Hi! I am Lye Al, and I am new here! A lot of friends call me Ahmma!
Even since 2010 I've have a passive fascination with level editors in games, and being able to make my own levels was always a passion of mine! However, at the time, my dumb-clueless-egg-of-a-teenage-brain took one look at...
"Years into the future... People can now go inside programs physically and interact with things, but the RED and BLU teams have an idea. They decided to claim the Hammer editor itself as property and make maps that are blatantly RED or BLU-sided depending on who claimed it. As one merc...
Koth map w/ rotational symmetry. Rework of a rework of a remake of a remake of a 5CP map from 2019 by the same name. Had to go back to the drawing board but this is the first map I've made where I feel condifent in the scaling being pretty good. Will artpass it to look like highlands or...
Simple symmetrical KOTH map, my first TF2 map. Small and open, designed with all classes but especially movement classes in mind.
I'm using this project to learn and get used to TF2 level/game design, so please give as much feedback as you can!
If you want an inside peak on the development...
A small koth map I spent about a week making as my first introduction back into the world of mapping since 2019. It's probably gonna suck, but I like how it's turned out, and I plan on adjusting it and eventually art passing it.
A payload map that aims to replicate the feeling of early Valve maps but a little more balanced if all goes according to plan. Inspiration was heavily drawn from Goldrush, Badwater, and Barnblitz. Features some fun flank routes and an interesting red spawn that changes as points are capped...
Does the flat dev texture look tickle your brain and you don't care about the complaints that it messes with depth perception? Same... same...
Here's some quick and very cheap (612 bytes!) materials so you can continue to do that but still imply which team owns the territory.
Credit not...
This is very similar to dev2 but because I changed every texture I figured I'd just make it into a new upload
This time the lines are on the edges, so it is orientation agnostic. I was getting annoyed that the textures at the bottom of brushes was off by a little bit because it was inverted and...
A king of the hill map made for the 72 hours Jam. Started working on it on the 16th and finished on the 17th. It's my first ever map and I'm happy with how it turned out. Special thanks to my friends newbi and amuria for playtesting it and giving me their feedback <3
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...
BEHOLD! I have started learning Hammer; this is my first (technically second) playable map.
FEATURES:
2 spawn rooms per team (WOW!)
Symmetrical (INCREDIBLE)
Dev textures (COOL)
Props (BETTER THAN NOTHING)
No soundscapes (PEACE AND QUIET)
Includes a navmesh (BOTS CAN PLAY WITH YOU)
And a lot...
koth keep is a king of the hill map that features a point with an obstruction in the middle of it. The point is surrounded by multi-level flank passages
A prefab for my custom gamemode Flag Defense (or FD for short)
Inside this you should find all the map logic to make the gamemode work.
Most importantly being:
* A set of three intel briecases with which blu team caps. (theres also a briecase for red but it's disabled by default)
* A point...
New Year... New Map!!!
I started this map like last year at most. Mainly as a map designed to quickly show off my custom game mode Flag Defense (or FD for short) that I had come up with. As such this is all dev textures, Hence the name.
The goal is simple! Grab the Enemy Intel and take it to...
-- If you find any bugs or errors, leave us a comment! --
koth_blank
my first map baby
FULL v2.0:
- New locations.
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BETA v1.0:
- Added an easter egg room.
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BETA v0.8:
- New shortcut on the spawns.
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BETA v0.3:
-...
Monochrome reflectivities, overly vibrant red/blue/orange measuregenerics, Maybe the occasional faded graygrid.. Dev textures are very nice to use for putting things together fast, but man you don't have a lot of good colors to work with.
Thus, I decided I'd make some of my own, Based on what...
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