TF2 Classic: Seeking map devs

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Hello, I'm posting here to say the community mod Team Fortress 2 Classic is looking for new mapping developers, and of course with TF2Maps being the largest TF2 mapping community it is the first place we look. We're looking for experienced mappers who know what they're doing with maps and can be able to give insightful feedback to the rest of the devs as well as produce good maps for the mod (we're looking at around CP Gorge level, but it's a case-by-case basis).

If you're interested, just reply here. It'd help to include a steam profile link, and some links to some of your work.

More info on TF2 Classic:
Facepunch thread
Forum
Blog
 

Moonrat

nothing left
aa
Jul 30, 2014
932
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I've already made a post in the Show Us What you Got place, so you could possibly look at that.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
I have no idea if I'm good enough for this :lol:

I could make a map, just to show what I'm capable of, and if it ain't up to snuff, I'll be passed off.
I guess.
 

PyroDevil

L3: Member
Sep 19, 2014
123
141
Ok, I'm game. Not really sure if my maps are up to par, but I'll take a shot. Maps of mine that I am the most proud of as of right now are probably anchor and bayside. I wanted to port anchor to TF2C, but until payload is added, I can't. I have also been planning a gorge style a/d map to release for the mod. While I may not be the best mapper, I can usually understand the problem a map has and offer useful feedback.

Steam Profile:PyroDevil
 
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HQDefault

...what
aa
Aug 6, 2014
1,056
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So... I had an idea...
It may seem pretty stupid, but I thought it'd be fun

Take payload upward

Remake it from scratch with Team Fortress Classic's design theory
Put it back together again with TF2's design theory.

I know payload doesn't exist in TF2C yet, so it may end up getting ported to a/d cp, but then again it would be hard to make a pl map with TFC's design theory. So, yeah.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
I'd love to help out with this. I may not be the best or most experienced mapper, but I'd like to say I'm at least competent. The only map I've made that's really worth mentioning is Rift. A completely accurate port of this map will probably not be possible, as the current capping system uses an entity I don't believe was added until somewhat recently. As for helping others out with their mapping projects, I can't really vouch for myself here, but I think I do a pretty good job of giving constructive feedback.

Here's my steam account, if need be.
 
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Trotim

aa
Jul 14, 2009
1,195
1,045
Made an intro post on the forums. I can map fine and am more motivated to finish one for something unique like this since there's a higher chance it'll be played and get recognition. Am very interested in helping out refine the other parts of game design too though

I like how certain parts of game modes we'll have the potential to fix that mapping for TF2 alone cannot, like improvements to the CTF mode. It'll require a bit more outside the box thinking for new/tweaked modes which I think I've always been good at
 

wareya

L420: High Member
Jun 17, 2012
493
191
rip off GG2 CTF

low lethality, flatter mobility scale, no pickups, weaker sentries/stickies, different flag mechanics
 

HQDefault

...what
aa
Aug 6, 2014
1,056
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You know,

I've been pretty obsessed with finding out as much as I can about the old Team Fortress mod from Quake... I thought it would be cool idea to recreate that in source, because... reasons.

But, meh. That's an idea to save for another time. Another day.