Team Fortress 2

Team Fortress 2

ctf_bluefort
103 Comments
Happy Halloween 10 Oct @ 11:19am 
random nitpicks:
- the "spy only" flank route is doable by 100%-speed classes (which i think is ok) **
- some props have collision that really shouldn't, though the clipping overall is good (Blu side has wires on the side of Courtyard and another fuse box you hit your head on before the main 2-door exit, ground level. Red's garden hose equivalent is intangible and no wires near front.)
- the security cameras match the death-spectate spots, which is awesome, but some of them are unrelated and I wish that had an indicator
(cont. 1/3)
(sorryyyy)
Happy Halloween 10 Oct @ 11:19am 
2/3)
- ** I'm not sure what's going on, but the drop-down grate spot near the Spy Jump is flush with the other floor on Red and not on Blu. Blu jump with 100% speed feels slightly easier I guess, but also you can bump your head on Red side in the doorway. On Blu it's only possible by crouch jumping on the staircase side, but it looks like the Red grate is higher so both sides have the doorway a smidge too short
- the map asymmetry is noticeable even without the showcase vid and I think a couple spots like the red-coloured props could use better equivalent. Usually Blue is a little less vibrant or more cumbersome. For example, i dont really mind the blu tires vs red barrel below old spawn2, but your cool haybale ramp spot outside spawn1 just feels a little bit better with the red bundle (and also the longer wall leaves a gap with no Blu floor hay now too, or something with the models is different im sorry it's such a bad thematic design on default Blu this isn't your fault).
(2/3
Happy Halloween 10 Oct @ 11:17am 
(cont. 3/3)
Maybe I'm over-reacting cuz 2fort kinda already has some harsh color tradeoffs like Blu side featuring red props and wood tones and irl hazard indicators and security lights while Red is kinda"industrial + extra on top" but again, it's not map-breaking. Maybe mid could get one of its 3 roofs made a different color/style? Also the seam walk behind the tall cover is annoyingly harder on Blu but still reliable; I'm not sure what that accomplishes. In that same spot, scout can also still easily jump up the side of Blu's prop because of the seam near the base. The health vs ammo under the bridge seems unfair as well, especially with both being the same size and highground connecting to the spawns

But very cool map!! The visuals and the overall design totally give me that cozy excited energy that I got from 2fort back in the day or Applejack more recently. W
aleksd777 30 Sep @ 9:31am 
я вас
monk 13 Sep @ 2:13pm 
do anyone know how to play the multiplayer on the map
panadero de dragones 5 Sep @ 1:33pm 
no se me instalo
Nimulator 31 Aug @ 10:34pm 
Could be a KOTH map.
Also needs bot support :)
BLUEBEAR1234 23 Aug @ 8:58pm 
Works. :steamthumbsup:
biscuts 13 Aug @ 10:25am 
wheres the horseman
Sykkuno 10 Aug @ 11:18am 
bot mesh/nav mesh works with bot overhaul kinda. but it should be added.
illumn8n 6 Aug @ 4:56am 
the Blue side of this map is Great!
spagoobalyo 21 Jul @ 7:18am 
do you need friends to play this
The Mädchen 14 Jul @ 2:25am 
Gmod port? mayhaps with navmesh support?
Vending_mashine 6 Jul @ 9:29pm 
can you add bot support? (i don't have any friends to play this map with) :jarate:
a low quality burger 4 Jul @ 5:20am 
how to play multiplayer? whenever i write the thing in console, i get put in the map, but im alone.
Dave Miller 27 Jun @ 4:15pm 
watched the video, looked fun
M11 17 Jun @ 7:35am 
@4Hour just port it like how you normally would a TF2 map.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=510587953
doug 15 Jun @ 8:08am 
redounic vs greattarch
KrivKix 13 Jun @ 4:02am 
reddude vs bluetart :houndeye:
GIG_Egorka355 12 Jun @ 3:59am 
dgx
]:steamhappy:
yinferno 7 Jun @ 9:11am 
the map is a mess...
Forthree Prime 4 Jun @ 12:33pm 
Great map, would play this over the original 10 times over.
4Hour 2 Jun @ 11:00am 
port to sfm coming when?
arandas 1 Jun @ 4:54am 
holy hell I didn't think it was possible
C:\Gamer_Doggo_ 31 May @ 10:47am 
type map workshop/3474743673 into the console
✧Satoru✧ 28 May @ 3:59pm 
Manifique. :HealthSD:
Spamton G Spamton 27 May @ 4:04pm 
This is amazing! I watched the video first to see how this came along, and it was great!
VolcanoHarry 25 May @ 7:55am 
wait...how do i play it
Biznessfox 21 May @ 6:50pm 
how do i play it
Alan-60 (e e e) 21 May @ 6:42pm 
great blue did a great job while making this map
Tobyret 16 May @ 1:46pm 
Map is GOATed, it's just better in every way than original 2fort. Map always felt linear and insanely readable, now you have viable options in movement. First floor is kinda tricky with it's design after all. And maybe i don't get the healthpack in water section that is specifically located on the red part, but generally - it's a massive W. Hope i see a KOTH or Flag map from Blue in official map rotation one day.
Bit_O_Maniac 15 May @ 7:45am 
they should add this map as a another map, not only ctf but king of the hill too.
Playerz Pixel 15 May @ 6:40am 
This map is W
Salvador Limones 11 May @ 5:29pm 
W, but remove no build from the bridges.
Uncool Guy 10 May @ 6:29pm 
W map
Sir Coping and Seething III 10 May @ 6:24pm 
Now this, is epic (::steamthumbsup:
WesleyPlaysGames 9 May @ 12:31pm 
Someone port this to GMod/SFM now.
Corrumpted_Ink 9 May @ 6:55am 
chat can we turn this into some sort of copypasta
Dr Toxic 8 May @ 6:06pm 
Why does this map not let me connect to it?
I keep trying to join the ip address that was in the video's description and I keep getting this message: "Your map [maps/ctf_bluefort_rc1] differs from the server's". Like wtf, I subscribed to THIS MAP FIRST and it tells me that it differs from the others?
This is a friggin joke and I hate this map now.
Salvador Limones 8 May @ 8:35am 
I really like it, Though the leading edge of the roof of mid should be sentry compatible. To reward sentry jumpers, while also reducing the capacity.
A_unfunnyguy 8 May @ 12:18am 
chat can we turn this into some sort of copypasta
i like the strokes 7 May @ 11:27pm 
chat can we turn this into some sort of copypasta
ABOBUS_3000 7 May @ 10:41pm 
part3:
2fort, although a shitty map, was ideal for all classes! You took it and, I'm not afraid of this word, RUINED the map! The map became unsuitable for playing as an engineer! the map has some good additions, for example the same 2 bridges on the sides and a house in the middle, very successfully added stairs from the water to the land, but why was it necessary to turn the entrance to the 2fort bases into the entrance to the well bases? why add a hole in the wall that leads directly to the stairs to the intelligence?
in short, my final verdict: the map is very controversial, there are both bad and good sides, but since the map is not suitable for playing as an engineer, although it should be suitable for all classes, I put a dislike, I didn't really like it...
ABOBUS_3000 7 May @ 10:41pm 
part2: besides the fact that my turret is being destroyed at the speed of light, and my team is also unable to help me (and they tried!), and you also made a passage from the first floor directly to the stairs! so that it would be really bad for the engineer, right? in short! my conclusion: this map is ideal for all classes... EXCEPT ENGINEER! to calmly go to the enemy for the same scout at the base there should be 6 engineers to protect the entire base, or more precisely the flagroom: one turret in the yard, another on the landing, the third opposite the first, the fourth at the spawn (at the entrance/exit to the balcony), the fifth in the flagroom in the corner and the sixth turret on the passage (the largest) to the flagroom to help the fifth! and this is taking into account that all the turrets are level three, next to them there is an ADEQUATE AND EXPERIENCED engineer and a level three dispenser, and also taking into account that spies will not attack the base!
ABOBUS_3000 7 May @ 10:40pm 
part1: you tried to fix the map, didn't you? well... you DIDN'T FIX IT! you added a bunch of passages to make it easier for everyone... BUT NOT FOR ENGINEERS! no, I'm serious! for example, the bridge in the yard! the turret will be visible through this grate! but okay, there is another bridge there, on which... IT'S ALSO INCONVENIENT TO BUILD! have you at least tried to play on this map as an engineer? apparently not... and the bridge in the yard is just the tip of the iceberg! in the flagroom you also did everything very, not very well! because again, it is impossible to build there as an engineer! okay, you widened one of the passages... BUT WHY SO MUCH?!
H I M 7 May @ 9:33am 
I've played a little bit of this and I do largely enjoy it. In fact, I'd say it's better than most other 2fort 'improvements' I've played.
mcjigglefat 7 May @ 7:57am 
they shoiuld ass this to tf2
uziguzi 7 May @ 2:20am 
Weapon Reskins in TF2 have always seemed like a strange case to me. On one hand if you like how a weapon works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking weapons like the maul had more of an identity than "Its the Homewrecker but for rich people" So I took a large number of weapon reskins currently available in the game and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new weapon idea that's not balanced at all but a ton of fun."
YOYOYO 6 May @ 2:31pm 
Heya, not the creator of crf_applejack here, I disapprove of this mid design, AND IT NEEDS MORE BUCKETS OF CHICKEN! 🐔

-with sincerity, Applen’tjack Chickan’t
Rhamkin 6 May @ 10:47am 
Heya creator of ctf_applejack here, i approve of this mid design, BUT IT NEEDS MORE CHICKENS! :brownchicken:

-With love, Applejack Chicken