control point

  1. Cynder loves Portal

    CP_tyro_station Final

    Map can be used with: * TF2 *Garry's Mod Tyro station has new look and layout! To activate the control point you must reset the breakers using the procedure detailed below. How to reset the breakers: 1. shoot or use the metal lever 4 times. 2. shoot or use the green button marked "PUSH TO...
  2. Kowalo

    Expedition a2

  3. [EIST] Tf2Master :3

    Fortline A2

    Well, I'm very excited to present my second map made for tf2. It was a painful path of learning because I worked a lot with the goldsource and I don't know much about Source engine. Well let's talk about the map. Story: Blue attacks a Red fort with a lot of ammunition supplies, Red forces must...
  4. Startacker!

    Past 72hr Jam Entry cp_slinkyware a1

    May or may not contain slinkies. Name based on the original design of this map, come take a gander at Slinky Ware! Compete for warehouses, escalators, etc!
  5. Hyperion

    Sunbeach a6

    New gamemode concept, A/D koth. Both teams have standard A/D map final next to their bases but capturing enemy point changes owner of both points and starts koth clock. Kind of like symmetrical A/D but every time a team captures a controlpoint, attackers become defenders and vice versa. Play...
  6. A

    Koth point not activating?

    I've been working on my first map for a couple of weeks now and I've mostly been using crash's tutorials. So far they've been a brilliant help but when putting the 'koth' game mode/control point and I've ran into a problem. I followed the tutorial exactly (I've re watched the video multiple...
  7. Moonfixer

    cp_torrential a2

    Hello everyone, This is my second map: cp_torrential. It represents my first attempt at the ATK/DEF game mode. I wanted to try something different here with a route under the point that can be used by players when not occupied by the train. I'm not sure how this will work out, but I was very...
  8. S

    surf_cp_canyon a1

    This map features various surfaces to surf on and 3 control points. Either teams goal is to capture all 3 control points. On the one hand, it has regular surf map stuff: a jail, some tricky place to go to release the people in the jail, one main track for each team and a return to the start at...
  9. vanSulli

    Chemplant A3.6

    Every great mapping career has to start somewhere, but maybe this isn't that start. (last stage of a 3-stage A/D)
  10. DrHoops

    Gravelpoot A1A

    Gravelpoot (name very much subject to change) is a 5CP map with a mix of long outdoor sightlines and tighter, more corner-y indoor arenas. I've been mapping for a while but this the first map I've got to a properly playable state, so I'd appreciate your feedback!
  11. Nighttime71

    Deadsky A7

    The map that might get into beta. This map is intended to be fast-paced, fair, and most importantly, fun.
  12. SSX

    Heatwave Alpha 1

    Finally have screenies, holy crap. This map has been in redesign for nearly 2 years. With tons of redesigns on the layout, retakes for extra efforts and more to come in the future after testings. The map's layout will be somewhat familiar and at the same time, not so familiar as the previous...
  13. Mathyaz

    Choices, Choices... (Help Me Choose!)

    I posted on here a while ago about a map I had started as my first "get back into it" map (named koth_subplatform), and after some discussion and research, I figured out it was way more of a pain to deal with just one piece to this map. So instead, I split the ideas up into two different maps...
  14. ISPuddy

    Control Point !BEAM! 1.0

    [:eek:WARNING : STUPID F2P AHEAD!] do you want to make your own custom capture :cap: area with beam around them? :engienope: just use this ----------------------------------------------------------------------------------------------- what is this -the control point beam texture -no...
  15. Gismo Gaming

    koth_tetrapass a2

    A very small king of the hill map with tight quarters. Features four places to play Main level with control point Basement level below the control points A sniper house above each spawn room An explosive jump only terrace level Any suggestions would be welcome, as this is my first proper map...