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Achievement Scout TurboV9

A Map for Team Fortress 2

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ATTENTION! This is an old version of Achievement_Turbo. Get the newer version with support for Engineer Achievements here: http://www.fpsbanana.com/maps/144151 ======================================== ONLINE READ ME FOR ACHIEVEMENT_SCOUT_TURBOV9 ======================================== Name: ACHIEVEMENT_SCOUT_TURBOV9 Version: Scout_V9 1.0 *** How to install the map *** To install the map you must extract the maps-folder into the following directory: C:/Programs/Steam/SteamApps/your_accountname/team fortress 2/tf 2.0. *** Background Information *** In the late phase of the war between the Builders Leauge United (BLU) and the Reliable Excavation Demolition (RED) both companies began to send their employees into Achievement Farms for advanced education in the use of new tools of massbuilding and massdemolition. However, several employees which were sent to Achievement Farm #23, also known as the Large Achievement Collider, or sometimes just called the Achievement Turbo Farm have gone missing. There are some rumours about weird experiments driving employees of RED and BLU insane. Your mission is to find out what happened to the missing employees of RED and BLU and gain all achievements and test the new tools of massbuilding and massdemolition. 3.0.*** Features ***
  • Unique achievement map which doesn't take itself serious.
  • Map especially desigend to prevent trolling.
  • Four lockable and private achievement boxes.
  • Boards with descriptions for all class related achievements.
  • Special control point at BLU's spawn with a long time to capture makes it possible to do achievements with bots and AFK players which require them to capture the control point.
  • Offers the possibility to gain all achievements for control point maps.
4.0.*** Eastereggs *** There are various rumours of employees who went crazy at the Achievement Turbo Farm. Here is a small preview of a couple of things you might notice:
  • The Horror Pyro: A Pyro went crazy after a portal opened in his house and teleported him into the Achievement Turbo Farm.
  • The Scout's Prank Call: The Scout has tried to harrass the Engineer with prank calls. But the Engineer didn't cared. Try to find the Engineer's intercom in order to play the message which the Scout has left on the answerphone system.
  • The Anti-Mass Spectrometer: Spies have reported that the Pyro has hidden an Anti-Mass Spectrometer in his house. Find it!
You'll find more information about Easteggs on Scout_TurboV9 in the ReadMe file of the Download Package. 5.0. *** Notes *** - Feel free to play this map and install it on your server - Special thanks to the 3-PG clan for running and testing the map. ATTENTION! This is an old version of Achievement_Turbo. Get the newer version with support for Engineer Achievements here: http://www.fpsbanana.com/maps/144151

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  • wiseguy149 avatar
    wiseguy149 Joined 11y ago
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    Posted by pers0nface What is the name of the song that plays when you press the blue button in the pyro's house?
    http://www.youtube.com/watch?v=ZJODzeMgm0w
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    Mantra
    This statement might be a lie.
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  • pers0nface avatar
    pers0nface Joined 11y ago
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    What is the name of the song that plays when you press the blue button in the pyro's house?
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  • Wolfbruno avatar
    Wolfbruno Joined 11y ago
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    I don't know if you allready know about this but: In the respawn area, an engenier can build an sentry right in the door behind the respawn sqaure. So, they can use it for spawn killing... Well, I love your map!It's awesome ^^
    Hudda hudda huu...
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  • redx475 avatar
    redx475 Joined 11y ago
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    Did I say it had to? All I said was put all of the spawns right above something that pushes them. People could walk right away from the pusher thing into another room. Bots can't move away from the pushing thing, and would move along to the main room.
    Source Engine for life!
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  • MrC556 avatar
    MrC556 Joined 11y ago
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    Posted by redx475 About stopping spawnkilling... why don't you just put something that continuously pushes people to a room like the current spawn? The spawns would be blocked, and bots would continuously be pushed back to where people can attack them.
    The game is not capable of differing between Bots and Players.
    Gentlemen!
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  • redx475 avatar
    redx475 Joined 11y ago
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    About stopping spawnkilling... why don't you just put something that continuously pushes people to a room like the current spawn? The spawns would be blocked, and bots would continuously be pushed back to where people can attack them.
    Source Engine for life!
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  • wiseguy149 avatar
    wiseguy149 Joined 11y ago
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    I see your points, you're completely right. And as for the recommendations about the building area and stuff, they are because that room is very often crowded, so I recommended maybe spacing it or splitting it up, but your ideas are correct. Again, great job. Can't wait for your version for the sniper/spy.
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    Mantra
    This statement might be a lie.
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  • MrC556 avatar
    MrC556 Joined 11y ago
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    Posted by dieckmann215 but i think there is a problem in reaching the medic. if someone climbs up to the top from the water box room, they can easily stay up top, go around, and reach him EDIT: does the music in the pyro house play for everyone? also, rick rolling should be one of them.
    I don't think it is a problem. It's just another way of how to reach the medic room. I thought of including rickroll too once. But if you just take a look at the number of map downloads which were made, you will automatically know why I didnt.
    Posted by dieckmann215 1. -Make pain stations of varying intensities. Some people just want to get themselves to a certain HP, while others want to take massive amounts of damage. 2. -Ammo in the spawn room. 3. -Again, make an even separate engineer room that allows for building. More easily found for people that want to build, and reduces griefing in the class-assisted room. 4. -Create an additional building zone in the private rooms. That would be great. 5. -Add a few more, smaller, private rooms. For large servers 6. -Make your doors open upon proximity, not touch. 'Nuff said. 7. -Again, look into having some pre-built buildables. At the very least, have some dispensers if you can. By the way, look up the achievement map called computerhouse. It has these buttons that will spawn dispensers when you shoot them. Maybe try that on some buildings, if having them built all the time creates lag. . Some suggestions for the teleporter room: Again, make it teleport to everywhere. 8. Also, I noticed that many people still die before getting back there. So, I came up with the best suggestion ever: Replace the doors with a teleporter that will activate when you walk into it. Make it take you to the teleporter room, and add another tele there that takes you back. This way people can easily get to safety. You might also want to make people spawn closer to it. 9. Also, put big lettering on the wall that says teleporter room, or something similar, because many people don't know its there.
    1. I won't add damage pads with varying damages. It would simply waste too much space on this map and for most people the normal one's are already enough. 2. No way I'm adding ammo into the spawnrooms. I'm not encouring people to play deathmatch. 3. There is already one public room where you can build stuff. It is even marked with a picture of an Engineer. 4. You can already build in the private rooms. 5. I'm sure you never saw all four rooms used. Various tests of earlier versions of the map have actually shown that mostly never more than one room was used. I also havent seen any difference on the other servers out there. 6. No. It's simply too much effort. Since I would have to create for every door two brush entities which open it. I think I have around 50 doors on my map. That would make for all doors around 100 triggers. It's also just a giant waste of game entities, which are more important to be invested into healthpacks, lights and other stuff. Also I can easily control with the doors the player movement on the map and accidental door openings don't happen. 7. The idea will be considered. 8. It's not the best suggestion. I would have to replace every door with an teleporter entity in order hinder people from being teleported and stucked into each other after the teleport. Also if Bots are shot into the teleporter they aren't any use for the enemy team then. They can't earn any achievements which are require to kill a certain bot class, simply because the bot was teleported into an untouchabe room. 9. I might do so. But I can't help people which simply lack of the curiosity or ambition to earn achievements on this map. The whole map was designed for servers. People who really want to earn achievement will have the possibilities to do so, people who just want to troll will experience some obstacles and people who don't know what to do on this map will probably stay in the spawnroom. For instance: The lockers for the Class Assissted Achievements room are outside in order to force engineers who troll the room with sentry guns to leave the it and becoming vulnerable. It's not as easy as you think.
    Gentlemen!
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  • wiseguy149 avatar
    wiseguy149 Joined 11y ago
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    Hey, one question about the easter eggs: Do any of them require double-jumping, rocket jumping, sticky jumping, or teamwork to get to? EDIT: nvm i found them all. except for the anit-mass spectrometer - yet EDIT: no i found it. its elevator should have a separate trigger, like a book, and it should do more than teleport. but i think there is a problem in reaching the medic. if someone climbs up to the top from the water box room, they can easily stay up top, go around, and reach him EDIT: does the music in the pyro house play for everyone? also, rick rolling should be one of them. EDIT: I had some really great ideas for your map: -Make pain stations of varying intensities. Some people just want to get themselves to a certain HP, while others want to take massive amounts of damage. -Ammo in the spawn room. -Again, make an even separate engineer room that allows for building. More easily found for people that want to build, and reduces griefing in the class-assisted room. -Create an additional building zone in the private rooms. That would be great. -Add a few more, smaller, private rooms. For large servers -Make your doors open upon proximity, not touch. 'Nuff said. -Again, look into having some pre-built buildables. At the very least, have some dispensers if you can. By the way, look up the achievement map called computerhouse. It has these buttons that will spawn dispensers when you shoot them. Maybe try that on some buildings, if having them built all the time creates lag. Some suggestions for the teleporter room: Again, make it teleport to everywhere. Also, I noticed that many people still die before getting back there. So, I came up with the best suggestion ever: Replace the doors with a teleporter that will activate when you walk into it. Make it take you to the teleporter room, and add another tele there that takes you back. This way people can easily get to safety. You might also want to make people spawn closer to it. Also, put big lettering on the wall that says teleporter room, or something similar, because many people don't know its there. What do you think of these?
    This statement might be a lie. avatar
    Mantra
    This statement might be a lie.
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  • wiseguy149 avatar
    wiseguy149 Joined 11y ago
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    Intel would be nice if you can get it to work. And definitely look into buildings automatically placed, as there are many achievements that require them. A small field of dispensers, a few teles, and an isolated sentry would be nice. At least have a separate room allowing buildables that is MARKED. You should also look into marking the room with the water marked a lot better. In addition, maybe switch the door buttons so shootable ones or tell people to bind f +use. And I also want to say great job with the easter eggs.
    This statement might be a lie. avatar
    Mantra
    This statement might be a lie.
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