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...
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...
*Screenshots are currently outdated
A traditional SD map - like sd_doomsday.
The elevator is below the Australium, with the intention of it being easy to rotate from the Australium to the point, but harder to go back, and also with the intention of making the point a less desirable place to be...
*screenshots current as of A10a
*except the cover images, which are cherry-picked from several different versions of the map
This is my take on SD - teams don't have very direct routes to the australium from spawn, so instead of fighting over the australium and trying to take it to the rocket...
When I saw the Back to Basics contest, I thought it was a pretty good idea. Turns out I missed that contest.
So I challenged myself to finally make a map that doesn't suck.
To aid myself in this endeavor, I chose a simple gamemode (2 stage A/D) and didn't strap any stupid gimmicks onto it (for...
Alright, so I made another map. I'm sure I'll be one of the top contributors after a few months, right guys?
So anyway. Steeltype. I called this cp_ringroad since the basic idea was three points on one curved stretch of land going past the final point. Hence, a curved road.
This is a...
A7 is here! I fixed the spawns!
Note that since A4, I redesigned the original pl_tower, so A4 is essentially an A1.
In A4, I tried to fix the problems the previous map had which included being too cramped, having awful Sniper sightlines and being generally not very TF2-like.
For A5, I doubled...
If this is your first time logging in after the migration (Feb 8, 2022), you must reset your password to log in. Follow this guide if you're having trouble