Difference between revisions of "Carrier"
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| − | {{Other uses|this=the map | + | {{Other uses|this=the map|Carrier (disambiguation)}} |
{{Map infobox | {{Map infobox | ||
| − | + | | map-status = community | |
| − | + | | map-image = Cp carrier.png | |
| − | + | | map-game-type = Attack/Defend | |
| − | + | | map-file-name = cp_carrier | |
| − | + | | map-released = {{Patch name|12|7|2023}} | |
| − | + | | map-released-major = Smissmas 2023 | |
| − | + | | map-environment = Alpine | |
| − | + | | map-setting = Night time | |
| − | + | | map-hazards = [[Pitfall]]s (and [[Environmental death#Banana Peel|Banana Peel]]), <br>Bomb (carrier only) | |
| − | + | | map-has-vscript = yes | |
| − | | map- | + | | map-pickups-health-medium = 2 |
| + | | map-pickups-health-large = 1 | ||
| + | | map-pickups-ammo-medium = 4 | ||
| + | | map-pickups-ammo-large = 1 | ||
}} | }} | ||
| − | {{Quotation|''' | + | {{Quotation|'''The Heavy'''|Metal cowards have bomb!|sound=Heavy mvm bomb see02.wav}} |
| − | '''Carrier''' is a [[Steam Workshop|community-created]] [[Control Point (game mode)#Attack/Defend|Attack/Defend Control Point]] map. It is set in a mountain town with a [[RED]] missile base. | + | '''Carrier''' is a [[Steam Workshop|community-created]] [[Control Point (game mode)#Attack/Defend|Attack/Defend Control Point]] map added with the {{update link|Smissmas 2023}} update. 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 receives [[#Carrying the bomb|several effects]], both positive and negative. Whenever a point is captured, the bomb explodes, killing the bomb carrier instantly. | 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 receives [[#Carrying the bomb|several effects]], both positive and negative. Whenever a point is captured, the bomb explodes, killing the bomb carrier instantly. | ||
| + | |||
| + | The [[Setup time|setup]] timer is 60 seconds. | ||
Carrier was [https://steamcommunity.com/sharedfiles/filedetails/?id=2888176898 contributed] to the Steam Workshop. | Carrier was [https://steamcommunity.com/sharedfiles/filedetails/?id=2888176898 contributed] to the Steam Workshop. | ||
| − | == Locations == | + | == {{heading|Locations}} == |
=== Control Point A === | === Control Point A === | ||
| − | * '''BLU Spawn''': | + | * '''BLU Spawn''': A small room with a resupply cabinet. The spawn borders a pitfall on its left. |
| − | + | **'''Bomb Pickup Area''': A square room with a drop in the middle where the bomb is located. There is one giant door for the carrier in the middle and one regular door and a resupply cabinet on either side for the other players. | |
| − | * '''Bomb Pickup Area''': | ||
| − | * '''High Ground''': | + | * '''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''': | + | * '''Arch''': A thin building with an arch near the cliff. |
| − | * '''Green Building''': | + | * '''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''': | + | * '''Yard''': The big open area in front of the point. |
| − | * '''Bar''': | + | * '''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 [[Environmental death#Banana Peel|banana peel]]. |
| − | * '''Shops''': | + | * '''Stew Shops''': Two buildings with interconnected interiors right next to the point, with an open window in the back. |
| − | * '''White Building''': | + | * '''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. | * '''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. | ||
| Line 49: | Line 53: | ||
File:Carrier high-ground.png|The high-ground leading to the capture point. | File:Carrier high-ground.png|The high-ground leading to the capture point. | ||
File:Carrier archway.png|The Arch. | File:Carrier archway.png|The Arch. | ||
| + | File:Carrier green building.png|The Green Building. | ||
| + | File:Carrier green building interior.png|The Green Building's interior. | ||
| + | File:Carrier Yard.png|The Yard. | ||
File:Carrier bar.png|The Bar. | File:Carrier bar.png|The Bar. | ||
| + | File:Carrier stew shops.png|The Stew Shops. | ||
| + | File:Carrier interior of stew shops.png|Interior of the Stew Shops. | ||
| + | File:Carrier inside White Building.png|The White Building. | ||
File:Carrier control point A.png|Control point A. | File:Carrier control point A.png|Control point A. | ||
</gallery> | </gallery> | ||
=== Control Point B === | === Control Point B === | ||
| − | * '''Entrance''': | + | * '''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. |
| + | |||
| + | * '''Blast Door''': Behind the first control point is a large door that opens up after Point A's capture. | ||
| − | * '''Shipping Path''': | + | * '''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''': | + | * '''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''': | + | * '''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 | + | * '''Hatch''': BLU's final goal. Only the carrier can open it by standing anywhere in the capture zone and they must jump into it in order to win, dying in the process. The hatch functions similarly to a control point, but slowly opens up as long as the carrier is present in the capture zone. If the carrier is absent, the hatch will slowly begin closing back up. It takes the hatch roughly 26 seconds to fully open up, although it becomes wide enough for the carrier to enter it in as little as approximately 12 seconds<ref>[https://youtu.be/p8oDqX1qQCA hatch opening in 12 seconds]</ref>. |
<gallery> | <gallery> | ||
| + | File:Carrier open blast door.png|Point A captured and Blast Door opened. | ||
File:Carrier RED spawn.png|RED spawn. | File:Carrier RED spawn.png|RED spawn. | ||
File:Carrier shipping path.png|The shipping path. | File:Carrier shipping path.png|The shipping path. | ||
File:Carrier bifurcated path.png|The bifurcated path. | File:Carrier bifurcated path.png|The bifurcated path. | ||
| − | File:Carrier control point B.png|Control point B. | + | File:Carrier control point B.png|Control point B and the Hatch. |
| + | File:Carrier hatch open.png|The wide open Hatch. | ||
</gallery> | </gallery> | ||
== Carrying the bomb == | == Carrying the bomb == | ||
| − | + | When a player touches the bomb, they are turned into a "carrier"; a [[Robots#Giant Robots|Giant Robot]] version of themselves that is three times the size of a normal player. If multiple players try to pick the bomb up at the same time, the game selects one of them at random<!--at least it seems so--> 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. The player who is selected to become the carrier cries out in pain and produces [[gibs]], followed by a [[Media:Carrier new robot.mp3|mechanical sound]] that signifies that the transformation is over. All worn cosmetics are removed, their voice lines are now robotic, and their weapons glow with Crit sparkle effects. The Carrier explodes on death, although no damage is dealt. A Carrier receives the following attributes:<ref>scripts\vscripts\cp_carrier\cp_carrier.nut:L40-78</ref> | |
| − | + | ||
| − | |||
{{Pro}} Increased max health (see table below for specifics)<br> | {{Pro}} Increased max health (see table below for specifics)<br> | ||
| − | {{Pro}} Immunity to [[backstab]]s | + | {{Pro}} Immunity to [[backstab]]s, [[fall damage]], and [[Compression blast|airblasts]]<br> |
| − | + | {{Pro}} +25% [[Critical hits|Critical hit]] resistance<br> | |
| − | {{Pro}} +25% [[Critical hits|Critical hit]] resistance | ||
{{Pro}} Projectiles that do not explode on impact (such as [[stickybomb]]s) bounce off the Carrier at a greater speed than normal<ref>[https://youtu.be/pqYtmmwZTe0 Projectiles] bouncing off</ref>, except for the Scorch Shot<ref>[https://youtu.be/sxYPTmLlLAY Scorch Shot] not bouncing off</ref><br> | {{Pro}} Projectiles that do not explode on impact (such as [[stickybomb]]s) bounce off the Carrier at a greater speed than normal<ref>[https://youtu.be/pqYtmmwZTe0 Projectiles] bouncing off</ref>, except for the Scorch Shot<ref>[https://youtu.be/sxYPTmLlLAY Scorch Shot] not bouncing off</ref><br> | ||
| − | {{Pro}} | + | {{Pro}} Push force taken from damage reduced by 80%<br> |
| − | {{Pro}} | + | {{Pro}} Ammo is regenerated every five seconds<br> |
| − | {{ | + | {{Info}} The Carrier experiences 2x the gravity or 3x if they are a [[Medic]]<br> |
| − | {{Con}} | + | {{Con}} Healing rate from Medics reduced by 75%<br> |
| − | {{Con}} - | + | {{Con}} Health gained from Medkits reduced by 95%<br> |
| − | {{Con}} | + | {{Con}} Health gained from [[Half-Zatoichi]] kills reduced to 25%<br> |
| − | {{Con}} | + | {{Con}} Overheal is disabled<br> |
| − | {{Con}} Cannot [[cloak]] | + | {{Con}} Movement speed reduced by 50%<br> |
| + | {{Con}} Cannot [[cloak]]; Spies who try to pick up the bomb while cloaked are teleported back to spawn | ||
Dropping the bomb {{DK|L}} kills the Carrier. | Dropping the bomb {{DK|L}} kills the Carrier. | ||
| Line 93: | Line 106: | ||
{{Carrier health table}} | {{Carrier health table}} | ||
| − | == Strategy == | + | == {{heading|Strategy}} == |
{{map strategy link|Carrier|main=yes|stub=yes}} | {{map strategy link|Carrier|main=yes|stub=yes}} | ||
| − | == Update history == | + | == {{heading|Control Point timing}} == |
| − | {{Botignore|{{Update history | '''{{Patch name|12|7|2023}}''' | + | {{Control Point Timing/Official Map|ROWS=2}} |
| + | |||
| + | == {{heading|Update history}} == | ||
| + | {{Botignore|{{Update history| | ||
| + | '''{{Patch name|12|7|2023|major=Smissmas 2023}}''' | ||
* Added Carrier to the game. | * Added Carrier to the game. | ||
| Line 126: | Line 143: | ||
* Half-Zatoichi reverted back to restoring 50% of the carrier's health. | * Half-Zatoichi reverted back to restoring 50% of the carrier's health. | ||
* The carrier is now able to use the [[Thermal Thruster]], the [[Pain Train]], as well as taunts. | * The carrier is now able to use the [[Thermal Thruster]], the [[Pain Train]], as well as taunts. | ||
| − | * Decreased size of the frog.}}}} | + | * Decreased size of the frog. |
| + | |||
| + | '''{{Patch name|12|11|2024|major=Smissmas 2024}}''' | ||
| + | * The Carrier now has full Crits rather than Mini-Crits. | ||
| + | * The Carrier now uses the [[Robots|robot]] voice lines. | ||
| + | * Improved hearability of the Carrier's voice lines and footsteps. | ||
| + | * Fixed visual bugs with the boss bar. | ||
| + | * Fixed the Carrier sometimes becoming invisible while taunting. | ||
| + | * Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher. | ||
| + | * Fixed occasional phasing through the elevator platform at BLU spawn. | ||
| + | * Decreased size of the frog. | ||
| + | }}}} | ||
| − | == Bugs == | + | == {{heading|Bugs}} == |
* Using the [[Dead Ringer]] as a Spy while being the Carrier causes instant death.<ref>[https://youtu.be/kLTBapDN_EY Video] demonstrating instant death with Dead Ringer and oversized cloak meter.</ref> | * Using the [[Dead Ringer]] as a Spy while being the Carrier causes instant death.<ref>[https://youtu.be/kLTBapDN_EY Video] demonstrating instant death with Dead Ringer and oversized cloak meter.</ref> | ||
** The cloak meter on the watch itself may also be the wrong size. | ** The cloak meter on the watch itself may also be the wrong size. | ||
* A player who becomes the Carrier while not at full health gains additional maximum health equal to the amount of health they were missing.<ref>[https://youtu.be/E0X91qvQqmo Max health] bug.</ref> | * A player who becomes the Carrier while not at full health gains additional maximum health equal to the amount of health they were missing.<ref>[https://youtu.be/E0X91qvQqmo Max health] bug.</ref> | ||
| − | ** This happens because the game calculates the Carrier's health with the formula {{code|x + 125 * RED player count}}, where x is a base value defined per class. It then adds this to the Carrier's current max health using a max health [[List of item attributes|attribute]] and then | + | ** This happens because the game calculates the Carrier's health with the formula {{code|x + 125 * RED player count}}, where x is a base value defined per class. It then adds this to the Carrier's current max health using a max health [[List of item attributes|attribute]] and then subtracts their current health. As a Scout with 100 HP and with 1 player on RED, the game adds 2125 health, resulting in 2250 max health, then subtracts 100 from that, leaving the Carrier with 2150 max health instead of the intended 2125. |
* Some of the houses on the mountain have [[vdc:Tool textures (Source)#nodraw|nodraw]] textures on the back of the roof, which can be visible from the playable space.<ref>[https://web.archive.org/web/20231216131328/https://i.imgur.com/YOPA9ep.png Nodraw] on roofs</ref> | * Some of the houses on the mountain have [[vdc:Tool textures (Source)#nodraw|nodraw]] textures on the back of the roof, which can be visible from the playable space.<ref>[https://web.archive.org/web/20231216131328/https://i.imgur.com/YOPA9ep.png Nodraw] on roofs</ref> | ||
| − | == Trivia == | + | == {{heading|Trivia}} == |
| − | * Hitting the bell in one of the arched building's towers makes it ring. | + | * Hitting the bell in one of the arched building's towers makes it [[Media:Rottenburg belltower.wav|ring]]. |
* Three mice can be found with a RED [[Dalokohs Bar]] inside the Mann Co. crate next to the health kit inside the Green Building on alternating rounds. | * Three mice can be found with a RED [[Dalokohs Bar]] inside the Mann Co. crate next to the health kit inside the Green Building on alternating rounds. | ||
| − | == Gallery == | + | == {{heading|Gallery}} == |
<gallery> | <gallery> | ||
| + | File:Carrier hud as carrier.png|The [[Heads-up display|HUD]] of the carrier player. | ||
| + | File:Carrier sign frontline017.png|The "Phantom Pane" poster. | ||
| + | File:Carrier sign frontline004.png|Horse meat poster. | ||
| + | File:Carrier sign frontline009.png|Tinned trout poster. | ||
| + | File:Carrier stew sign.png|The "Stew Shops" sign. | ||
File:Carrier Workshop image.jpg|Steam Workshop thumbnail for Carrier. | File:Carrier Workshop image.jpg|Steam Workshop thumbnail for Carrier. | ||
</gallery> | </gallery> | ||
| − | == References == | + | == {{heading|References}} == |
| + | {{VScript refnote}} | ||
<references/> | <references/> | ||
Latest revision as of 01:44, 29 November 2025
| Carrier | |
|---|---|
| Basic Information | |
| Map type: | Attack/Defend |
| File name: | cp_carrier
|
| Released: | December 7, 2023 Patch (Smissmas 2023) |
| Developer(s): | John "MilkMaster72" Worden Lizard Of Oz Aeon "Void" Bollig Juniper Yiming "Coolchou" Zhao theatreTECHIE PearForceOne Harlen "UEAKCrash" Linke Zoey Smith Tim "SediSocks" BL Jen "NeoDement" Burnett Erik "Colteh" Coltey Populus Al "Square" Rodgers Benjamin "blaholtzen" Blåholtz Logan McCloud donhonk |
| Map Info | |
| Environment: | Alpine |
| Setting: | Night time |
| Hazards: | Pitfalls (and Banana Peel), Bomb (carrier only) |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
| “ | Metal cowards have bomb!
Click to listen
— The Heavy
|
” |
Carrier is a community-created Attack/Defend Control Point map added with the Smissmas 2023 update. 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 receives several effects, both positive and negative. Whenever a point is captured, the bomb explodes, killing the bomb carrier instantly.
The setup timer is 60 seconds.
Carrier was contributed to the Steam Workshop.
Contents
Locations
Control Point A
- BLU Spawn: A small room with a resupply cabinet. The spawn borders a pitfall on its left.
- Bomb Pickup Area: A square room with a drop in the middle where the bomb is located. There is one giant door for the carrier in the middle and one regular door and a resupply cabinet on either side for the other players.
- 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.
- Stew 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.
- Blast Door: Behind the first control point is a large door that opens up after Point A's capture.
- 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 it in order to win, dying in the process. The hatch functions similarly to a control point, but slowly opens up as long as the carrier is present in the capture zone. If the carrier is absent, the hatch will slowly begin closing back up. It takes the hatch roughly 26 seconds to fully open up, although it becomes wide enough for the carrier to enter it in as little as approximately 12 seconds[1].
Carrying the bomb
When a player touches the bomb, they are turned into a "carrier"; a Giant Robot version of themselves that is three times the size of a normal player. If multiple players try to pick the bomb up at the same time, the game selects one 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. The player who is selected to become the carrier cries out in pain and produces gibs, followed by a mechanical sound that signifies that the transformation is over. All worn cosmetics are removed, their voice lines are now robotic, and their weapons glow with Crit sparkle effects. The Carrier explodes on death, although no damage is dealt. A Carrier receives the following attributes:[2]
Increased max health (see table below for specifics)
Immunity to backstabs, fall damage, and airblasts
+25% Critical hit resistance
Projectiles that do not explode on impact (such as stickybombs) bounce off the Carrier at a greater speed than normal[3], except for the Scorch Shot[4]
Push force taken from damage reduced by 80%
Ammo is regenerated every five seconds
The Carrier experiences 2x the gravity or 3x if they are a Medic
Healing rate from Medics reduced by 75%
Health gained from Medkits reduced by 95%
Health gained from Half-Zatoichi kills reduced to 25%
Overheal is disabled
Movement speed reduced by 50%
Cannot cloak; Spies who try to pick up the bomb while cloaked are teleported back to spawn
Dropping the bomb (default key: L) kills the Carrier.
| RED players | Health | RED players | Health |
|---|---|---|---|
| 1 | 3125 | 7 | 3875 |
| 2 | 3250 | 8 | 4000 |
| 3 | 3375 | 9 | 4125 |
| 4 | 3500 | 10 | 4250 |
| 5 | 3625 | 11 | 4375 |
| 6 | 3750 | 12 | 4500 |
Strategy
| “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Control Point timing
| Control Point | Multiplier | Seconds | ||
|---|---|---|---|---|
| Control Point A | ×1 |
| ||
| ×2 |
| |||
| Control Point B | ×1 |
| ||
| ×2 |
|
Update history
- Added Carrier to the game.
- Updated
cp_carrierto fix some visual issues.
- Adjusted fade distances of some areaportals.
- Adjusted Blu(sic) team's respawn times.
- Extended Blu team's respawn room.
- Fixed hud text overlapping.
- Fixed soundscapes not working correctly.
- Fixed objective text not displaying properly.
- Fixed the ability for the carrier to pick up restricted weapons.
- Fixed players not becoming the carrier while standing on the platform as it resets.
- Announcer's bomb voice lines no longer play after the bomb has been deployed.
- Half-Zatoichi kills now restore 25% of the carrier's health instead of 50%.
- Added 25% Crit resistance to the carrier.
- Added Overtime while there is a carrier.
- The carrier's health bar now displays their class icon.
- Decreased size of the frog.
- Fixed a clipping issue near the bell tower.
- Fixed the carrier being able to take Teleporters.
- Fixed players dropping flags during waiting for players.
- Adjusted gravity and health formula for the carrier.
- Half-Zatoichi reverted back to restoring 50% of the carrier's health.
- The carrier is now able to use the Thermal Thruster, the Pain Train, as well as taunts.
- Decreased size of the frog.
December 11, 2024 Patch (Smissmas 2024)
- The Carrier now has full Crits rather than Mini-Crits.
- The Carrier now uses the robot voice lines.
- Improved hearability of the Carrier's voice lines and footsteps.
- Fixed visual bugs with the boss bar.
- Fixed the Carrier sometimes becoming invisible while taunting.
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher.
- Fixed occasional phasing through the elevator platform at BLU spawn.
- Decreased size of the frog.
Bugs
- Using the Dead Ringer as a Spy while being the Carrier causes instant death.[5]
- The cloak meter on the watch itself may also be the wrong size.
- A player who becomes the Carrier while not at full health gains additional maximum health equal to the amount of health they were missing.[6]
- This happens because the game calculates the Carrier's health with the formula
x + 125 * RED player count, where x is a base value defined per class. It then adds this to the Carrier's current max health using a max health attribute and then subtracts their current health. As a Scout with 100 HP and with 1 player on RED, the game adds 2125 health, resulting in 2250 max health, then subtracts 100 from that, leaving the Carrier with 2150 max health instead of the intended 2125.
- This happens because the game calculates the Carrier's health with the formula
- Some of the houses on the mountain have nodraw textures on the back of the roof, which can be visible from the playable space.[7]
Trivia
- Hitting the bell in one of the arched building's towers makes it ring.
- Three mice can be found with a RED Dalokohs Bar inside the Mann Co. crate next to the health kit inside the Green Building on alternating rounds.
Gallery
The HUD of the carrier player.
References
When updates release, the code will likely have shifted a few lines or have moved somewhere else entirely.
- ↑ hatch opening in 12 seconds
- ↑ scripts\vscripts\cp_carrier\cp_carrier.nut:L40-78
- ↑ Projectiles bouncing off
- ↑ Scorch Shot not bouncing off
- ↑ Video demonstrating instant death with Dead Ringer and oversized cloak meter.
- ↑ Max health bug.
- ↑ Nodraw on roofs
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