Decompose

Decompose RC6B

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Decompose RC6B

Depot but spookified

depot: https://tf2maps.net/downloads/depot.13110/

(screenshots are outdated, i may update them later)

spawns:

(_1 are front spawns _2 is gate)

spawnbot_1 spawnbot_2
flankers_1 flankers_2
spawnbot_mission_spy_1 spawnbot_mission_spy_2
spawnbot_mission_sentrybuster_1 spawnbot_mission_sentrybuster_2
spawnbot_mission_sniper_1 spawnbot_mission_sniper_2

the front spawn has 2 other spawns bots can use instead of spawnbot_1 or flankers_1

spawnbot_lower
spawnbot_long

tank:
tank_path_a_1

The map has several features mission makers can use for their missions:

Portals that open up and lead players to an underworld section, underworld will give player a small buff when leaving it, can be enabled with portal_thingy_relay

Spells that appear in the underworld, can be enabled with spellbook_allow_relay (note if you enable spells a message will pop up that tells players to equip a spellbook like on most halloween maps)

Decompose1.png
Decompose2.png
Decompose3.png
Decompose4.png
Decompose5.png
Decompose6.png
Author
Lawnchair
Downloads
933
Views
975
First release
Last update
Category
Mann Vs. Machine

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    Defend a Mannco weapons facility deep in the woods.

Latest updates

  1. RC6B

    RC6B
  2. RC6a

    -fixed bots being able to get stuck in the gate spawn when a break starts.
  3. rc6

    -fixed a long sightline -fixed z fighting -nav fixes (stuff like lines that go through fences and such) -increased life drain in underworld -increased the fade distance of the area portal in the factory -redid nobuilds (they arent big boxes...

Latest reviews

I played this during the community Holographic Harvest operation and thought this was an alright map. The robot spawn was too cramped for my tastes, and from then on it felt like too much empty space to comfortably fight with. This also makes traversing the map feel like a chore when everything's so far away.

The Underworld was interesting, though I didn't understand why you'd bother visiting it. I could potentially get invuln/kritz and ambush from the sky briefly, but it didn't feel like a good use of my time compared to holding my ground.

I do like the buildings around the perimeter and the sniper nest near the capture point. They were a nice refuge from crockets and added a nice sense of height to the map, which I think was a strong point those large height differences. The underground_wind_loop_04 in the soundscape was a little loud for me, I got tired of the distinct sound after a while because of this.

Overall it's a good map, not my favorite but I can appreciate what it tries to do. I wouldn't mind playing it again, maybe my opinion would change.