Carrier

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Revision as of 16:49, 11 December 2023 by Gabrielwoj (talk | contribs) (I dont see much reason of the Note to be there if it's not actually possible to do in regular gameplay outside noclipping / etc. Also, going to spawn causes your intel to drop. You also immediately die if you press the Drop Intel button while on the field)
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Carrier
Cp carrier.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Alpine
Setting: Night time
Hazards: Pitfalls (and banana peel),
Bomb (carrier only)
Map Photos
Loading screen photos.
Map Overview
Carrier overview.png
Become the machine and destroy RED's missile!
Carrier publicity blurb

Carrier is a community-created Attack/Defend Control Point map. It is set in a mountain town with a RED missile base.

The map uses a unique mechanic in which only the BLU player carrying the bomb can capture the points. The player who picks up the bomb becomes a giant robot version of their class. Whenever a point is captured, the bomb explodes, killing the bomb carrier instantly.

Carrier was contributed to the Steam Workshop.

Locations

Control Point A

  • BLU Spawn: a small room with a resupply cabinet.
  • Bomb Pickup Area: a square room with a drop in the middle where the bomb is located. If multiple players try to pick the bomb up at the same time, the game selects on of them at random to be the carrier; all others are transported back to the spawn room. Players are also transported back if the bomb has already been picked up. There is one giant door for the carrier in the middle and one regular door and resupply cabinet on either side for the other players. Note that this room is not considered a spawn room; switching classes in it does not occur until the player dies or manually enters the spawn room in the back, and results in suicide if the option "Suicide after choosing a player class" is on in the Advanced multiplayer options.
  • High Ground: a high piece of ground close to the town and away from the cliff. Wooden planks offer passage up and safely down; falling off likely results in fall damage.
  • Arch: a thin building with an arch near the cliff.
  • Green Building: a two-store building painted green on the outside. There is a medium health kit on the first floor and a medium ammo pack on the second.
  • Yard: the big open area in front of the point.
  • Bar: a partially-collapsed yellow building built over the cliff. A large ammo pack sits safely next to the jukebox; a large health pack sits dangerously next to the abyss and to a slippery banana peel.
  • Shops: two buildings with interconnected interiors right next to the point, with an open window in the back.
  • White Building: a thin and tall white building with a "Phantom Pane" poster on one of its outer walls. It houses a medium ammo pack and offers an overview of the Yard.
  • Point A: BLU's first objective. When the point is captured, the bomb explodes, blowing the gate open and killing the carrier. There is also one regular door available at all times on each side; the bomb carrier must use the gate in order to enter the facility.

Control Point B

  • Entrance: the area immediately inside the facility. The bomb carrier must choose one of two ways to reach the point. A large glass window lets RED players see in advance which path they take.
  • Shipping Path: a straight path with crates and barrels, as well as a shipping container. The crates and barrels at the end can be easily climbed through smaller boxes that serve as steps; the crates near the shipping container are too tall to jump or crouch-jump onto normally, requiring jumping techniques such as double and flare jumps. An improvised platform near the Hatch offers an overview of the path.
  • Bifurcated Path: a larger room with a wall in the middle that players must go around. Two shipping containers can be found atop one another in a corner; a wooden ramp provides easy access to their top, where a medium ammo pack and an overview of the capture zone can be found.
  • Capture Zone: the capture zone is quite large; the carrier can stand anywhere past the orange and black stripes on the floor. Two improvised walls offer cover, with the one on the Bifurcated Path's side hiding a medium health kit from BLU and the one on the Shipping Path's side hiding a medium ammo pack. The rocket's rail coming out of the hatch can also serve as cover.
  • Hatch: BLU's final goal. Only the carrier can open it by standing anywhere in the capture zone and they must jump into in order to win, dying in the process.

Carrying the bomb

A player carrying the bomb receives these attributes:

  • Increased size
  • Increased health
  • Turn into a Robot version of the class

Strategy

Main article: Community Carrier strategy

Update history

December 7, 2023 Patch (Smissmas 2023)

  • Added Carrier to the game.

December 8, 2023 Patch

  • Updated cp_carrier to fix some visual issues.

Trivia

  • Hitting the bell in one of the arched building's towers makes it ring.
    • It is possible to hit it through the hole in the ceiling with a ladder inside the Green Building, even thought the bell appears invisible.

Gallery