This is a steelpit type map.
(3 points, a+b start as cappable, C is available after either of these is captured. C is required to win)
Made for a microcontest with trains as the theme, I tried to have A and B use an over and under approach with the trains but I don't think it ended up having...
An arena map set in a busy intermodal facility. Made for micro-contest 14 of 2021. Originally was going to have the central container be brought in and lifted up via the crane, but couldn't get the logic there in time.
Made for MC14: Trains
Trains run every 20-30 seconds; it randomly picks from sending the Red train, the Blue train, or both at once.
The layout is built with the main route weaving parallel with the train lines, and there's a ton of height variation between the two points. It's unlike anything...
Features:
Randomized direction and time rideable hazard train that opens alternate route
Capture point arrives on rideable hazard train from random direction
Funny death pit cliff with a precariously positioned health kit ;)
Geo completed in just under 4 hours, logic completed in 8.5 hours...
Welcome to Microcontest 14: Trains
ALL ABOARD! We've got a timetable to keep, and we're not stopping for anything.
Today, your task is to make a map that includes a train hazard. Payload carts (even Lil' Chew Chew) do not count.
Here's some templates to get you started if you'd rather not...
*There's technically also Training Mode, bringing the total to 17 official game modes, but nobody's crazy enough to try that. Right?
Right??
RIGHT????
I'M NORFOLK TERRIER I'M CRAZY!!! GAAAAH!!!!!!!
Here's a training mode variant of one of my first maps, koth_speedy. I tell you why it sucks...
For Microcontest 13!
This time, I turned the first point of FreeBeef, my 2CP A/D map, into a symmetrical KOTH!
Maybe this will give me the second wind to work on it again, haha
(Credits are the same as in the original version!)
Welcome to Microcontest 13: Mode Shifter
Wow, these microcontests sure don't give you a lot of time, do they? Wouldn't it be easier to just start with a map you've made before, instead of starting completely from scratch every time?
Today, your job is to take any previous map you've made...
Imma be real with you all, this map is ROUGH. Spawns don't move because I couldn't get them working before the deadline. Also there are some KILLER sightlines. My bad.
Made for Microcontest 12
Features:
Up
Down
Some assets are from Frontline, and uses prefabs from A Boojum Snark's Resource packs, the Player Destruction Prefab, and Ravidge's Lighting Library.
Uploading a1a since it fixes a few bugs I caught, but I missed a few. BLU can open one of the doors in RED spawn so I'm asking you kindly not to abuse that.
I did it. I fixed my map. (thank you @pumpko for a post that highlighted my issue, and thank you @DrSquishy for helping me troubleshoot the other issues).
While this was unfortunately not completed in time for the microcontest, I'm releasing the version where logic is actually fixed and will...
My 3cp map for Microcontest 11!
I'm tired and I'm sure it's not gonna play well, whoops
Content by uhhh Frontline Pack, More Vehicles by FGD5, OwO Pack by Berry, and the Construction Pack
I'm gonna go sleep now goodbyeeeeeeeeeeeeeeee
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