Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

RedShip - Basic Edition

A Map for Team Fortress 2

No ads for members. Membership is 100% free. Sign up!

"An original TF2 payload map with 3 different atmospheric conditions and a Director's Cut edition with objectives to destroy and 3 types of cart! Both versions are must downloads!"

This is RedShip Basic edition rc3. If it's your first time playing RedShip, get this Basic edition. It has all the greatness of the Director's Cut edition with the difference that it only has 1 type of cart and no objectives to destroy. The DC edition is for advanced TF2 players. * * * * * Director's Cut edition available here: http://www.gamebanana.com/maps/153641 * * * * * * Current version on gamebanana: release candidate 3 (rc3) * (January 11th 2011) Here's a video walkthrough of the map's Director's Cut edition: http://www.youtube.com/watch?v=iuCsD-yU0ds Bug report, suggestions or just some mad love you need to share? Contact MoonQuake: hl2_moonquake(at)hotmail.com ====== MISSION BRIEFING ====== 2209 - Planet Earth is now the host of well over 100 billion human beings. She is suffocating. 75 years after the creation of the first permanent spaceship, we are still looking for another home... not made of aluminum, titanium and australium. While some spaceships are populated by people happy to be living away from planet Earth, most of the ships are used for alternative resources or inhabitable planet search missions. Scientists, environmentalists, politicians and even law enforcement agencies have their own ship and work together towards the same goal: finding Earth 2.0. The Biosphere Legislation Unit (BLU) have been monitoring the activities of environmentalists for the last 25 years. By respecting their cause and making sure nothing is done to harm the very planets activists protect and by supporting them on the political front, they've assured a climate of cooperation and respect between both parties for the well being of rare or near-instinct resources found on some potentially inhabitable planets. Recently, a group of suspicious activists calling themselves the Recycling-Environment-Development group (RED) have been reported to be secretly harvesting rare ressources found on those planets, and this, under false pretences. They claim that their observation and information collecting activities help in documenting and in the preservation of rare resources, which is true. We now know that RED's supposedly secondary cause, the search for new inhabitable planets, is in fact their main objective. It has cost them a lot and have put them in a difficult financial position but it seems RED won't stop at anything to reach their goal. They are suspected of utilizing the very rare resources they claim to protect as an efficient alternative fuel for their outdated spaceship technology. The reward for finding a new home would be gigantic and bring a lot of money, new state-of-the-art spaceships and fame. Details about their true whereabouts are documented inside RedShip's computers. BLU has been ordered to seize RedShip and find the truth about RED's illegal use of this galaxy's valuable resources. == == == From the Director's Cut Edition: == == == REDSHIP is under attack! RED: Save your crew and your ship by defending the objectives. Get outside and prevent the BLU from invading the ship! BLU: Take control of REDSHIP by destroying key objectives located on the ship. Make your way inside RedShip and get to the ship's core. Destroy it to take commands. BLU has prepared an assault on RED's main sky base, "REDSHIP 450". Their objective is to take posse- ssion of it and hack its computers. BLU plan on getting inside the ship by neutralizing the cargo bay shield, then to progress inside towards the engine room, section by section. Key objectives are located in each section and destroying them will grant access to the next section until the engine room is reached. If BLU succeed in destroying the Core, they will take command of RedShip. Will RED let them do this? Good luck! ========================= MORE INFORMATION: General: RedShip is a two part map that consists of Stage 1: The Assault during which the BLU team assaults RedShip in order to take possession of it, and Stage 2: The Retake, where the RED team tries to take back their ship. RedShip is different from a regular payload map from its objectives that must be destroyed/defended. You have to push a cart like in any other payload map, but RedShip randomly choses 1 from 3 different types of payload. (see below) There's also 3 different possible atmospheres for the map: a sunny day up above the clouds, low-gravity space or sunset time above the lake on an unknown planet. They can play to your advantage depending on the class you play. Sometimes you'll also have environmental objects to destroy that block your way or to unlock a path to help your team. For the BLU team: - Objectives are marked by yellow icons as seen on some of the screenshots. You must destroy these objectives. - Each objective destroyed gives you 2 points and adds extra time for your team. - The Core of RedShip gives you 3 points once destroyed. - BLU cannot open locked vents to get inside RedShip unless the 2 consoles in the Cargo room (objectives) are destroyed which will permanently open them. - Like usually, pushing the cart gives you points, and reaching a capture point will reward you with points and extra time. Objectives that have been destroyed add extra time on top of the extra points mentioned above. Payloads: - If the playload you must push is the RE Cart (Radioactive Emission cart), you can activate it every 2 minutes. Once activated, the RE cart will start releasing radioactive emissions for a short period of time. During this time, only the RED team can get hurt by it. When the RE cart is ready and can be activated again, its antenna will start blinking and a message will show on-screen. This payload will not self-destruct when arriving at the final destination, the BLU team must use it strategically to get to the Core of RedShip, then destroy the Core manually using standard firepower. - The "assault cart" (super sentry) has a level 1 super sentry mounted on it. The super sentry cannot be upgraded, although invulnerable, can still be disabled with the use of sappers (spy). This payload will not self-destruct when arriving at the final destination, the BLU team must use it strategically to get to the Core of RedShip, then destroy the Core manually using standard firepower. - If the payload is a normal bomb (standard self-destructive bomb), the BLU team won't get any advantage during the battle. This payload will self-destruct when arriving at the final destination. The explosion will cause a localized but very powerful detonation that will destroy the Core and any players nearby. - Each payload type include a super dispenser. This special dispenser acts like a normal dispenser: it heals and resupplies like a level 3 dispenser, buy is invulnerable and cannot be sapped. For the RED team: - Protect the objectives to prevent the BLU team from advancing and getting extra time. - RedShip is in lockdown when you start a match, so you can't use the vents to get outside. Only RedShip's teleporters can get you outside unless their powerboxes are destroyed (objectives outside) which will leave your team confined but protected inside the ship. BLU will then make its way inside by destroying the red shield. As the game progresses and the BLU team destroys objectives, vents will get unlocked and free to be used by both teams to get in and out of RedShip more easily. - During stage 2, if the BLU team succeeded in capturing RedShip, the payload for the RED team will be the assault cart with a super sentry just like the one the BLU team can have. - During stage 2, level 3 Super Sentries outside are guarding the RED spawn area. They can be sapped. If you do not have an engineer keeping an eye out for spies, your spawn area might get compromised and you could suffer a great deal of casualties and waste a lot of time. Note: The flamethrower does NOT damage objectives. Neither do the baseball (the bat itself does damage) and the jarate. Melee weapons, on the other hand, are effective. -----

Files

Comments

Sign up to access this!
1-10 of 25
1
Pages
Go to page:
  • MrGcCc avatar
    MrGcCc Joined 8y ago
    Offline
    access_time 8y
    **Pros:** - Very Fun with a lot of people - Awesome way to play **Cons:** - There's no server that has it ;-; **Improvements:** - More objetives! **Notes:** - I wish there's server with a lot of ppl playing on this map
    n00b
    URL to post:
  • MoonQuake avatar
    MoonQuake Joined 14y ago
    Offline
    3,378 points Ranked 2421st
    access_time 8y
    *NEW* Visual Presentation video of the latest version of RedShip available here: http://www.youtube.com/watch?v=UfVafDogCno Basic edition RC4 displayed in this video. Enjoy. RedShip Basic RC4 will soon be released, stay tuned!
    Life is the best and toughest
    URL to post:
  • MoonQuake avatar
    MoonQuake Joined 14y ago
    Offline
    3,378 points Ranked 2421st
    access_time 8y
    > **Posted by DarkflameX** > Love your redship maps (best TF2 maps ever made in my opinion). > > Unfortunately it looks like Valve have broken both versions with their recent updates. > > In the standard version the bomb doesn't blow up when it reaches the engine and in the directors cut, the bomb doesn't blow up either + it's invisible. > > Any chance of a fix update? > > I'll understand if you don't want to, i'd be annoyed to if my hard work was undone by a game update :/ > > One other thing i'd like to add, i know most gamers / people are stupid, too stupid to understand the simplicity of the directors cut objectives but i feel that if you removed the need to shoot the red energy barrier that surrounds the blue bomb, it would make the map a lot better. > > It took me a while to achieve the 150 hits, i tried various classes to see if their weapons would be more effective and in the end i just choose to be a heavy and obviously his minigun done the business good, but i can see why this part can be confusing. > > I'd think it would be better if the shield came down after breaking the yellow junction boxes instead. > > Anyways, thanks for the hard work! > > Cheers > > Darkflame Thanks for the feedback, Dark. I made a "visual presentation" video of the latest version of RedShip and while playing the map I did push the cart to the end and it blew up. But that was a few weeks ago. I'll try again today. I agree with you with the shield issue. I know it's the only real noob obstacle (even with the number of hits remaining on screen) but it's the only way I can allow RED to build some defenses and slow down BLU's progression. Then again, if BLU picks 3 heavies and shoot at it, it's a matter of seconds before it's down, but heavies aren't really good against sentries so it balances things out a bit. I tried to make it so that the shield would have HP's based on the number of people on the BLU team, but it's too easy to cheat or break. You'll be happy to know that there will be a BOT navigation file packed with the next version of the map. So people can play vs. BOTs. Right now, I updated the Basic edition only. I'll see if I got time for the DC edition. If it's broken, then I'll HAVE to fox it. :) Thanks for the support. MQ
    Life is the best and toughest
    URL to post:
  • access_time 8y
    Love this map and the delexe version (best TF2 map ever made in my opinion). Unfortunately it looks like Valve have broken both versions with their recent updates. In the standard version the bomb doesn't blow up when it reaches the engine and in the directors cut, the bomb doesn't blow up either + it's invisible. Any chance of a fix update? Cheers Darkflame
    Bananite
    URL to post:
  • MoonQuake avatar
    MoonQuake Joined 14y ago
    Offline
    3,378 points Ranked 2421st
    access_time 9y
    MAT: there are no custom HUD elements in this map. I'm aware of them transposing to other maps. The description page image is unique to the map and in-game TV screens should provide enough intel about what those warning icons mean.
    Life is the best and toughest
    URL to post:
  • MoonQuake avatar
    MoonQuake Joined 14y ago
    Offline
    3,378 points Ranked 2421st
    access_time 9y
    Alright, RedShip RC3 is now available. See above for full details! - RedShip is now available in 2 flavors: the Basic edition (this version) and the Director's Cut edition. - There is only one type of payload now for the basic edition: the bomb cart. - There are no more objectives to destroy: just push the cart 'till the end and BOOM! - Consequently, BLU cannot destroy the Core by shooting it in the basic edition. Only the bomb can destroy it. - Added message about 2 different versions of the map at the start of a round. - BLU ship is now at the front of RedShip for simpler and more straight forward gameplay purposes. - BLU ship gameplay and structural changes to accomodate the fact that it's closer and easier to access for RED. - The dispenser AND bomb now display an outline that can be seen through walls for easily locating the bomb while playing. - Fixed a lot of tiny little bugs and visual glitches.
    Life is the best and toughest
    URL to post:
  • MoonQuake avatar
    MoonQuake Joined 14y ago
    Offline
    3,378 points Ranked 2421st
    access_time 9y
    N E W - RedShip RC2 now available! - November 5th 2010 Fixes the map crash issue from the Mann-conomy update and MANY other changes (check the changelog to the left) If all is good, this will be the final version of RedShip! (after a rename of course) Enjoy! MQ
    Life is the best and toughest
    URL to post:
  • PHD Freeman avatar
    PHD Freeman Joined 9y ago
    Offline
    access_time 9y
    thats one long description lol but AWESOME MAP!! i would love to see more objective based payloads like a space attack
    Bananite
    URL to post:
  • MoonQuake avatar
    MoonQuake Joined 14y ago
    Offline
    3,378 points Ranked 2421st
    access_time 9y
    RedShip rc1 is out! Checkout the changelog (on the left) for all the changes. ********* IMPORTANT ********* I'm looking for good players and a 32 men server to shoot some live action gameplay sequences for the next RedShip video. We'd play for a couple hours, then I'd use the demos to do the montage featuring your server's best players. If you're interested, email me. MQ ------ Thanks for the great comments, folks. have you played beta 18 yet? It's what I would call a version that smells like a release candidate in the near future. mammal: the fact that RED are stuck inside RedShip once the teleporters are down is by design. It's because the ship is in lockdown mode: nobody gets in or out. Until, like you said, BLU breaches the shield which then allows for both teams to resume fighting. Take this as an opportunity for RED to build another set of defense. MQ
    Life is the best and toughest
    URL to post:
  • mammal avatar
    mammal Joined 12y ago
    Offline
    access_time 10y
    Pros: It's a really fun map. I haven't tried it with a full server yet. Cons: If the BLU team destroys the teleports then the red is locked inside until the BLU team destroys the red shield. Improvements: To open a one way door or vent to let RED out if the tele's go down.
    Bananite
    URL to post:

Embed

menu
Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Credits

MoonQuake
MoonQuake
Level Designer
Original Authors
MoonQuake
Level Designer

Submitter

MoonQuake avatar
MoonQuake Joined 14y ago
Offline
3,378 points Ranked 2421st
MoonQuake
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!

Development Info

Notes
====== Changelog release candidate 3 (rc3) ====== - RedShip is now available in 2 flavors: the Basic edition (this version) and the Director's Cut edition. - There is only one type of payload now for the basic edition: the bomb cart. - There are no more objectives to destroy: just push the cart 'till the end and BOOM! - Consequently, BLU cannot destroy the Core by shooting it in the basic edition. Only the bomb can destroy it. - Added message about 2 different versions of the map at the start of a round. - BLU ship is now at the front of RedShip for simpler and more straight forward gameplay purposes. - BLU ship gameplay and structural changes to accomodate the fact that it's closer and easier to access for RED. - The dispenser AND bomb now display an outline that can be seen through walls for easily locating the bomb while playing. ====== Changelog release candidate 2 (rc2) ====== - Gameplay improvements in term of flow and team balancing. - Improved the visuals by adding more detail and models. - Added displaying of hits left to destroy the Red Shield. - The Super dispenser on the cart is now glowing and can be seen through walls, like on regular payload maps. The other cart parts do not, intentionally. - Added an opening in the sniper vent (above the Cargo room) so it's not a "dead end" anymore and is another way inside the ship. - Reduced number of console in CIC room from 8 to 4. (balancing was made accordingly) I know I should've done it earlier... :) - Added shield model for every super sentry in the map making their invulnerability more obvious. - Automated doors now open sooner, further away from the player. - Fixed a bug where BLU team could destroy the Core by shooting at it and blowing it up using the Bomb Cart bugging the gameplay. - Removed all easter eggs (arrgg) because of the new model limit of the Mann-conomy update. - Slight performance improvements in some spots. - Some visual bugs fixed. - Added win messages to connect the gameplay to the backstory. (...a bit) - Tweaked the FTL jump effect of the spaceship in the skybox :) - If all is good, this will be the final version of RedShip. (after a recompile and proper naming, of course.) ====== Changelog release candidate 1 (rc1) ====== - Red spawn: added a floor trap that allows access to the engine room in addition to the stairs. - Extra time is now given for capping a point. - Less respawn time for BLU during stage 2. - Lowered RedShip teleporters powerboxes (objectives) so that they are easier to see and destroy with melee weapons. - It's now impossible to destroy objectives by prematurely going in the next room. They won't take damage anymore until they are the active objectives. - Core protective bars: removed weapon projectile collisions. Players can stand on the protective bars, but projectiles will go through them. - RedShip: made the lower side vents easier to enter in from the outside. - Added visual attractor for RedShip vents outside. It's now easy to tell where they are and that they exist. - Fixed a bug where low-gravity would remain if stage 1 was space, and stage 2 wasn't. - Fixed a few visual glitches. ====== Changelog beta 18 ====== - End of round would sometimes end the game and switch to the next map in rotation independently of timeleft for the map. - During stage 2, RED would not have the low gravity effect upon spawning. - It was possible to see sparks underneath RedShip. - Missing embedded soundfile for new soundscape. - Modified the upper vents a bit so that both vents can now be guarded by a single sentry/player. - Added small platform in CIC room in front of Engine room corridor to accomodate snipers. ====== Changelog beta 17 ====== - HDR (High Dynamic Range) implementation for nicer visuals. - Performance improvements all over the map. (comparable to Valve maps framerates) - New environment: Space (near planet Earth) YES with low gravity! (1/2 gravity outside only. Teleporters bypass this so if you use a teleporter while in a low-grav. zone, you will retain it once teleported. Strategize with your friendly engineers.) - New Objectives interface: easier to read and to understand. Left hand side, stays for 2 min. on-screen each time you respawn. - Structural changes affecting the flow of the gameplay which now funnels the players to the action. - Visual and gameplay changes to the major rooms in RedShip. - Locations inside RedShip now clearly indicated (cargo room, CIC room...) - Added a vent that goes from Cargo room to the CIC room. - All vents now unlock after 2 consoles destroyed in Cargo room. - Stage 2 is now easier for BLU to defend mainly because of changes in the CIC room. - Fixed the sunset effect - RE Bomb now called RE Cart simply because it doesn't blow up at the Core. - Improved RE Cart radioactive smoke effect. - On-screen messages for RE Cart status (Activated, 25%, 50%, 75%, Fully charged) - Added trigger_hurt to destroy builds on the Cart's way. - Improved skyboxes. - Made changes to make the map fit the TF2 theme more. - Better audio indicators that the announcer is, in fact, RedShip's mother computer. She comments about objectives failed, and demotivates BLU team if they take possession of RedShip. - New TV animations better explain the goal of the map. - Removed the sliding door to the Cargo room. - No more lights turning off when objectives completed (perf. issues due to engine bug) - No more cloudy environment, got replaced with space. - Many, many, many visual glitches fixed (weird shadows, wrong reflections...) - Many more bugs fixed ====== Changelog beta 16 ====== - DirectX 8 users freeze bug now fixed. Enjoy the map! (valve removed a texture without warning... this would freeze DX8 users while loading the map.) - Updated some models so they fix the TF2 theme better. ====== Changelog beta 14 ====== - It is now much easier to navigate inside RedShip: guiding arrows were added and switch ON and OFF during the progression of the battle to funnel RED players towards where the action is. - Fixed some lighting issues resulting in improper shadows on some walls. - Tweaked some areas of the map where engineers cannot build. - Fixed a bug with the Re Bomb button that used to be usable anytime. - Fixed a bug where sentries could shoot through the gate leading to the cargo bay. - Super sentry on the cart now sappable from any angle and on the first try. :) - Tweaked time bonus during stage 1. - The Super dispenser on the cart is now healing like a normal dispenser, only it's invulnerable. - Fixed a bug where BLU players could get stuck in closing gates.

Game

Sign up to access this!

Category

License

menu

Details

Version
rc3

Attributes

Players
32

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • favorite 10
  • cloud_download 3.5k
  • remove_red_eye 18.8k
  • mode_comment 25
  • access_time 10y
  • access_time 9y

More from Submitter

menu

More Payload Maps