I got a late start to this Jam and this may or may not be the main factor in not finishing this. Might just classify this as Scene Decoration, or something like that.
Anyways, in its finished state, this would be a CP map with 2 control points (budget's a beach) set in a snowy valley on a foggy...
Haii, it's been a while. I'm not back permanently but I couldn't pass up a 72hr jam. I'll probably be back after the summer, also I'm getting married in a week!
Like with the campaign gamemode I made an interactive diagram for this gamemode which you can find it here
The gamemode has 4 points...
For those who want a CP-domination map like Standin that isn't all-or-nothing, this barebones prefab is for you!
This is for crazy maps where players might not reach or capture all the points in time.
To expand this to a 5cp or 7cp map, copy the points and increase the logic_compare value from...
Like Balloon Race or Wacky Races, this best-of-seven competition occurs in two steamboats traveling to each point. Capture four to win!
Special rounds include:
Downstream
One-and-Done (KOTH mode)
Lots-a-Crocs (water is deadly)
Oven Hell (portals at points)
Overdrive (only shooting the paddlebox...
5cp map in a Medieval theme taking place across 2 walled cities fighting for a no-man's-land fortress.
Map is currently unfinished- spent too much time detailing and haven't placed forward spawns or the blue side of the map- post 72hr BSP with functional gamemode will be posted in a few hours...
Pascal is an in-dev map set in a """top secret""" underwater facility. Of course, right now it looks nothing like that, but hey, that's what the development phase is for.
I've been configuring the points on my new WiP 5CP map (adding index numbers, implementing outputs, basic gamemode logic basically), and all seems fine enough so far. But there's one pretty major bug that's been plaguing my progress, that being that Red team always wins the match immediately...
For ages, humankind has struggled with many challenges. Many tasks deemed far too dangerous to be worth solving. How to create world peace? How to end world hunger? How to travel faster than light? How to make territorial control good?
I, like everyone else, have attempted to solve at least one...
Steal the enemy's treasure map, once you do, defend your treasure from the enemy to win
I made this for fun I don't really have any intention of finishing this. Mostly just seeing how the gamemode works
Thanks to Radarhead for the rope textures
Tianes for the sharks
Billo for the cannon logic...
Made in mc13, I decided on a whim to make it a symmetrical 5 cp map. Turns out, apparently people like it? But a problem: I don't like 5 cp.
https://tf2maps.net/downloads/goldwood.11205/
Alpha 5 currently, I feel like it's about 40% or so through alpha?
It's unconventional for a map of its...
A fairly straightforward 5cp map (I hope). So far I'm happy with the layout of the map so I'm uploading it here for some playtesting feedback to see what needs any changes.
Gravelpit style map with the main gimmick being an infinite random train, runs directly through A and you pass under it to reach B. You can ride the train from A to B.
I didn't complete this in time for the contest, but point A and B are almost entirely done within the timeframe.
I couldn't...
Red and Blu are fighting for control over this massive fortress in the middle of Nowhere, Arizona.
The current version is a 3cp map; in future this map is intended to be expanded into a 5cp map.
CP Dust Devil is a map set in a gravel processing and shipping center. Battle on behalf of your corporate overlords as they attempt to vertically integrate the gravel industry!
Building from stage 3 outward. Currently this is only stage 3.
Features:
Wider routes
Courtyards for combat along route (Stage 3 in particular)
Layout tweaks
New flank for attackers on point 6
New alternative routes between points 5 and 6
Defenders last spawn is farther back from the control...
Welcome to dom_corner, a map made after (re-)discovering the Domination gamemode and wanting to make a map for it.
I originally had a layout idea of the spawns being in the inner corner between the team's point and mid, and this is what came out of it.
This gamemode is basically multi-CP KotH...
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