A modern warfare themed three control point single stage Attack/Defend map. There's lots of verticality and many flank routes. Relatively large for a A/D single stage map. At the start there is two flank routes and a strip of cover similar to 2fort's bridge, defended by high platforms and sniper...
A cozy home in a rural land is about to have some unexpected guests come knocking.
Don't worry, it isn't the Chinese mafia, but these folk are looking for a briefcase hidden on the property. RED and BLU must battle on the second floor and maintain control for a whopping five minutes.
There's a...
Pretty prairies, tall grass, and a rough landing await those looking to infiltrate the RED silo.
As a member of the BLU team, you must ascend RED's ramshackle of a fortress to gain control of their communications satellite. RED team has to send those troublemakers packing by any means...
Mann Co. has managed to build an entire mining town on the side of the Ben Nevis (behind it, so that the tourists can't see). RED has control of the mines currently, but BLU is looking to nab some of that sweet, sweet scottonium (a metal that allows Scots to inflict guaranteed critical hits on...
Fight on a massive hydrogen dirigible and be the first team to explode the center engine. This CTF map is unique in that there are no capture zones on each side, instead one of the teams has to cap the intel at the center point to win the game. The capture point takes 10 seconds alone, and the...
Two VMFs for two versions of CP_DRILLCORE a Gravelpit/Junction style map you are free to use and edit these to your pleasure in any form you please but i must be credited as the Original Creator of the map if you upload these edits anywhere
CP_Drillcore_RC1
CUSTOM ASSETS:
Skybox by Void from...
Stopwatch hud icon from Sulfur, indicating the final point is a timer instead of a normal control point.
The "Main" text is baked into the icon, just as with the Main icon on Steel.
How to use
Set the HUD icon in the team_control_point entity, using these filenames:
The "_locked" variants are...
My first ever completed map/project, i learned a lot while working on this.
Features(aka: stuff i managed to force my brain to make)
Foward spawns
Prop doors
Map logic
Two towers
And a choke point on both of the teams last control point
Im not sure if i should post this into the map testing...
This is the first playable version of the map Salvador, for testing purposes.
How does it works?
Both bases are free to capture without the middle control point, if you cap the enemy base you win.
Middle point is a boost control point. Everytime you cap 1, your team receive a point, points...
I'm working with outputs like setowner, but it doesn't seem to do anything. I'm trying to do this so blu doesn't have to recapture a point, and instead gains control of the point after a certain amount of time.
Have you ever wanted to fight over a large industrial warehouse in a huge tropic that you know nothing about? No? Well how about we give you a raise?
Credits
Bajablink- gameplay and some detailing
Stack Man- detailing, optimization and clipping
DrHotti- detailing for a building
Void- sky_coastal_01
I have a problem that the control point works perfectly, it counts down when it can be occupied, but as soon as I touch the map and modify something, it no longer counts down, only the control point opens. What can I do to prevent this from happening every time?
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