|“Now I've seen everything!”
This page details content that is in Mann Co. Beta Testing.
As such, the contents of page are subject to frequent changes.
|Map type||Robot Destruction|
|File name:|| |
|No. of Stages:||1|
|Health Kits:||×12 • ×8|
Asteroid is an official beta Robot Destruction map, released in the July 8, 2014 Patch. The map is set between two bases built upon an asteroid. The goal of the map is to be the first team to obtain a total of 300 points which can be collected through two methods: destroying robots wandering in the opposing team's base, or stealing the opposing team's reactor core (similar to the Capture the Flag gamemode). The opposing team's reactor core holds all the points gathered by that team, and can be brought back to a base to steal a certain amount of points. The total amount of points tied to the reactor core increases the longer the player stands on the spawn point of the opposing team's reactor core, needing 25 power cores minimum to actually be able to steal anything.
As of the December 15, 2014 Patch, it is unfinished and still in development, but the TF2 community is allowed to play-test it and give feedback to Valve on how to balance the map.
Asteroid is a centrally symmetrical map.
- Mid Bridge: The midpoint between the RED and BLU bases, the Mid Bridge area includes the actual bridge as well as two stone side paths and the Lower Bridge. A fall off of the bridges or paths is fatal.
- Entrance or "A Lobby": An open area that is the first room to each team's base and also houses the A robots. Includes two front-facing entrances to Mid Bridge as well as stairs to the Basement and two exits to the platform that contains the B robots.
- B Bridge: A platform over a large flooded room that connects Spawn to the Entrance area. On the current version of Asteroid, the B robots are found here.
- Spawn: A windowed chamber that exits into the Control Room, the Reactor, and the Upper Deck.
- Control Room or "Control": The central choke point that is the meeting point for both sets of stairs down from Spawn, the interior end of the B Bridge, the interior end of the Water Tunnel, and the exterior end of the Vents. It provides access to the three entrances to the Reactor Vault and is the last choke point that an escaping Reactor carrier must necessarily pass through during egress from the base (beyond this point there are multiple routes out).
- Reactor Vault: The Reactor Vault is a semi-secure zone that protects the Reactor Core. The vault is the furthest portion of the level from the enemy base. There are three entrance paths leading directly to the visible Reactor Core in the middle of the vault:
- The Lasers route is directly through the middle and is guarded by three shifting laser beams.
- The Gate route is to the right (when approaching the Vault), and passes through a one-way Gate. The Gate will open for either team, but only opens from the outside.
- The Vents route is to the left, entering through a ventilation duct near the glassed-in control room. Low pipes occlude a portion of the duct, slowing the player significantly and making this the longest route by time.
- Upper Deck or "C Deck": A platform overlooking the B Bridge. The C Robots are found here. The Upper Deck can be accessed directly from Spawn as well as from the Glass Hallway.
- Basement: An area that exits to the Entrance; the Basement is a small tunnel that connects to the Lower Bridge, and allows for a different way into the enemy base.
- Battlements: A small balcony in both bases which serves as a dropdown to the Mid Bridge. It is accessed from the Lobby Deck.
- Middle Deck or "B Deck": A platform overlooking the B Bridge opposite the Upper Deck, which connects the Lobby Deck with the Glass Hallway.
- Lobby Deck or "A Deck": The deck above the Lobby, which connects with the Lobby (either via dropdown or the stairs at the middle of the Lobby), the Battlements and the Middle Deck (from both sides).
- Glass Hallway: The glass-walled path which connects the B and C Decks.
- Lower Bridge: The metal bridge which connects both Basements.
- Water: The flooded area directly beneath B Bridge. Conceals entrance to the Water Tunnel which leads between the B Room and the Control Room. Accessible via dropdown from the B Bridge, the B Deck, the C Deck, and also from the "swimming hole" in the floor of the Lobby.
The robots featured on this map serve as scoring targets. Players may attack the robots, which drop Power Cores when destroyed, which may then be collected for points. One point is scored for the player's team for each Power Core collected. Friendly robots will heal their team players if they're close to them.
|Group||№ Robots||Cores per robot||Health per robot||Respawn time|
- The robots sometimes display %HEALTH% instead of a number indicating health, or display nothing at all when moused over, especially if the player backs through them.
- Spawn gates are not configured like standard spawn gates
- When setup ends, spawn gates disappear instead of opening like they do on other maps,
- Spawn gates are not aligned properly
- Spawn gates do not block bullets.
- The pits to the left coming from each battlements has a small area on the far side where players can stand and build.
- It is possible for players to become trapped on Teleporters when the exit is placed on the stairs at the spawn exit.
- Sometimes the cores that robots drop won't be collectible.
- It is possible to get stuck on the lower bridge where the pipes are.
- There is commented out I/O to disable the laser trap when all the robots are destroyed.
- The reactor cores are set up for paint, similar to Cosmetic items.
- The tube in the spawn room is hollow and contains a tiny staircase and a team-colored light.
- There is an inaccessible closet behind the computer wall next to the gate into the vault. Unused paths used to come out of it.
- There are several unused lines the Administrator says during the round.
- Computer screens seen in the RED base reference the early years of software development for personal computers.
- The scrolling source code is common x86 assembly code compatible (except for a couple nonsense codes) with the original Intel 8086 processor of 1976.
- The hex codes listed in the code comments are the original error codes for the IBM floppy diskette (visible) of the IBM Personal Computer 5150 of 1981.
- The three knobs on the lower right of the screen reference the IBM CGA monitors of 1981.