DESCRIPTION
A 4CP attack/defend map set on rooftops. Despite rooftops being mostly flat, I tried to make this map interesting to traverse.
FEATURES
4 control points
lots of death pits (you're on rooftops)
unique city environment
real-time camera system that broadcasts the current point...
Is this spawn good for attackers? Is there any spawncamping potential? Is it confusing? FYI, the map is flat because it is supposed to be on the rooftops
A gravelpit style attack / defend map for the Stack the Deck contest.
An old village nested in the Alps has been an effective cover for REDs illegal arms dealing operations. However, by complete coincidence, a ski resort is trying to destroy the small historic village to turn it into a yuppie...
Blu has infiltrated Red's secret mining facility and must traverse through to shutdown their operation.
Starting out in the mines themselves, Blu team must find a way into the facility to capture point A.
Once A is capped, blu team must travel further into the facility to B, a spacious room...
This map is testing out a gamemode I dont think has been done on tf2maps before, Attack defend Arena! Each team has one control point and to win you can either cap the enemy control point or kill everyone from the other team. I am hoping that this plays well as I really think the concept of...
A Dustbowl gamemode swap to a new gamemode I dont think has been done here before, Attack defend arena! Each team has one control point and to win you can either cap the enemy control point or kill everyone from the other team. I figure that this wont play amazing but when I was making...
A new map, with a fresh playmode we like to call "Extermination."
Picture a snowswept landscape, abandoned metal facility, and three crucial points waiting to be either defended or dominated. But wait, there's a twist! Instead of your usual suspects, we've got a horde of malfunctioning robots...
If we observe many successful Payload and Attack/Defend maps, similar design patterns start to emerge. There is variation, but many of these principles are present in maps in at least some form.
In this thread, we'll analyze various Payload maps, identifying these patterns and why they work...
BLU pushes up past the rocky hill to capture the facility entrance, then takes the first building under the catwalks, before pushing outdoors once more to enter the final building and capture the vats.
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