tf2 Map

RedShip - Director's Cut

robotics 18 Jan 2026 map

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Controls: WASD to move, Mouse to look. Depending on map size, loading may take time.

Description

RedShip - Director's Cut - Version release candidate 3 (rc3) Payload map by MoonQuake hl2_moonquake(at)hotmail.com == == == == == == == == == If it's your first time playing RedShip, I HIGHLY recommend you play the Basic edition first: http://www.gamebanana.com/maps/103929 == == == == == == == == == Screenshots available at these download sites: http://www.gamebanana.com/maps/103929 http://forums.tf2maps.net/showthread.php?t=8349 To ensure you have the original and latest version of RedShip, always download from the above links. Walkthrough of the map (older version of RedShip, but still applies): http://www.youtube.com/watch?v=iuCsD-yU0ds ============================================== ---------------------------------------------- --> Admins: In order for the map's advanced features to work properly: Do not change the delay in respawn after a round win.(mp_bonusroundtime 15) Usually, admins don't change this value anyways, but you had to be made aware. :) Also, the map was tested and intended for play on servers running no game modifier. I cannot guarantee objectives, low-gravity or exaust vents will work correctly if some mod alters gameplay properties like gravity and such. It should be compatible with popular admin mods. Mann-conomy update note: Valve has significantly reduced the number of models allowed for a map. RedShip was tested with 32 players in mind. No more. Be aware that if you run a mod that adds extra models, or player slots, I cannot guarantee your server won't bust the new model limit. ---------------------------------------------- 1- Installation instructions 2- Mission Briefing 3- More info 4- Contact me 5- Changelog for version rc3 1---- ====== Installation instructions ====== Extract the map file (pl_redship_rc3.bsp) from the .ZIP directly into the "maps" folder of your Team Fortress 2 installation. By default, this folder is located at C:\Program Files\Steam\SteamApps\(your account name)\Team Fortress 2\tf\maps Just double-click the .ZIP file, once you see the content of the .ZIP file, click and drag pl_redship_rc3.bsp into the above mentioned maps folder. If you see a message saying it already exists, just click YES to overwrite it. This file is from the original author so you can use it and overwrite any existing previously downloaded file. If you tried installing it with the above instructions and it didn't work, just do like with most custom maps you already have: join a server that runs pl_redship_rc3 and the file will be downloaded and placed at the correct location for you. If you see a message that says the maps you have and the one the server have differs, delete pl_redship_rc3.bsp from the maps folder and rejoin a server running the map to redownload it. 2---- ====== 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. 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! ========================= 3---- 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) or by emptying its ammo reserve (scout's bonk! drink does a good job at it). 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, but 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. All you can do is build defenses and wait. 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 are guarding the RED spawn area outside. They can be sapped. If you do not have an engineer/pyro with Homewrecker 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. 4---- ====== Contact me ====== Email me for any bug report or suggestions. Your comments are essential for making this map better. Enjoy RedShip! MoonQuake Level Designer hl2_moonquake(at)hotmail.com 5---- ====== 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. - Fixed a lot of tiny little bugs and visual glitches. NOTE: some gameplay elements from the changelogs below refer to the Director's Cut edition (the only version available before) ====== 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 fix! (Valve removed a texture the map was using without a warning. Seems it was freezing only users playing in DX8 mode.) - Changed a few models so that they fit the TF2 theme. ====== Changelog beta 15 ====== - Fixed the cart not being movable after touching the last path track. - Fixed getting stuck in ceilling or gates when jumping while riding on the cart. - BLU ship launch vents: slightly larger and launches players a bit further. - Fix some RED directional arrows staying active during stage 2. - Better looking screen above the RE bomb pda in BLU ship. - Added a few health packs. - Made the hint arrows of the front vents blink more often to indicate their availability. ====== 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. ====== Changelog beta 13 ====== - Re-release of b11 because of a compiling bug that gave a "map differs from the servers" no matter what. - Fixed being able to build on top of the payload container. ====== Changelog beta 12 ====== - See above. ====== Changelog beta 11 ====== - Super Sentries and super dispensers now invulnerable. - Increased spawn time for RED at stage 2. - Explosions fire FX updated ans now properly animated when playing online. - Made BLU ship's Payload TV much bigger so we can actually read what's on it. - Added a bit more time when a team wins for more gratuitious slaughtering time. - Fixed RE Bomb ready message showing up during stage 2. - Dispenser on the cart is now animated and makes sounds. - Sentries no longer shoot the dispenser on the cart. - Improved cart collision. - Collision fixes along the path of the cart. - Stage 2 hacking devices shootable during stage 1 fixed. - Stage 2 objective hints remaining after stage 2 fixed. - Fixed CIC room consoles disapearing when looking at them from the highest level. - Made some areas a bit brighter. - Fixed some texture misalignment. - Added chairs back in RED spawn room (were missing from beta 9). - Added fade at start of round to allow players to focus on messages on screen. - Changed some mission objective messages to be easier to understand. - Made door frames larger in Core room so engies don't trap themselves when building sentries. ====== Changelog beta 10 ====== - Dramatically reduced resources used by the map. - Performance optimization. - Improved visuals in certain areas. - Easter eggs for all 9 classes of the game are hidden all around the map. Can you find them all? - Added stage 2. (RED try to take back their ship if BLU won the round in stage 1. They have a super sentry payload and super sentries guarding their spawn outside.) - Added on-screen text for both teams to give clear instructions about what to do. - Added details in certain areas. - Vents now stay close until the consoles from the CIC room are destroyed which will facilitate the progression of the BLU team. - Front vents (left side long and sniper vent) now open when the shield is down. - TF2-ized all textures that were not close enough to the art style of TF2. - Added a super dispenser to all 3 payload types. - Remote detonated payload now is a remotely activated (from the BLU ship) radioactive emissions bomb that hurts the RED players nearby once activated. Lasts for a short period of time, can be reused every 2 minutes. - Fixed sentry payload being a two way directional cart, now it behaves like a normal cart, also made it a super sentry payload. - Updated the BLU ship TV images displaying the 3 types of payload. - Improved RedShip's teleporters FX - Fixed a bunch of joints not being merged by the compiler. - Added bloom to Core FX when alive - Improved Core destruction FX. - Lit up some sections of the map that were too dark during the power outages after consoles are destroyed. - Fixed the dead-end left side front vent. - Fixed a bunch of wrong cubemaps reflections/addition/optimization of cubemaps. - Greatly reduced the number of entities used in the map for the same result. - New RED and BLU logos for RedShip - Added steam coming off of pipes when damaged at certain locations. - Fixed a bunch of lighting issues, especially in the Core (engine room) area and outside. - Fixed some models fading too quickly. - The sun has been raised for the sunset time of the day. - Tweaked health and ammo placement. - Made the effects when a console is destroyed stop after 1 min to improve performance, especially in the CIC room. - Made players/objects shadow a bit brighter so it fits the environment ones better. - Rebuilt cubemaps (reflections) because some of them catched the objectives triangles so we could see them on reflective surfaces. - Cart texture alignment. - More little fixes and tweaks. Original source: https://gamebanana.com/mods/71964 Note: This map was automatically uploaded by a bot.
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File Details

Filename pl_redship_dc_rc3.bsp
MD5 Hash f1e717dc41...
Path /tf2/map/...

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