14bit

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    arena_14bit_72 A2

    i designed this as a second entry for the Jam in 2016(?) but the power went out 5 minutes into my stream so it never got made. until now
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    rd_14bit A4

    there's robots, and they're in london don't stand on the tracks, they are electrified also watch out for the trains
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    14bit MC19 A1B

    A KotH map with some bridges. They shuffle every time the point is capped. Sometimes there's 3, sometimes 2, sometimes 1, and sometimes none at all! Oh, and there's little maps in the spawn and near the point that let you see what bridges are in play.
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    Microcontest #19: Dynamic, Asymmetric KotH

    Welcome to Microcontest 19: Dynamic, Asymmetric KotH Prepare to suffer. It's time to play a ton of KotH maps in a row. You must make a KotH map that has ONE of the following qualities: There is a dynamic element directly influenced by the outputs of the trigger_capture_area and/or the...
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    14bit MC18 A1

    After years of thinking, I finally managed to come up with a layout for an SD map that isn't just Doomsday Again. I also did that thing where there's low buildings with accessible roofs again that I've been doing recently. idk I just think it's neat. Probably too small.
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    Microcontest #18: Lockout

    Welcome to Microcontest 18: Lockout We're detecting dangerously high levels of mapping energy, so today we're enacting some special new safety procedures. To comply with these new standards to ensure we don't overload the systems, you've all been completely locked out of working with any...
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    14bit MC17 A1

    A PLR map made in around 16 hours for MC#17: Earth, Wind, and/or Fire. Featuring: Slow payload elevators (Earth) Jump pads designed to make players collide in mid-air and fall into lava (Wind) Fireballs on a sections of rollback track with a 0.3X speed modifier on the carts (Fire)
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    Microcontest #17: Earth, Wind, and/or Fire

    Welcome to Microcontest 17: Earth, Wind, and/or Fire Do you remember? The microcontest last September? Well, there actually wasn't one. But there was one in August 2020 based around including water in your maps, so today we're getting all the rest of the elements out of the way! Make a map...
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    14bit MC16 A1

    A compact 2cp arena map built around some pillars for Microcontest 16: Exclusion Zone! It features open-air spawns, jump pads, and a wild 3D skybox.
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    Microcontest #16: Exclusion Zone

    Welcome to Microcontest 16: Exclusion Zone Last year, I asked you to build inside a single box for Microcontest 8: Thinking Inside the Box. Now, it's time to build outside of 484 boxes! The provided .vmf contains a grid of 512x512x32704hu* pillars, arranged exactly 1024hu apart, filling the...
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    14bit MC15 A1

    A RD map for MC15: Robot Destruction. Geometry was finished in under 4 hours, but an additional 8 hours were spent on logic, lighting, and clipping. I think the layout is neat, but it might be too small for RD. There's crocodiles!
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    Microcontest #15: Robot Destruction

    Welcome to Microcontest 15: Robot Destruction Get ready to blast off, we're on our way to destroy some robots! And not the kind that fights back either; we're here to destroy those small, screaming ones RED and BLU sent off to the moon that never shut up about errors. Your mission today is...
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    14bit MC14 A2

    Made for MC14: Trains Trains run every 20-30 seconds; it randomly picks from sending the Red train, the Blue train, or both at once. The layout is built with the main route weaving parallel with the train lines, and there's a ton of height variation between the two points. It's unlike anything...
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    Microcontest 14: Trains

    Welcome to Microcontest 14: Trains ALL ABOARD! We've got a timetable to keep, and we're not stopping for anything. Today, your task is to make a map that includes a train hazard. Payload carts (even Lil' Chew Chew) do not count. Here's some templates to get you started if you'd rather not...
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    14bit MC13 A1

    Behold! I took the Orchard point and the cave connector from National and made it into Invade CTF! This will play very badly!
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    Microcontest #13: Mode Shifter

    Welcome to Microcontest 13: Mode Shifter Wow, these microcontests sure don't give you a lot of time, do they? Wouldn't it be easier to just start with a map you've made before, instead of starting completely from scratch every time? Today, your job is to take any previous map you've made...
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    Multi Stage Goalrush B2

    Goalrush is an experimental port of Goldrush into an Attack/Defense version of PASS Time. The ball instantly resets when Red gets the ball, and all players are granted minicrits when the PASS meter is filled. The final goal at the end of Stage 3 is a bonus goal, which requires filling the PASS...
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    14bit MC12 A1

    A very tall arena map made in about 5 hours total for microcontest 12!
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    14bit MC11 A1

    Payload map, made for MC11: Rule of Threes. Offbrand Hoodoo; probably too small.
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    Microcontest #11: Rule of Threes (Micro)

    Welcome to Microcontest 11: Rule of Threes ...and if you order now you'll get not one, not two, but three simultaneous contests for the low, low price of free! To honor the start of TF2M's 50th contest, we're running three at once all themed around the number 3. For this microcontest, your...