DESCRIPTION
A 4CP attack/defend map set on rooftops. Despite rooftops being mostly flat, I tried to make this map interesting to traverse.
FEATURES
4 control points
lots of death pits (you're on rooftops)
unique city environment
real-time camera system that broadcasts the current point...
This is cp_edge - an Attack/Defend single-stage 3CP map set on rooftops with some verticality and a camera-monitor system.
PLOT
The BLU team has bought some office space in the middle of the Exsaust City. Everything seemed fine, until about two weeks after the purchase. That day, the...
I liked koth_tiftidwater, so I extended the concept into an entire single-stage 4-point payload map.
It also features subtle other gimmicks, like BLU getting less time from capturing a control point if they do it too quickly, and BLU not getting their forward spawn to attack C until they...
First attempt at A/D that will get playtested. Aims to do what Gorge did and improve upon it. I intend for this map to be challenging for BLU to win but not easy for RED to defend. Will potentially be the last stage in a multi-stage A/D map.
Images are of alpha 5.
Formerly pl_yeswhere.
In keeping with the spirit of the Rule of Threes Major Contest, it contains three gimmicks:
1) A weird cart shape resembling the Tower from Splatoon
2) A weird highground connector between A and B that RED initially use to hold A but then BLU uses to attack B
3) A weird...
BLU team invades a RED geothermal plant, aiming to blow up the nefarious laboratory experiment contained within.
UPDATE: New redesigned version here: https://tf2maps.net/downloads/nepal.12686/
Blu invades yet another Red secret mountain base to blow the hell out of Red's mining/surveillance operations. The mountain is filled with multiple flanks, so make sure to use their potential to avoid sightlines! Both teams have three spawn rooms, and the map is quite large.
I finally crawled...
Welcome to Cragharbor!
A windy and wet Payload-map set on a rocky coast.
Blu is trying to push the cart from their harbour across the coast, through a tunnel all the way into the heart of the Red harbour.
The 1st section of the map, leading up to point A, contains 2 gates which will open as...
BLU fights there way into a RED mining facility near El Morro, attempting to capture the Shipping and Receiving, Storage, and Refinery along the way.
For my second A/D map, I've decided to keep it simple. The map is made in a classic Dustbowl theme; a lot of the areas are inspired by official...
Somewhere in New Mexico, the sun sets on a quiet Pueblo village...
Well, we assume it was quiet before our favorite mercenaries came and started littering the place with bullet casings and explosions. Now this village is a warzone harboring a Red mining base, and your job is to either assist or...
pl_lodgement (formerly known as pl_wartorn before realising that the name is extremely ununique)
A Frontline-style map. Attackers start on a beachhead and advance through a town and finally towards a cliff finale. A train-line explosion is planned for the finale destruction.
My first proper...
Figured I should start on a new project, so here is pl_desertmap! That name is absolutely terrible, I know, but I'll think of a better one later on. It's better than the previous name, which was 'newshit_a1' so I'd say there's an improving line!
Map is a basic one-stage payload map with your...
Taking inspiration from various maps brings Uskuu! BLU has to reach RED's repair site, which has been closed off rather well. This single-stage payload map has every feature you might could maybe ever want (probably not, but still).
--Features--
Death pit! (cause why not?)
Cliff! (for your...
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