Team Fortress 2

Team Fortress 2

pl_beerbowl (Final)
83 Comments
peppyr 4 Aug @ 12:01pm 
I know you're probably not gonna update this further but I think there should be a 'burp' sound every time you pick up a health pack. :beers::gachiBASS:
BerrySerious 12 Mar @ 11:50am 
the cows really add to this
Dirge 10 Jul, 2022 @ 5:57pm 
how do i download it into maps
Oh ♥♥♥♥! Its Lu7ky! 9 May, 2022 @ 12:33pm 
You can shoot through the grates with splash on the 2nd point, was this intentional? Great map though we play it nearly every day
Pyro Attack 23 Mar, 2022 @ 12:48pm 
this is such a great map
Pyro Attack 13 Mar, 2022 @ 1:42pm 
type "map workshop/588744025" into the console to play it alone.
squidward gaming 26 Jun, 2021 @ 3:20am 
Can you give me the workshop IP so I can play it alone.
TheGhostThatWas 17 Dec, 2020 @ 8:18pm 
the damn cows lol
dick and fart butt sex 69 17 Feb, 2019 @ 6:04pm 
The cart freakin speeds bro
Dash ~ 2 Nov, 2017 @ 1:03pm 
Same thing happens on most payload mops when played by competative players- Even upward and badwater. Im not saying your point is invalid; just adding my 2 cents. (also, why are the cow's fucking... serously? a lot of people wont get the map for that reason alone)
President of his Fan Club 11 May, 2017 @ 5:21pm 
It is almost impossible to defend this map. It's too massive, too open, too many flanks. Cart moves way too goddamn fast. It may work on a server filled with players who lack coordiantion, but on a server with players who know what to do, Blu will almost always win.
NightHawK  [author] 15 Aug, 2016 @ 11:16pm 
BeerBowl Release Candidate 1 is now on the FITH server for testing. I will update the steam workshop version after a week of testing.

Changes Include:
-Added an additional exit to BLU's 3rd Spawnroom
-Added a sniper spot to the final capture point for RED team.
-Adjusted AddTime on CP#2 & CP#3 for additional balance.
NightHawK  [author] 25 Mar, 2016 @ 11:06pm 
BeerBowl Beta 8 is now on the FITH server for testing. A week from now, I will release the new version onto the steam workshop.

Changes Include:
-New Lighting (Reverted back to the old lighting in Beta 5a)
-Changes have been made to the final point for balance.
-Max Cart Speed Slight Reduction
-General Balance Tweaks
Anomy 29 Feb, 2016 @ 9:26am 
Why that cows in the last image are... well you know (dat face)
9cutout- 14 Jan, 2016 @ 9:48am 
cOOl!!!!
Johnny Silverhand 13 Jan, 2016 @ 4:24pm 
Looks like a awesome map
LegendaVitek*********_com 10 Jan, 2016 @ 11:09pm 
cool:steamhappy:
AdviserChip 8 Jan, 2016 @ 7:18pm 
Better as a new map. Hardly looks like the previous version (which was great)
Dr Dispenser 8 Jan, 2016 @ 6:35pm 
is it possible you could add animation to the cows...
Dr Dispenser 8 Jan, 2016 @ 6:25pm 
Wait... is that 2 cows having s** on the last picture?
Fancy_Force 8 Jan, 2016 @ 3:51pm 
шо цэ бiло???
Wrocławski Szczur 8 Jan, 2016 @ 2:13pm 
For me... fine :steamhappy:
Damp Bees 8 Jan, 2016 @ 1:26pm 
There should be a ton of beer bottle props on the map, to the point where they are unavoidable by anyone shooting
Jipped03 8 Jan, 2016 @ 9:21am 
cool:steamhappy:
joj 8 Jan, 2016 @ 8:51am 
I love that gigantic beer bottle at the end
⎛⎝Sharkestry⎠⎞ 8 Jan, 2016 @ 8:03am 
its just like winter in the netherlands
with barley any snow (once or twice a year if you get lucky.)
lol 8 Jan, 2016 @ 7:13am 
;;
Kiba |Happy Pride| 7 Jan, 2016 @ 8:48pm 
MedicalPrototype, BLUE WINS EVERYTIME.
sexual frustration 7 Jan, 2016 @ 8:00pm 
that cow though! X'D
table 7 Jan, 2016 @ 6:06pm 
hah those cows tho
Look-a-Birdie! 7 Jan, 2016 @ 2:57pm 
BTW, Does your server do workshop maps?
ballsackboy2003 7 Jan, 2016 @ 2:50pm 
Wtf are those Cows doing?!
input latency 7 Jan, 2016 @ 1:13pm 
If red has a slightly higher win rate then it might be because of human instict, causing red to psychologically feel stronger and make blu psychologically more fearful of them.

So ye.
Jsn 7 Jan, 2016 @ 11:45am 
best map








Jsn 7 Jan, 2016 @ 11:42am 
Great but that cow
Scarlett 7 Jan, 2016 @ 11:08am 
needs more beer
Yes 7 Jan, 2016 @ 5:42am 
map is awesome but this cow...
Bayito 7 Jan, 2016 @ 5:19am 
why the cow
GoldFlame 7 Jan, 2016 @ 2:09am 
nice map
StarBucks II 7 Jan, 2016 @ 12:40am 
The cow XD last pic
N3bula2019 6 Jan, 2016 @ 8:29pm 
It doesn't look like there are many different ways to get to the cart, only through the tracks. Try showing us or making some flank routes and separate pathways
NightHawK  [author] 6 Jan, 2016 @ 10:55am 
The current balance of the map is slightly favoring BLU (59% win rate) vs RED (41% winrate), according to the FITH server's gameme [fithstats.gameme.com] stats. I would love to bring both team's winrates as close as possible to 50%.

Note: Beta 6c win rate [fithstats.gameme.com] was completely dominated by RED's 70% to BLU's 30%.

In the coming weeks or so, i'll release small update (Beta 7d) to balance things out some more.

As for the lighting i'll be experimenting with different lighting and see what fits best with the map.
quaka 6 Jan, 2016 @ 10:06am 
Неплохо
Hentairino 6 Jan, 2016 @ 9:11am 
The cowns in the end XD this map is 10/10
Dark OldMan 6 Jan, 2016 @ 6:57am 
кльово
:steamhappy:
baddawap 6 Jan, 2016 @ 12:02am 
Beast map!

I see many sentry spots just by glancing around, beast map for engie!
Knusperfrosch 5 Jan, 2016 @ 9:31pm 
The restructured area around the final point looks amazing.

I am sceptical about the new lower spawn exit with the ramp at the waterfall, though. From experience with pl_Badwater and pl_Boundary and pl_Goldrush, those low spawns are extremely annoying, too easily campable by BLU, and when you leave it as RED you have no clue what is going on above.

I'll reserve my vote until I have looked at the map a bit more, without the distraction of battle.
I noticed, though, that the floating bottlecap to the side of the big bottle has a collision box; I could bounce pipes off of it as Demoman. Is there a reason for that?
Knusperfrosch 5 Jan, 2016 @ 9:24pm 
I must admit, I liked version b6c better. A few of the changes are nice, but overall the flank routes have multiplied to a point where teams become scattered. Due to the proliferation of flank routes (many of which have one-direction gates) that reach deep into RED territory, version b7c felt massively unbalanced in favour of BLU when we played it in our German community pub server. BLU kept rolling over RED, which had not happened with the previous version.

That is a trend I've seen a lot recently with custom A/D maps (esp payload) created with an eye towards competitive, i.e. pl_Barnblitz_pro6 (compared to pro4 which I prefer), pl_Badwater_pro8, but also other maps I've seen in playtest last year. It's might be fine for comp, where each team plays one round as BLU and one as RED to compare push times, but it still feels... frustrating. The map no longer feels fun when played non-comp in a 24 slot server.

Also, the yellow-tinted skybox is ugly.
Wait! Don't Shoot! 5 Jan, 2016 @ 6:10pm 
This map is the spy dream map, it is perfect for me.
Wait! Don't Shoot! 5 Jan, 2016 @ 6:07pm 
The cows.


I'm sold.