Caribbean is a capture the points map set on a tropical island with a castle. Blu team is attacking via a pirate ship, whereas Red is defending inside the castle.
The map is similar to Degrootkeep but I tried to add new stuff,mechanics, layouts and ideas to make it stand out.
Key features...
Adopted from Tyler, who made versions a1-a8 (a8 was never released).
Television has a scale. It has other properties, but what television has to a dominant degree is a certain scale and the power to enforce it. No one has been able to describe the scale as it is experienced. We know some of its...
DRACULA HAS GONE ON A HOLIDAY BREAK
(Undying Event now follows the regular control point format, instead of a hybrid capture the flag/control point mode)
It's that time of the year again, so let's get celebrating that spooky time of the year (perhaps a little early, again)!
Undying Event is a...
My first upload to TF2maps since I finally happy with this map made.
I learned most of my mapping by looking at Valve maps and using their Valve development wiki site which is very useful.
There are some things what have to be done before I can call this a final release.
Some overall advice is...
Hark when the night is falling
Hear! Hear the pipes are calling,
Loudly and proudly calling,
Down thro' the glen.
There where the hills are sleeping,
Now feel the blood a-leaping,
High as the spirits of the old Highland men.
Towering in gallant fame,
Scotland my mountain hame,
High may your...
- City-like buildings with many playable rooftops.
- Has a working train that you may stand inside with 2 stations per team, delivering you from spawn to the center.
- Similar to koth but has 2 points, owning both points doubles countdown.
- Very ideal map size for 12v12
- Flank routes, water...
Dustbowl-style urban multi-stage Attack/Defense Control Point map.
CURRENT DOWNLOAD IS A DEV VERSION DUE TO LAYOUT CHANGES.
FOR THE DEFINITIVE LOOK AND FEEL, DOWNLOAD "VERSION 1.3" FROM VERSION HISTORY.
Through Railroad Express Delivery, RED controls the entire railway system of New Mann City...
I'm making an mvm map where robots cap a point and an extra bomb spawns. I want that extra bomb to be removed after each round, same with the point. This is somewhat like mannhattan, but with a bomb instead of a gate. I have the func_nav_prerequisite stuff set up, so no worries on there.
In proportion as the bourgeoisie, i.e., capital, is developed, in the same proportion is the proletariat, the modern working class, developed — a class of labourers, who live only so long as they find work, and who find work only so long as their labour increases capital. These labourers, who...
Ok so I have a map that's almost done, but I want to put some tape around the point to mark the capture zone like on other maps, however I don't exactly know how to do this on the map.
This map is a basic 3 points attack/defend map. It features :
-3 points
-Forward spawns
-2 radios with "City Trial" from Kirby Airride playing in loops.
-Displacements
This map will be tested and updated to be balenced, changed and/or reworked.
It isn't perfect at all.
So I'm thinking of making a Territorial Control map, and one of my ideas was that the Control Points should take longer to capture, but their capture progress is frozen if attackers don't quite get it, meaning that it becomes increasingly vulnerable if concentrated more.
I was thinking maybe...
After an explosion in this town, everything goes out of control. Be faster than enemy, capture and defend everything you see, be like spirit and attack stealthy, or be a tank, killing everything on point...
Gameplay idea: like my previous map (https://tf2maps.net/downloads/multidefence.5615/)
Inspired from foundry and various industrial themed maps. I present Rocketforge, RED defends a rocket launch from BLU in their industrial complex in the desert.
Don't ride the gondolas in this 3CP A/D-KotH hybrid map made in under 72 hours for the 2018 TF2 Jam!
Features:
Gondolas!
Height variation!
Forward spawns!
A KotH point as the final!
Rain!
Hah! It can be worst experience in your life.
You have three points (Watchtower, Wreckage and Storage tank), and capture each of them captures all points. You must have unique taktical brains to assault or defend this territorry. Spread into squads to protect points. Become annoying rat and...
So, basically, I've started making a somewhat "competitive friendly" CP map: The whole stitch is that the map is vertical rather than horizontal. (in other words, a jumper's paradise)
I've been wondering on how I could make players move a lot and get use to all of that vertical space.
I've...
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