 May, 2019 @ 7:27am 
nice :cozyspaceengineersc:
Grandulf Tha Gruy 1 May, 2019 @ 7:26am 
This looks like the SUN server map but instead of being an idel trademap its an actual map
Nat-Tea  [author] 30 Apr, 2019 @ 11:46pm 
@sir pyromaniac no, the inspiration went from gang beasts (when me and my friend were playing it, i really liked the subway level, it had interesting lights and looked really good so i just made the subway first and from there i just made roads and buildings into the shape that would be fitting). And the Mid point was inspired by splatoon 2's reef
noelle from deltarune 30 Apr, 2019 @ 7:33pm 
owo this is hella nice