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Herbicide A4A

kill big plant

Made for Major Contest #18: Stack the Deck (https://tf2maps.net/threads/major-contest-18-stack-the-deck.51757/).

A Sulfur-type 4CP A/D map set in a jungle around RED's large industrial facility housing a giant venus flytrap. Capturing points causes herbicide "waterfalls" to be activated, breaking the plant's vines and changing the routing around the final point. Lots of dynamic doors open/close with captures as well.

Uses content:
Sulfur-Type Logic Prefab by Freyja and Sarexicus (https://tf2maps.net/threads/sulfur-type-logic-prefab.49875/)
Borneo Assets by Heyo
Swamp Rocks from the Swamp Pack
Stack the Deck Card Overlays by Brokk (https://tf2maps.net/downloads/major-contest-18-stack-the-deck-cards.17247/)
Thinner Well Vault Doors by iiboharz (https://tf2maps.net/downloads/thinner-well-vault-doors.12063/)
Handrails - more of the same by Ravidge (https://tf2maps.net/downloads/handrails-more-of-the-same.702/)

A1 Screenshots (with free net_graph too because I forgot to turn it off):
20240303132947_1.jpg
20240303132954_1.jpg
20240303132958_1.jpg
20240303133000_1.jpg
20240303133049_1.jpg


I think this is only the third Sulfur-type map in existence, so hopefully it plays well. Any feedback is appreciated.
Author
half
Downloads
208
Views
624
First release
Last update
Category
Steeltype CP

More downloads from half

Latest updates

  1. quick misc fixes

    ran around the map a bit with fresh eyes to find/fix random obvious issues: fixed missing stair blockbullet at A fixed other clipping on beams/ledges around the map removed a few dev textures that were not meant to be there deleted a duplicate...
  2. who expected this? i certainly didn't

    this was very spur of the moment i spent like 10 hours today detailing the map for fun so i could enter it in the contest lol gameplay changes there are a few but nothing major since i didn't really have time/ideas/energy for a major overhaul...
  3. A3: you will not get to play the previous version

    some updates pre-test of A2 to address some bugs/fix some things that bothered me: cut out a ~192-unit horizontal section from the middle of the map to shorten walk times by a couple seconds rebuilt/adjusted routing around A <-> B, B <-> C, and...