Team Fortress 2

Team Fortress 2

Futura Town (Payload)
90 Comments
Rapoza Dynamica  [author] 20 hours ago 
Major Update!
> Improved layout
> Improved graphics
> Bugs fixed
> Crystal gathering! Kill dinosaurs in the Stone Age, they drop Lunon Crystals, the fuel source of the Time Machine (also gives you kritz!)
Most of the TO-DO list already done! Read the changelog for more details!

We only have a few things left to do on the map that should come shortly:
>3D Skybox
>Custom announcer
>Lore posters around the map
>More cars at the Hoppen car dealer!
Rapoza Dynamica  [author] 20 hours ago 
Beta 14:

> Improved layout:
Blu's forward respawn have been changed to the house/cinema area, further away from last point;
Previous Blu's forward respawn became a new flank/route;
New stairs at the Cowfé, right after the stone ramp for better Blu's highground flank;
New stairs for highground at second capture point;
New highground flank exit at the Vulpox building near the final point;
Whole Blu's hotel is now a respawn room
Added arrows and signs for better navigation
Rapoza Dynamica  [author] 20 hours ago 
>Added Dinosaur bots in the Stone Age era, with a change that they drop Lunon Crystals upon death.

>Reverted time travel to per captured point basis.

>Improved visuals such as trimming, textures, effects, particles, etc.

>Improved final sequence for when Blu team wins.

>Improved time travel unstuck features.

>Fixed bugs related to teleporting/time travel and engineer buildings.

>Added markers under pickups.

>Cars randomly change color/pattern on every new round.

>Improved soundscape

>Fixed FOG related issues when time traveling
Rapoza Dynamica  [author] 6 Oct @ 2:31pm 
Apologies for the radio silence. We are working on some more agressive layout changes, as well a full featured dinosaur hunting on stone age, as well new props and bug fixes. We will release asap when we gather most things.
Мена? 29 Sep @ 8:33am 
reminds me of the "Seed of Times" from PvZGW2
Flyug 27 Sep @ 3:47pm 
fucking yes! this is fucking awesome! I really like the unusual concept of the card, it's really funny and unique, and it should definitely be included in the game. I'm even going to buy more stamps, guys.
Jim 21 Sep @ 5:43am 
Outstanding work :ss13heart:
Rapoza Dynamica  [author] 16 Sep @ 7:02pm 
Beta 13:
-Added graphical on screen effects for time travel
-Improved time travel sound FX
-Time travel now is triggered randomly by time, not by capture point basis, also capable of multiple time travels instead of only once
-Fixed being stuck after time travel in some spots
-Capture point added time reduced from 240 to 210
-Minor clipping fixes
Rapoza Dynamica  [author] 16 Sep @ 4:40am 
Beta 12:
-Fixed RED not being able to block capture on last
-Mirrored the boulder spiral/ramp on last to give BLU a better cover and fix sniper headglitch
-Wall on front of RED spawn has been made wider and curved, also added a glass window on it
-Reduced 2 seconds of overall respawn time on BLU on last.
-Van on last is now climbable by it's side
-Wall added to RED upper floor exit area
-Fixed misspelling on the super expensive and ugly sculpture on BLU spawn hotel
worMatty 14 Sep @ 11:16am 
This seems very cool.
Rapoza Dynamica  [author] 13 Sep @ 8:20pm 
Beta 11:
-Replaced the curved cover on last capture point with a straight fence wall on front of RED spawn door
-Extended the length area of the van on last (timed door for when you capture 2nd point) for longer coverage/better flank for BLU
-Deepened the water on last and added rocks for uneven underwater terrain
-On BLU win, spectators are forced to switch to the clocktower explosion sequence camera
Rapoza Dynamica  [author] 13 Sep @ 12:40pm 
Beta 10:
-Fixed a opening on top of the cinema/house with block bullets to avoid pipebomb abuse
-Players are now ignited once in contact with lava
-Added lava particles
-Lava now ignite arrows
-Changed damage to hologram sign to 5dps and added a slipery top
-Added particles to hologram signs and plasma ball at blu forward respawn
-Now engineers can build inside the cowfé area with tables
-Waterfall on blu spawn now extinguish players
-Watercave's ground floor in stoneage now extinguish players
-Removed FoV effects for time travel.
-Fixed being able to push during the time travel sequence.
-Fade to white starts earlier on time travel.
-Pickups now always have the map's custom models.
-Added interactive props at the Cowfé
-Made the water on last point deeper
-Enhanced soundscape volume
Woshee 13 Sep @ 2:49am 
im glad to hear you are getting into fixing up the visuals because this is a really refreshing environment, just needs more tweaking to fit the game's art.
sequestrador do parque  [author] 12 Sep @ 8:19pm 
your eye is strange
Chalmers 12 Sep @ 6:47pm 
This map kills my framerate even more than wutville and suijin, is it missing occluders or something? Is the whole other time period constantly rendered? Not even gonna mention the visuals, everything there is to say has been said.
Rapoza Dynamica  [author] 12 Sep @ 4:00pm 
Hello! Just letting yous know, we are still working on the map but focusing more on the visuals and extra features (like dinosaurs!) right now as most bugs have been fixed and gameplay improved (even though we are still tweaking gameplay as well) so we will upload a new version in the next few days while we gather more stuff to release at once, given the past updates were more urgencies to fix gameplay issues that have now been mostly stabilized. Stay tuned!
Rapoza Dynamica  [author] 9 Sep @ 9:37pm 
Beta 9

Layout Changes:
-Reopened entrance on Hoppen Car Dealer's second floor
-Hoppen's ground level entrance now closes after first point being captured
-Changed the angle of the van, on last delayed door (the one that opens after second point is captured), to better cover players on attack

Other Changes:
-Payload Speed changed from 60 to 55
-Respawn times equalized on last point (both teams have equal respawn times)
-Changed starting time to 270 seconds
-Fixed payload sound looping on the whole map
-Reduced the mist in the StoneAge cave (where Vulpox Building is in current timeline)
Rapoza Dynamica  [author] 9 Sep @ 9:37pm 
Beta 8
Layout Changes:
-Removed the previously added extra ground level door at Hoppen Car Dealer and replaced with a giant clock
-Now Red team cannot enter Blu Hotel middle room
-Last timed door now opens earlier, after capturing second point

Other Changes:
-Payload Max Speed increased from 45 to 60
-Orange ramp (after capture point one) will no longer roll back, just forcefully recede the payload
-Increased Red team respawn times while decreased Blu team's
-Decreased 10 seconds of setup time
-Decreased monorails damage from 75dps to 20dps
-Added sparkles to monorails to indicate danger
-Tweaked pickup locations
Rapoza Dynamica  [author] 9 Sep @ 9:37pm 
Beta 7
-Removed one way door from Blu Spawn Hotel
-Added a staircase to the former Blu Spawn one way door outside area
-Widened the entrance from the Hoppen Car Dealer (from Red base)
-Removed one entrance from the Hoppen Car Dealer (to the house/cinema)
-Added one door on the Hoppen Car Dealer ground floor
-Added more fences to prevent "headglitches"
-All doors on StoneAge timeline are fully modeled instead of brushes now
-Added StoneAge control point models
-Map now only has 3 capture points instead of 4
-Increased capture time bonus and initial time
-Increased the Cowfé ceiling to avoid confusion as if it could be climbable
-Changed slightly payload car color to off-white blue instead of beige and green wheel rims instead of blue
-Changed Supply Lockers to light grey to resemble better the regular Locker
-Fixed having to "double dip" the payload in order to push it after teleportation or recess
-Players cannot stand on top of the big portal/gateway on middle anymore
Rapoza Dynamica  [author] 9 Sep @ 9:36pm 
Beta 6
-Edited Vscript to improve player teleportation, including dead players, between both timelines, regardless of server side inconsistencies
-Added basic support for bots
-Tweaked health and ammo pack placements
-Added +30 seconds on each captured point compared to earlier version
-Last capture point captures 2x faster
Rapoza Dynamica  [author] 9 Sep @ 9:35pm 
Beta 5
-Fixed Vscript not teleporting players on some instances

Beta 4
-Fixed last point RED team not being able to win after overtime
-Added path overlays in stone age timeline
-Edited payload speed
-Edited placement of health and ammo pickups
-Changed last point to a shallow lake instead of a deep one for a broader conventional gameplay area
-Added extra doors
-Edited animation on the Time Machine model to actually sit on the ground while time traveling
-Minor improvements in geometry and displacements

Beta 3
-Fixed door in Red respawn not being able to go through (current timeline)
-Fixed corridor in Red respawn being able to see the map through (current timeline)

Beta 2
-Fixed lava, instead of insta kill, now it deals 30 damage per second.
-Fixed some holes and stucking in the map
-Fixed inconsistencies in the payload speed
-Added placeholder stoneage payload capture point holograms
-Minor polishing

Beta 1 - First public release
The Celestial 9 Sep @ 6:03pm 
Devolta pro futuro vibes, e o carro me lembro Roger Rabbit ksksksksk interessante dps vo testar
Fox [Haunted Edition] 9 Sep @ 10:24am 
Rapoza, this is 4th time you tried to make a thumbnail for your map.
Yellow Dice 7 Sep @ 12:44pm 
Grand DAD! Fleentstones???
Zhopa_s_ruchkoy 7 Sep @ 6:22am 
I have bo feeling for this map as i have not watched the media it is referencing.
masterchief 6 Sep @ 5:25am 
gona be honest this could be released as an all year long map cuz it doesnt really look like it was made for scream fortress since it takes place in the australlian city wich looks like an 70s dystopian city like it was shown in the comics.
Acienspo (Acien) 5 Sep @ 9:16pm 
Super promising idea, I love the Flintstones-vibe of the prehistoric map variant
{Spooky} Dementador 5 Sep @ 8:45pm 
braboooooooo
Dr. Silvan 5 Sep @ 8:28pm 
zuuummmmmmmmmmmmmmmmmmmmmm
KingJengo 5 Sep @ 8:15pm 
Now that I've actually played it in a test, my concerns feel validated. This doesn't feel like it was made with gameplay in mind at all. Too distracting visually and doesn't feel right for the game. The time travel gimmick doesn't add anything of value. The cart is very slow for the entire map and as a result BLU can be brought to a halt very easily. Map in general feels bad to navigate, which yes, I know is something in the plans, but that's not something a workshop map that intends to be added officially should be lacking.

Lastly, I feel like the ambitions for this are way too high both in general and for how little time is left before Scream Fortress. This gives me the impression of an art project, not a multiplayer map, and you should be designing it as the latter. Even if this gets finished I don't see it getting good reception from the Casual crowd.
A Paint Bucket Named Huey 5 Sep @ 8:07pm 
GW2 Time Park/Seeds of Time but TF2
Woshee 5 Sep @ 8:05pm 
Oozing with creativity, It just needs tweaks before it looks like a addable map.
🎄JOLLY COINER🎄 5 Sep @ 7:09pm 
you should make the layout first before you make one trillion subpar assets for a map whose main gimmick doesnt even work half of the time
sequestrador do parque  [author] 5 Sep @ 4:55pm 
TOO LATE :DSTskull:
the 5 Sep @ 4:53pm 
I am going to do unspeakable things to that cow cutout
Wernsto 5 Sep @ 4:44pm 
you need to own TF2... wow
ZeBadmedic 5 Sep @ 10:41am 
You won the Workshop. Congrats! Love this freakin unique map and you perfectly recreated this future 70s style <3
deathbyfrag (she/her) 5 Sep @ 8:15am 
Wutville might be too far lmao, it's genuinely horrendous
ImagineQuitting™ 5 Sep @ 6:53am 
What PvZ GW3 could've been like:
sequestrador do parque  [author] 5 Sep @ 6:39am 
I understand your point



but comparing it to Wutville is crazy :csgo_despair:
deathbyfrag (she/her) 5 Sep @ 5:46am 
I understand this map is still in active development, but when a map goes onto the workshop it's going to be judged by the masses as a release candidate at the very least (unless the title *explicitly* states it's an alpha or beta). I'd recommend adding Beta 2 to the title (as on the TF2Maps website) so people get a better sense of what they're going to be playing.
deathbyfrag (she/her) 5 Sep @ 5:46am 
I really appreciate the immense amount of effort put into this map, but putting aside how it doesn't even make any attempt to stay somewhat close to TF2's style, the future segment of the map just looks really bad on an objective level. Really awkward sense of scale, interiors overcrowded with detail, little to nothing that can help guide the player towards the objective or help indicate what an object is/does (this applies to both sides but is especially prevalent in the future segment). The artstyle here just gives me Wutville vibes, where detail and the idea of (potentially) grand visuals took priority over coherent visual presentation and playing well.

As it stands, only the past segment of this map appeals to me personally. The future segment feels like a really impressive map made for a trade server.
Rapoza Dynamica  [author] 5 Sep @ 4:12am 
Yes the layout was tested several times last year, before any artpass. Only difference being the final capture point ascending, as before it just ended when reaching the final point. We are currently studying and scheduling more playtests to decided speed of it and if surrounding area should be shallow water instead of deep water
john 5 Sep @ 2:35am 
Was this map playtested with a 12v12 lobby?
Rapoza Dynamica  [author] 5 Sep @ 1:13am 
Someone got it ha!
Obama Angry 5 Sep @ 12:13am 
I love the Space Balls reference.
Obama Angry 4 Sep @ 11:43pm 
A map with a feature of time travel was something that I thought would be impossible to do in the source engine. I think I know how you guys made it work, and I applaud you because I know this process was tedious and painstaking.

I look forward to seeing how the map looks and plays once finished.
Big_W_Man 4 Sep @ 11:32pm 
Mad Respect to you for making the same map twice, Dont listen to the haters whining about detail your map shows that love was put into it. Crazy good attention to detail and Bots work on the map without issue in my testing.
Myahster 4 Sep @ 10:04pm 
"Myah's Diner?"
Hey wait a goddamn minute
XxNeggamanxX2012 4 Sep @ 7:23pm 
Nah