This post was mostly prompted by the fact that I thought I had lost a bunch of VMFs forever, but as luck would have it, I had uploaded many of them to Discord, which allowed me to redownload them. In order to make sure I don't lose them again, I've decided to share them with the world, since...
A KOTH map with lava. But this is no normal lava - instead of instantly killing you, it deals 20 damage and flings you up and forward. The map's gameplay is somewhat tailored around this mechanic.
The map is also pretty labyrinthine and vaguely halloween/hell-themed.
Skybox is mpa95 by...
A 3-stage Graveyard-like arena map with only 2 stages. It's fucked up in many ways, but I did rudimentary testing and determined it was playable, so I've given you the gift of getting to play it.
So, you want to make a Payload map.
And if you're anything like me when I was making my first maps, you also want to follow the classic "RED and BLU get one set of spawns to attack/defend A and B, then when B is captured they get new spawns to attack/defend C and D" formula.
I find this formula...
Formerly part of a 2-stage map made for Microcontest 21.
The CTF stage (which is now its own map) features a circular layout.
The layout is very complex.
Whenever the flag is stolen from your intel room, your team is force-respawned.
Whenever the flag is picked up, the flag carrier is slowed to...
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...
Zythe pitched in to help with this one.
This map features "wind" in the form of vents that launch you towards a multi-leveled tower of a control point.
A KOTH map with lava. But this is no normal lava - instead of instantly killing you, it deals 40 damage, sets you on fire for 3 seconds and flings you up in the air. The map's gameplay is somewhat tailored around this mechanic.
You'd better memorise where the health packs are...
Screenshots current as of A1C
A KOTH map that employs underwater routes for uniqueness and complexity.
I think KOTH maps in particular need interesting geometry to stand out from the rest of the pack, so I made something that really interests me, which is water gameplay.
I intended it to look...
The CTF stage (which is now its own map) features a circular layout.
The layout is very complex.
Whenever the flag is stolen from your intel room, your team is force-respawned.
Whenever the flag is picked up, the flag carrier is slowed to 40% of their original speed for 5 seconds.
These factors...
An unremarkable SD map.
Uses the same gamemode logic as sd_nowhere, but keeps the point behind closed doors until it's ready to be captured.
I barely put any thought into its gameplay, and I felt bad about that, so I tried to compensate by making it as beautiful as I could.
In a 2004 sort of...
For microcontest 19, me and zythe each made one half of a koth map, each unaware of the other's progress.
Out of the two of us, I definitely made the less sane half.
Please try to enjoy it.
Now available on the Steam Workshop!
The 72hr map I was destined to make.
A 2-stage A/D map. Only the second stage was made for the 72hr contest.
I intentionally made the first point of the second stage way too close to BLU spawn.
Why? I wanted to see if I could make it work.
Also, a while ago...
Attack/Defense - and, by extension, Payload - have always been my favourite gamemodes in TF2. They probably always will be. I couldn't really explain why, it's kinda like they just nail TF2's gameplay so well. You select one of a few routes to go down in order to attack the enemy team, and you...
A PLR map in the style of Pipeline stage 3, but with efforts to make it less spawncampy and more focused thanks to doors that only open once the cart passes a certain point.
Also features the train finale from Banana Bay.
A Gravelpit-type map.
The biggest problem with Gravelpit historically is that RED abandons A since it's easier to defend B, since BLU has to take B anyway.
And historically there has also been a solution to this - to make it so that BLU can go ahead and take C after either A or B is capped...
If you thought pl_yeswhere was gimmicky and tiresome, you haven't seen nothin' yet, mate!
Since the restriction of this microcontest barely restricted me at all, I quickly got bored of it and started thinking about things that really interest me, like "how can I make it so that BLU gets to...
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