Difference between revisions of "Carrier"

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{{Other uses|this=the map|for=the vehicle from [[Mann vs. Machine]]|Carrier Tank}}
+
{{Other uses|this=the map|Carrier (disambiguation)}}
 
{{Map infobox
 
{{Map infobox
  | map-status                = community
+
| map-status                = community
  | map-image                = Cp carrier.png
+
| map-image                = Cp carrier.png
  | map-game-type            = Control Point (attack/defend)
+
| map-game-type            = Attack/Defend
  | map-file-name            = cp_carrier
+
| map-file-name            = cp_carrier
  | map-released              = {{Patch name|12|7|2023}}
+
| map-released              = {{Patch name|12|7|2023}}
  | map-released-major        = Smissmas 2023
+
| map-released-major        = Smissmas 2023
  | map-environment          = Alpine
+
| map-environment          = Alpine
  | map-setting              = Night time
+
| map-setting              = Night time
  | map-hazards              = [[Pitfall]]s (and [[Environmental hazards#Banana Peel|Banana Peel]]), <br>Bomb (carrier only)
+
| map-hazards              = [[Pitfall]]s (and [[Environmental death#Banana Peel|Banana Peel]]), <br>Bomb (carrier only)
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/12392681
+
| map-has-vscript          = yes
   | map-has-vscript          = yes
+
| map-pickups-health-medium = 2 
 +
| map-pickups-health-large  =
 +
| map-pickups-ammo-medium   = 4 
 +
| map-pickups-ammo-large    =
 
}}
 
}}
  
{{Quotation|'''Carrier''' publicity blurb|Become the machine and destroy RED's missile!}}
+
{{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''': a small room with a resupply cabinet.
+
* '''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''': 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<!--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. 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 the bomb's drop and the space in-between it and the giant gate are ''not'' considered part of the resupply area; switching classes in them 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 [[Multiplayer options#Advanced multiplayer options|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]].
+
* '''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.
+
* '''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.
+
* '''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.
+
* '''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 [[Environmental hazards#Banana Peel|Banana Peel]].
+
* '''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''': two buildings with interconnected interiors right next to the point, with an open window in the back.
+
* '''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.
+
* '''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''': 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.
+
* '''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.
+
* '''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.
+
* '''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.
+
* '''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 (Control point B)''': 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.
+
* '''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 ==
A player carrying the bomb, referred to as the "Carrier", receives the following attributes:<ref>scripts\vscripts\cp_carrier:L46-79</ref><br>
+
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>
{{Info}} The Carrier is turned into a [[Robots|Robot]] version of their class (including Robot footsteps) 3 times the size of a normal player, their cosmetics are removed, their voice is pitched down, their weapons glow with Mini-Crit sparkles (similar to those gained from the [[Crit-a-Cola]], [[Buffalo Steak Sandvich]], and [[Cleaner's Carbine]]), and they explode on death (purely cosmetic, deals no damage)<br>
+
 
{{Info}} The Carrier experiences twice the gravity of a regular player, three times the gravity if it is a [[Medic]]<br>
 
 
{{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<br>
+
{{Pro}} Immunity to [[backstab]]s, [[fall damage]], and [[Compression blast|airblasts]]<br>
{{Pro}} Immunity to [[fall damage]]<br>
+
{{Pro}} +25% [[Critical hits|Critical hit]] resistance<br>
{{Pro}} +25% [[Critical hits|Critical hit]] resistance.<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}} 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}} 80% reduction in push force taken from damage<br>
+
{{Pro}} Push force taken from damage reduced by 80%<br>
{{Pro}} 100% reduction in [[Compression blast|airblast]] vulnerability<br>
+
{{Pro}} Ammo is regenerated every five seconds<br>
{{Pro}} 100% of ammo is restored every 5 seconds<br>
+
{{Info}} The Carrier experiences 2x the gravity or 3x if they are a [[Medic]]<br>
{{Con}} -75% health from Medics<br>
+
{{Con}} Healing rate from Medics reduced by 75%<br>
{{Con}} -95% health from health kits<br>
+
{{Con}} Health gained from Medkits reduced by 95%<br>
{{Con}} -100% maximum overheal<br>
+
{{Con}} Health gained from [[Half-Zatoichi]] kills reduced to 25%<br>
{{Con}} -50% movement speed<br>
+
{{Con}} Overheal is disabled<br>
{{Con}} Cannot [[cloak]] (Spies who try to pick up the bomb while cloaked are teleported back to spawn)<br>
+
{{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}}''' ({{update link|Smissmas 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 substracts 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 {{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

This article is about the map. For other uses, see Carrier (disambiguation).
Carrier
Cp carrier.png
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
Healthico.png Health Kits: Mediumhealth.png ×2  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Mediumammo.png ×4   •  
Largeammo.png ×1
Map Photos
Loading screen photos.
Map overview
Carrier overview.png
Map Stamp
Item icon Map Stamp - Carrier.png
Supporters Leaderboard
Metal cowards have bomb!
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.

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]

Pictogram plus.png  Increased max health (see table below for specifics)
Pictogram plus.png  Immunity to backstabs, fall damage, and airblasts
Pictogram plus.png  +25% Critical hit resistance
Pictogram plus.png  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]
Pictogram plus.png  Push force taken from damage reduced by 80%
Pictogram plus.png  Ammo is regenerated every five seconds
Pictogram info.png  The Carrier experiences 2x the gravity or 3x if they are a Medic
Pictogram minus.png  Healing rate from Medics reduced by 75%
Pictogram minus.png  Health gained from Medkits reduced by 95%
Pictogram minus.png  Health gained from Half-Zatoichi kills reduced to 25%
Pictogram minus.png  Overheal is disabled
Pictogram minus.png  Movement speed reduced by 50%
Pictogram minus.png  Cannot cloak; Spies who try to pick up the bomb while cloaked are teleported back to spawn

Dropping the bomb (default keyL) 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

Main article: Community Carrier strategy

Control Point timing

Control Point Multiplier Seconds
Control Point A ×1
18 .000
×2
12 .000
Control Point B ×1
0 .000
×2
0 .000


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.

December 15, 2023 Patch

  • 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.

December 21, 2023 Patch

  • 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.
  • 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

References

Pictogram comment.png When updates release, the code will likely have shifted a few lines or have moved somewhere else entirely.

  1. hatch opening in 12 seconds
  2. scripts\vscripts\cp_carrier\cp_carrier.nut:L40-78
  3. Projectiles bouncing off
  4. Scorch Shot not bouncing off
  5. Video demonstrating instant death with Dead Ringer and oversized cloak meter.
  6. Max health bug.
  7. Nodraw on roofs