A pair of beautiful sky textures. Don't they make you just wanna roll over and go back to sleep? But you have to get up - you have work!
sky_boatload_02 has an implied sun direction, whereas sky_boatload_01 is more ambiguous.
pl_boatload uses sky_boatload_01 with an env_sun for finer control...
On 15/09/2023, I was suddenly struck with inspiration for the idea of an intel room which was a "house on a hill" with a one-way sniper perch surrounding it.
I quickly expanded and iterated on the idea until I got... whatever this is.
The idea is that it'll be more back-and-forth than your...
Now on the Steam Workshop!
A map very loosely based on the CoD map Slums.
The ultimate goal of the visual design was to make it feel like BOTH CoD and TF2 by having an abnormally high level of surface detail, but otherwise using assets, colours and visual design principles which are faithful to...
On this fine day, 28/08/2023, I do declare that I have artpassed the following six maps:
Map
Image
Version B1 release
Steam Workshop release
pl_roofrack
15/08/2021
N/A
cp_bruhstbowl
15/05/2022
23/10/2022 (5 months after B1)
sd_offload
09/12/2022
04/03/2023 (3 months after B1)...
As you may have noticed, tf2maps.net proudly advertises five content packs at the bottom of the homepage.
These content packs each promise a distinct map theme, and the textures and models you need to create it.
In fact, one of these - the Swamp pack - was even bought by Valve and officially...
A Gravelpit map with no C point.
Rotates for RED are relatively speedy.
There's water, and early morning sunlight.
It makes me happy.
I'm much more proud of B than A.
These gravelpit shacks have been a perfect gameplay prop for me for the past 2 years. With a height of 256 and a sloped roof, they're something I can place next to a 128-tall surface with a guarantee that it'll act both as cover and something the players can crouch-jump onto. Plus, the shack...
These sky textures are intended to be versatile; equally useful on overcast days or nights, with or without rain.
Only two full skyboxes are included currently.
More skyboxes and assorted bonus textures are planned.
sky_dystopia_01 is a dark grey skybox with an implied sun location and lots of...
This guide talks about how to make your map better over time, when to call it done and how to give better feedback to other people's maps.
I didn't go too much into the "how do we know what changes to make that will solve our equation" part, because that's really what my other guides are for -...
You don't need to credit me if you use prefab_tfconnect_tree.vmf, pl_point003.vmf, pl_point006.vmf, pl_point009b.vmf, tfconnect_tree_red.vmf or tfconnect_tree_blu.vmf, but you do if you use any of the other VMFs.
The reason why the spikyhats logic prefab might be interesting to you despite the...
This isn't the first map I made for TF2, nor is it the first map I made in Hammer - those titles both go to random unfinished VMFs from 2016. But this is the TF2 map I developed furthest and liked most before I joined these forums.
That gives it the "first map" trophy in my eyes.
The original...
Lately I've been thinking of writing another guide, since it's been the traditional 8 months since my last one.
I have a kind of pipe-dream agenda of eventually writing a guide for every gamemode, even some unofficial ones. I think that would take around 7 years?
But I've already covered the...
A multi-stage A/D map set in a dark city that may or may not resemble koth_king depending on your outlook.
The second stage has only one point.
The initial plan was "BLU attacks A and B, then in Stage 2 they attack B from another angle and attack C", but C never got made.
This is very...
Tang asked for this a while ago so the entire world gets to have it.
If you wanna compile it and play around, turn on all three visgroups. But if you just wanna copy and paste it into a map of your own, leave them all off.
There's a known issue where it will sometimes fail to push you forward...
A very strange TC map rescued from the clutches of the demi-devils.
In an attempt to confuse players less than usual, the capture points are all given letters, and mid is very simplistic and contains doorways into all four points.
The final A/D round has been completely removed because it's...
Entry into Minor Contest 4 - TFConnect. The way it uses the tree is not immediately obvious from the screenshots (except for the obligatory "tree at last"), but I promise the trees are used in a creative way that's very central to the map's gameplay.
Without going into too much detail - there...
A DOMCP map set in the woods... kind of.
I call it DOMCP because it has three control points along the map's line of symmetry, and owning all three at any given time will give you the W.
But it's very nonstandard:
0) The teams roll out to each other's points.
WIN: Cap the enemy point. Your...
A Tug of War map.
I think the tagline explains it pretty well.
If you push the cart all the way to the enemy base, you win, but you can also win by pushing the payload cart for a total of 180 seconds throughout the round.
It's not possible to get all 180 seconds in one straight push, and the...
Screenshots current as of A1A
An cp_standin-style version of ctf_tiftid_mc21.
But it's not just like cp_standin - capturing a control point immediately scores your team 10 PD points, and 20 seconds later, it will start a timer that grants your team 1 PD point every second.
This is significantly...
A map inspired by the map cos_pilfer by asd417.
It was made for Microcontest 22: Solids, where only 199 solids or less were permitted in a map for it to qualify for the microcontest.
As it turns out, I only just made it with 198!
I took inspiration from '90s and '90s-style maps, and unlike...
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