With the deadline for the first round of voting for the ongoing Stack the Deck major contest coming up, I think it's time we get more opportunities to play those maps that have the least votes, so they can have a chance to shine too! These maps have up to 10 "Haven't Played" votes, so make sure...
Hiiiiii you know what time it is now, that's fuckin' right it's time to get, uh... maps, tested! Yes. That. Submit your maps!!!!! Specifically your STD maps. If we get a crazy amount of maps then those remainders'll be locked in for whenever the next test night comes by, don't worry. Please...
Just for some quick context, this is my first map I've made, I know it's not pretty I'm trying to focus on principles of design.
I'm mostly just looking for advice on how to continue development for my map.
It's as completed as me playing alone on the map running around looking for stuff can...
I'd like to formally open the Oceanic Map Test Collective, a member organised subcommunity of TF2Maps.net mappers for testing maps with good ping. For those located in Australia, New Zealand, Indonesia or any other Oceanic state, we have a discord and TF2 server set up for all to join. Testing...
All map's logic is mostly made using VScript.
Command support is available.
List of all commands:
Values are stored in items_game.txt as defindex
!help - Prints all existing commands in chat.
!add - Command for additional creating.
!add <subcommand> <parameter> <value> [slot] [inv/created]...
Hello. I will be hosting a dedicated testing mini-gameday starting at 6PM EST on March 16th, 2023 on the US test server. Mappers are to submit their map to be tested in this gameday; This is not first come first serve; If your map is undeveloped (We're not testing the stereotypical a1's here) or...
A map with no real purpose other than to test out detailing and lighting! I'd really, really appreciate any feedback if possible. Other map projects usually end for me at the point where the layout is done and detail is ready to be added so I wanna get better at it
Once working coal mine is now running out of coal. It's your job to take it all.
There's already b2 but it's not optimized so here's less detailed version.
It's literally a room with 2 spawns looking against eachother. Each one has 2 doors, one of the blue doors has a broken no entry overlay and all of which are way larger than they reasonably should be. The center part of the map changes colour with the point so that's cool.
This Was made in 5 day's BUT It not done yet! Well be update once a week.
Need feedback!
Edit the door is not opened by robots capping it yet in works!
This is a map engineered for an upcoming 4th community take on the zombie survival concept. This time however, things will get done right.
Instead of adding crazy health modifiers and ridiculous movement boosts, Team Fortress: Zombies decides to keep class individuality as a core value. Scouts...
(Title is WiP)
This is a small Mine Themed Map i've been working on since the 3rd or 4th of May 2018.
Check the Updates Tab for Images.
https://tf2maps.net/downloads/mine-map.5984/updates
I'm trying to figure out if this is a good idea:
A program that shows where things are happening on a map (eg. kills, sticky traps, übers). It would also highlight sniper sightlines and potential perchpoints, among other useful things. You could filter info by class, time, payload progress...
as the title suggests my tf2 is not liking me and not working.
if you could test this map for me and put your feedback in the comments that would be nice.
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