Created with the permission, files of SturmTea and assistance of Popalofiti and Shoeshocker
Change log:
Lowered the ramp to roof to prevent Snipers and heavies from jumping up. They can still get on top given the assistance of a teleporter.
Fixed one brush next to the ramp on BLU side
Hello! As the title suggests we are currently working on a mixing group to test out custom maps in a competitive environment.
If you are interested in mapping for competitive or have done so in the past please send me a message on one of the contact options at the bottom.
General Information...
King of the Hill map designed for competitive play. Featuring balanced height advantage based combat and an interesting flank dynamic which encourages teams to divide themselves into a proper combo and flank to avoid being shot from behind. I'm updating this map based on feedback from the...
Entropy is designed for 6s play. It is mainly based on Badlands and Gullywash but takes ideas from every map imaginable.
It takes place in an overgrown city.
Some earlier versions and notes can be found on tf.gg.
Thanks to Bulletcrop asset makers for the coloured pipes and sewer.
Haven't worked on this in probably over a year, so I thought I might as well post it here for inspiration's sake, or if someone wants to pick it up.
As the title suggests, this is my attempt at balancing a payload race map for 6v6, using the regular competitive ruleset. I chose Nightfall...
A modern remake of granary to improve gameplay for 6v6 competitive.
The map is set in a giant, high up australium smelting and metalworking plant. The mercs have been hired because there has been a dispute between the two sides of the business because they both want to take over the other side.
koth_ironbelt is (an attempt at) a 6v6 koth map that should hopefully maintain a fast, frantic pace.
i designed this for a school project!
inspired by maps like product, bagel, coalplant, furious heights (quake live) and molten falls (quake champions)
The map nobody asked for.
Thanks to Gatsan for feedback and interest in development.
General
- Removed clutter
- Adjusted area portals
- Changed the round timer to 10 minutes
- General optimisation improvements
Mid
- Shifted health and ammo for better rollouts
- Blockbullet clipped stairs...
I added the not to the name because too many people complained about the name promising minecraft but not delivering.
This map is my attempt at updating the 2 Choke design to be better. Taking the best parts of Gullywash and Badlands to make a cool, jungle-y 5cp map. I thought a lot during this...
deep underground, both RED and BLU's mines are set alight after a situation involving explosives and gross incompetence. now both teams have to grab the others' hidden intelligence before it burns to a crisp!
ctf_ashpit is a ctf map made with 6v6 play in mind
you can return your flag by...
pl_drylands is a payload map designed with 6v6 games in mind.
the cart moves on its own after someone on BLU touches it, even if they stop touching it. it only stops when someone on RED touches it.
this map uses textures from the construction pack, the london pack, Freyja's egyptian assets pack...
cp_regato is a symmetrical 5cp inspired in the "2 chokes" design
Set in the italian town of regato, a nice place to stay by the ocean if it weren't infestated by greedy corporations hiding in plain sight, experimenting in the water, mercenaries have been hired to slow down the competition...
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