Major Contest #18: Stack the Deck [Upload Thread]

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14bit

L14: Bit Member
aa
Oct 5, 2014
661
2,121
2024_tf2m__contest57_banner_ext1.png

Banner artwork by @Pdan4, background by @MC_Labs15

Main Thread | Upload Thread | Voting (Preliminary) | Voting (Finalists) | Results | IRL Cards!

This is the Upload Thread for the contest, to read the full rules please visit the Main Thread. When submitting your map, please be as specific and detailed as possible when listing contributors and which cards the map fulfills.

Deadline: July 27th, 2024, 2:00pm EDT (18:00 UTC)

Submission Procedure:
  • Create a download for your map in the downloads section of the site
  • Post a link to your map's thread here before the deadline, following the template below
    • You can edit your submission freely as much as you would like until the deadline
    • You will have up to 24 hours after the deadline to issue emergency bugfixes
    • You may request a rollback to a previously tested version if a game-breaking bug is discovered within a week of the deadline
Submission Template:

All text in angled brackets in the template should be replaced or removed.
Code:
Map Name:
Gamemode:
File name/version:
Description:

<Put an image of your map here>

<If a single person made the map, use this format:>
Creator:

<If more than one person worked on the map, list all collaborators in this format instead:>
Collaborator #:
Roles/work:

Other assets used in the map:
<List all assets used here in the following format:>
<name of asset, hyperlinked to download> by <name of creator>

Gameplay cards fulfilled:
#<card number>: <description of how card is fulfilled>
#<card number>: <description of how card is fulfilled>
#<card number>: <description of how card is fulfilled>
#<card number>: <description of how card is fulfilled>
<List any additionally completed cards here as well>

Detailing cards fulfilled:
#<card number>: <description of how card is fulfilled>
#<card number>: <description of how card is fulfilled>
<List any additionally completed cards here as well>

<If you would like to opt-out of a card being made of your map if you are a finalist, you may include your statement doing so here>

Link to map:

Good luck everyone!
 
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MayaMogus

Func_Stupid
Dec 9, 2023
130
62
Map Name: Desolation
Gamemode: Single Stage Payload
File name/version: pl_desolation_b3a_bugfix
Description: A map set in the snowy north of an unknown region (but not legally distinct for a detail card), a week before mvm, BLU seeks to destroy Robots RED stumbled upon and plan to use

Team Fortress 2 Screenshot 2024.06.18 - 21.00.41.15.png


Creator: MayaMogus


Gameplay cards fulfilled:
#6. Respawn Room switches Teams: RED's first spawn becomes BLU's spawn after C is capped
#8. 3 or More Objectives in a Stage: Self-Explanatory, there are 4 objective points.
#9. The map contains a delay mechanic On C, there is an elevator you must wait to raise up to continue pushing the cart.
#12. At least one objective involves an elevator: To cap point A, you must use a payload elevator to cap, akin to Pheonix Last.


Detailing cards fulfilled:
#3. Map Contains weather events: Throughout the map there is snow blowing around
#5. Throughout the map visible details make noise: In the facility there are many areas that feature computers, machinery or lava that create noise and ambience
#6. Have Team Coloured Lighting: The first half of the map is set mainly outdoors, in cold lighting, but C and D feature more warm (red and orange) lighting from the foundry lava or warmer lights in the buildings


Link to map: https://tf2maps.net/downloads/desolation.17329/
 
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RatsInYourWalls

L5: Dapper Member
Jun 20, 2020
219
85
Map Name: Thalassophobia
Gamemode: 3 point attack defend
File name/version: cp_thalassophobia_b5i_fix_2
Description: BLU team invades an underwater research facility defended by RED in hopes of sabotaging it

cp_thalassophobia_b4c0001.jpg


Creator: RatsInYourWalls

Other assets used in the map:
Ocean Skybox- Krazy Zark
Dm_dock Assets - Krazy Zark
Submarine Model - Krazy Zark
Space Doors- ASG Alligator
Mercs in space asset pack - MacRipley
Space signs - Beef Bucket
Stack The Deck Card Overlays - Brokk + Pdan4


Gameplay cards fulfilled:
#3: Riding the big gear up crushes you
#7: Point A is in a 512x512 room
#8: There are 3 capture points
#15: The big gear at point C acts as cover

Detailing cards fulfilled:
#1: The big gear is a non stock hero prop
#5: Computers make computer noises
#4: Out of bounds area is next to a deep sea trench

Link to map: https://tf2maps.net/downloads/cp_thalassophobia.17672/
 
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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
79
Map Name: Chouhen
Gamemode: Pyramid A/D CTF
File name/version: ctf_chouhen_b5a
Description: BLU attempts to infiltrate and sabotage a secret RED base atop the highrises of Chouhen District in Hong Kong. They must capture the three terminals in order to unlock the mainframe and have a chance at taking over the base.

20240710221913_1.jpg


Creator: AlrexX

Assets used in the map:
Assets from the Construction Pack:
  • Skybox buildings, scaffolding, crane, railings and bucket by Ravidge
  • Coffee sign by Boylee
Assets from the Frontline Pack:
  • Fountain and bike by Bapaul
  • Textures and skybox by Void/Retro
  • Leaves overlays by NeoDement
Assets from the London Pack:
  • Chimneys by Cytosolic
  • Metal textures by Mattie

Hologram Globe by The Tiny Desk Engineer
Tall thin pine trees by Diva Dan
Industrial Doors by Bakscratch
More Vehicles by FGD5
Overgrown Prop Pack by Crash and Pear
Whiter Blu Computer Walls by AlexCookie
Zeus' Texture Grab Bag by (you guessed it) Zeus
Canaveral Asset Pack by Custard1

Gameplay cards fulfilled:
#3: Inside the mainframe room there is an exposed electrical box tucked in a corner that will damage nearby players and instantly kill anyone who touches it.
#4: RED spawn is directly above terminal B, and even has a one way window that allows them to see it from inside their spawn.
#5: Both RED and BLU spawn never change.
#7: The mainframe room is exactly 512x512 (unless my measurements are wrong).
#8: There's a total of 4 objectives.
#10: Terminals A and B are 1024 units from eachother. I believe this may also be true for B and C but I don't know how to verify that.
#14: The tf_logic_cp_timer entity is used for the mainframe, and also opens/closes the doors to access the room accordingly.

Detail cards fulfilled:
#1: The holographic globe and the crane in the main outside area could be considered hero props.
#2: The map is set in Hong Kong.
#4: The vistas around the map are of a sprawling cityscape. (Judging by feedback it's notable enough, lol)
#5: The exposed electrical box in the mainframe room emits an electric humming sound. Doesn't feel like the best match but I couldn't find anything better...

Link to map: https://tf2maps.net/downloads/chouhen.17342/
 
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MrOakridge

L1: Registered
Dec 16, 2021
32
30
Map Name: Foldover
Gamemode: A/D CP
File name/version: cp_foldover_final
Description: A two-story map built into a cliffside, with a RED base disguised as a manufacturing plant

20240720234631_1.jpg


Creator: Will T. (MrOakridge)

Other assets used in the map:
(All assets are either stock TF2 assets, stock assets that I modified personally for this map, or my own work specific to this map.)

Gameplay cards fulfilled:
#3: There is a shallow pool of damaging water surrounding the final point.
#7: Point A is in a room measuring 512x512, with large entry arches on two of the walls.
#8: There are three points for BLU to capture in order.
#11: Point A is positioned directly beneath the A/B buffer yard.

Detailing cards fulfilled:
#4: The map overlooks a valley and canyon with buildings, oil pumps, a river, and an active train bridge.
#5: The rushing water beneath the floor grates near BLU spawn can be heard when standing near it.
#7: A pair of trains will periodically pass by on the bridge over the river in the skybox. There is also a conveyor belt in an out-of-bounds room in the RED base which carries an endless stream of bombs, visible through a window.

Link to map: https://tf2maps.net/downloads/foldover.17627/
 
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robopan

aa
Sep 9, 2023
30
19
Map Name: Siege
Gamemode: Medieval Pyramid A/D
File name/version: cp_siege_b2
Description: BLU attacks a riverside fortress with siege warfare, by first capturing water and food resources, using medieval weaponry and cannons.

1722093839123.png


Creator: robopan

Gameplay cards fulfilled:
#3: The cannons people launch off of deal explosive damage that can kill low health players.
#5: Both spawns never change.
#8: There are 3 capture points.
#14: The last point is analogous to how Degroot Keep's last point works.
#15: The A point (the Well) has cover inside the capture point, similar to a nipple.

Detailing cards fulfilled:
#2: The map is set in a european medieval fortress.
#4(Maybe?): You can see the river flowing as a vista in the 3D skybox.
#5: The fire, gears and waterfall make noise (although the medieval warfare soundscape kinda dampens them).

Link to map: https://tf2maps.net/downloads/siege.17584/
 
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P53 Enfield

L4: Comfortable Member
Sep 11, 2020
187
23
Map Name: Jungle Airfield
Gamemode: gravelpit
File name/version: cp_jungle_airfield_b5d
Description: A gravel pit style A/D map created for the stack the deck contest
267228-dee7201a43806483bfd83922542c39ab.jpg

Creator: P53 Enfield
gamplay cards:
#5 both spawns never changes or moves
#7 point B is in a 512x512 room
#8 Gravelpit style with 3 objectives
#15 point A is set in a hangar with airplanes for cover on the point
Detailing cards:
#3 it's raining
#5 a plane with its prop rotating can be heard making engine noises

link: https://tf2maps.net/downloads/jungle-airfield.17288/
 
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Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Map Name: Splinter
Gamemode: Asymmetrical Multi-stage KotH
File name/version: koth_splinter_b4
Description: The mercs fight it out in one of four randomly selected rounds of mildly asymmetrical KotH, set deep in Germanic wilderness.

1720737422700.png


Collaborator 1: @Idolon
Roles/work: Project Lead, layout, detailing, signage
Collaborator 2: @zythe_
Roles/work: Layout and detailing (Bunker stage), translation
Collaborator 3: @pont
Roles/work: Soundscapes
Collaborator 4: @Sarexicus
Roles/work: Vscript Gamemode

Other assets used in the map:
Douglas Fir Trees by Stuffy360
Scotts Pine Trees by Stuffy360

Gameplay cards fulfilled:
1: There are four stages.
2: There are four stages.
3: Sawblade.
6: The spawnroom in the Minehead stage is used for both teams.
7: Bunker stage point is in an enclosed space smaller than 512x512.
11: Three of the four point designs all feature significant playable space accessible to all classes over the control point.
15: Sawblade.

Detailing cards fulfilled:
2: Map is set in Germany/Austria.
4: Big open vista on Sawmill stage.
5: Multiple waterfalls, sawblade, idling truck.

Link to map: https://tf2maps.net/downloads/splinter.17573/
 
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Nuzdot

L2: Junior Member
May 24, 2020
50
15
Map Name: Moonjelly
Gamemode: Single Stage Payload
File name/version: pl_moonjelly_a5g
Description: Blu infiltrates Red's Headquaters that has been set up in an abandoned underwater city
mjpic.png

Creator: Nuzdot

Other assets used in the map

Open Ocean Skybox from KrazyZark
Mossy Rock Retextures from AsG_Alligator
Extol Spytech Textures by Yrr
Precipice Texture Pack by timberghost_paintball
Water Caustic / Water Refelction by Midlou
Frontline Content Pack
  • Textures by Void
  • Streetlamp_wall by Bapaul
  • Barricade and Hedge by Zoey (Square for hedges)

Gameplay cards fulfilled:
#6: After B is capped Blu's spawn is moved to Red's previous spawn
#8 At least three objectives in a single stage
#9: When B is capped the cart path to the area of C is open, and there is a delay when the cart gets to the big doors at D/Final
#11: The payload cart travels on and then under an archway

Detail Cards
#4 The map is set on the sea floor with an underwater city, the death pit near Blu's submarine is near a large underwater ravine, half of a sunken ship near B.
#5 Deathpits have underwater ambience, the computer panels at the HQ emit noise, and the shipwreck has creaking metal.

Link to map: https://tf2maps.net/downloads/moonjelly.17463/
 
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GuardianAngel

L1: Registered
Jun 17, 2018
41
27
Map Name: Conclave
Gamemode: Payload
File name/version: B6b
Description: Red is hiding on the steep slopes of this canyon. Hidden within is a secret rocket silo that Red plan to use to destroy the nearby rail bridge

1721041623503.jpeg


Creator: GuardianAngel

Other assets used in the map:
Industrial Doors - Bakscratch
Large Pipes - AsG_Alligator
Matte Pipes - pont
Rocket Launchpad Panels - Seba

Gameplay cards fulfilled:
#1 - Map has 2 stages
#8 - 3 objectives in both stages
#9 - S1 door leading to C, S2 has route that opens on A. S2 routes from B to C open after capping B
#12 - S1 C is an elevator for the cart

Detailing cards fulfilled:
#4 - S1 has views of the canyon and the expanse beyond. S2, same view but there's a train zoomin by.
#5 - Most computers make noise, burst steam pipe near S1 A. S1 dripping air vent outside Red's second spawn. S2 Train honks its horn as it passes. S2 turbine room and lair room have engine noise.

Link to map: https://tf2maps.net/downloads/pl_conclave.17324/
 
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Brokkhouse

I'm sorry Mario, your logic is in another instance
Server Staff
Oct 9, 2021
223
138
Map Name: Diorama
Gamemode: 4-Point Attack/Defend ("Boomerang A/D")
File name/version: cp_diorama_b1a
Description: Set somewhere in southern Germany, BLU wants to steal a train from RED. They've brought their own locomotive. Will they be able to escort the CATDUCTOR through RED's territory?
Note: You can disable the CATDUCTOR chat lines by typing !shutup in chat. You monster.

20240716184017_1.jpg


Collaborator 1: Brokkhouse
Roles/work: Initial concept, layout, (minor) assets, artpass, optimization, compiling

Collaborator 2: Sprinkles The Opossum
Roles/work: layout, vscript, assets, artpass

Other assets used in the map:
(TEMP) BAMF
- Extra Dev Materials

Brokk
  • Rotunda Assets
  • Diorama: Various brushwork-to-props conversions
  • Diorama: Various stock model and texture recolors and reskins
  • Diorama: sky_trainyard_02
FGD5
Gadget
MaccyF
RatsInYourWalls
- Various props_island reskins

Sprinkles
  • Diorama: various texture and model recolors and reskins
  • Diorama: Corrugated metal textures
  • Diorama: Rollup door textures
  • Diorama: Construction scaffolding
  • Diorama: Various brushwork-to-props conversions
  • Diorama: Train traverser
  • Diorama: Track switch lever
  • Diorama: Train car models and addons
  • Diorama: Resupply locker straps
  • Diorama: Fountain
  • Concrete wall
  • Cargo crates and tarps
TF2Maps.net

Zeus

ZungryWare
(No credits required)
  • Various VMT recolors
  • Foliage props
  • Valve SFM props
  • Various mirrored Valve props
  • Ropefix vscript
  • Portal refract texture
Non-TF2Maps

Gameplay cards fulfilled:
#3 - Map has at least one non-deathpit hazard: The train running through the map can (and will) run over anyone in its way. And then apologize for doing so.
#5 - At least one team's spawnroom never changes: RED spawn stays the same throughout the round.
#8 - At least 3 objectives: The teams fight over three control points: The traverser (A), the turntable (B), the train station (C). The traverser needs to be captured twice (in the order A-B-A-C)
#9 - The map contains a delay mechanic: Points can only be captured when the train has arrived at them. It takes its sweet time to get to the points.
#10 - At least two objectives within 1024hu: Point A is captured twice, making it the objective.. twice. Point A is also in a different place when captured the second time, making it technically a different objective...
#13 - At least one objective involves a functional train: Did we mention there's a train in this map?
#15 - At least one objective has unusual cover: The traverser (A) features a train that rolls on and off the platform. The turntable (B) features a train that gets pushed off it by another train.

Detailing cards fulfilled:
#1 - The map contains a notable non-stock "hero prop": The train (+cars), the traverser (A). Gameplay heavily involves these props and would be impossible without them.
#2 - The map is set in a location other than the United States: Southern Germany. Various props (both stock and bespoke) have been translated to German. The architecture invokes several European styles, ranging from industry to agrarian township.
#4 - Your out-of-bounds areas should set your map in notable vistas: The entire map is overlooked by a huge power plant that can be seen from anywhere in the map. Additionally, B is surrounded by a large rocky valley undercut by a river and overlooked by a historic railway viaduct (which can also be seen from almost anywhere in the map).
#5 - Have visible details throughout the map make ambient noises: The waterfall, dripping pipes, buzzing flies, running train engines, etc
#7 - Have at least one notable dynamic detail outside of gameplay space: The viaduct is occasionally crossed by a locomotive. The power plant emits smoke. The objective train weaves in and out of gameplay and out-of-bounds spaces.

Link to map: https://tf2maps.net/downloads/diorama.17685/
 
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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
Map Name: Parkent
Gamemode: Steeltype A/D
File name/version: b5 (will update)
Description: Vertical steeltype set underneath a coastal solar furnace
1721421106984.png



Collaborator 1: @DrSquishy
Roles/work: Layout, detailing, assets

Collaborator 2: @Switchgeer
Roles/work: Layout, detailing, assets

Collaborator 3: @Tea at '5
Roles/work: Assets


Other assets used in the map:
Modular conveyors by Freyja
More handrails by Ravidge
Moneyface cutout by chin
More vehicles by FGD5
Occult water material by FubarFX (Standard download has gone down, but he has said extracting them from the bsp is fine in its stead)

Gameplay cards fulfilled:
#3 : Laser once first has capped
#5 : Blu spawn never changes
#7 : A point is in a 384x room
#8 : Steeltype (5 points)
#9 : Delay mechanic - Slow door from A to B, slow extending bridges on C cap
#10 : E is vertically 640HU under A
#11 : E is below A
#15 : D has a submarine, E has a heatshield (active sometimes)

Detailing cards fulfilled:
#1 : Raygun on E, submarine on D
#4 : B vista
#5 : computer noises and pipes around the map

Link to map: https://tf2maps.net/downloads/parkent.17414/
 
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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
Map Name: Shanksgiving
Gamemode: Medieval Pyramid A/D
File name/version: cp_shanksgiving_b6
Description: Norfolk Island off the coast of Australia is one of the few places in the world outside the United States that celebrates an American Thanksgiving. Being the world of TF2 and populated by Australians, they of course do things a big differently.

20240727062802_1.jpg


<If more than one person worked on the map, list all collaborators in this format instead:>

Collaborator #1: @MegapiemanPHD
Roles/work: Layout, Detailing, Text Sign Textures, Custom Blend Textures

Collaborator #2: @FGD5
Roles/work: Norfolk Pine Tree Model And Textures, Bonfire Model And Textures

Collaborator #3: @SedimentarySocks
Roles/work: Western Wagon Edit

Other assets used in the map:
Medieval Cannon by FGD5
Reskinned Animated DeGroot Keep Flag by Gothic Organist
Sky's Gothic Prop Pack by Skyyy
Bonesaw Assets + VMF by Diva Dan
Food Prop Pack by Coolchou Zhao
Norfolk Island Anthem - Come Ye Blessed by Elsie Honny
Stone Facade Texture London Prop Pack - Mattie

Gameplay cards fulfilled:
#3: Map has at least one non-deathpit hazard - Drowning in water, Ignited by bonfire
#8: At least 3 objectives in a single stage - 3 capture points
#14: Make use of the tf_logic_cp_timer entity - Degroot Keep style A/D
#15: At least one of the objectives has unusual cover - A point hay stack

Detailing cards fulfilled:
#2: map is set in a location other than the United Stages - Norfolk Island, Australia
#5: Have visable details throughout the map make ambient noises - fire

Link to map: https://tf2maps.net/downloads/shanksgiving.17323/
 
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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
822
515
Map Name: Cat Tower
Gamemode: Single-Stage Payload
Filename: pl_cattower_b0 (Beta 0)
Description: "Cat Tower is 4CP Payload map set in a large, semi-realistic Cat Tower playset designed for cats. Teams are switched in this map; RED's objective is to push the Payload Cart all the way to the main towertop and blow it up. The map is the epitome of a fever dream."
20240727043759_1.jpg

Creators: @Nixxk and @Katsu! :3
Roles:
@Nixxk - Full creation of the map in the hammer editor.
@Katsu! :3 - Project Organizer and Planner, Lead Layout Director.
Additional Assets:
Multiple Assets from the Frontline! Pack.
BLU and RED carpet textures by @Zeus.
Green/Blue/Red Plaster by @Stiffy360.
Rock Garden Textures by @Donhook.
Smooth Wood Textures by @Pocket.
Adobe Pack Contents by @Void.
Precipice Texture Pack, by @timberghost_paintball.

Gameplay Cards Fulfilled
#3, Non-Death Pit Hazard - There is a mousetrap hazard with a luring full health kit underneath the final BLU building.
#5, Unchanging Respawns - RED's respawn room does not change throughout the entire map, it always remains in the RED building with the Igloo.
#8, Rule of Threes - The map is a 4CP Payload map. I, uh, hope this suffices? Lmao.
#10, Low Objective Distance - The third point and the final point of the map are within an 800hu distance of each other.
Detailing Cards Fulfilled
#4, Viewtiful Vistas - The entire map is set in a large sunroom, staring out at a beautiful countryside full of hilly, grass terrain. There are powerlines visible, a couple trees, even the patio of the house that the sunroom is connected to. The entire vibe is meant to bring forth the feeling of those old "Rats" maps, while bringing a new spin on it.
#7, Dynamic Detail - Above the map, in the skybox, there is a perpetually-rotating ceiling fan that uses func_rotating. Players can easily look right up and see its blades spinning slowly.

Link to the map: https://tf2maps.net/downloads/cat-tower.17798/
"Holy shit, it's real" intensifies.
 

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Jan 29, 2016
90
15
Map Name: Puerto
Gamemode: cppl (2 stages, pyramid A/D + payload)
File name/version: cppl_puerto_b5
Description:
A two-stage map featuring close-quarters pyramid A/D action in the first stage and a winding payload journey in the second stage.

Map lore:
Set in Puerto Fortaleza, an old shipwright town in the Oaxaca region of Mexico nestled between a sprawling ocean and towering mountains, Blutarch Mann has received word of a small stash of Australium somewhere in the region hidden in the 1910s by Redmond Mann to establish smaller Australium stashes across the globe. Now, in the 1960s, and supplies of Australium dwindling, Blutarch Mann tasks a team of mercenaries to find and retrieve this stash. Blu’s Early scouting reports mark a nearby pyramid, settled within some old Mayan ruins, which might be housing the stash. Unfortunately, Redmond Mann and the Red team have impounded Blu’s exploration vehicle, which they “borrowed” from a local tourist exploration company.
Blu is tasked with freeing their exploration vehicle from the impound lot and driving it toward the pyramid to extract the stash of Australium.
AD_4nXeHC-ZP84wvt_t61Uq4ceob04ou7SzGcNHcfdplWd-efTff1pYbyBc2RC0PCVdBOn10sg0JJnEKMVmtbM3YdaGUFolJJwNXOjcEq6BI3cvzf-j2Pv78KZC9eb7Pe9hJMSj5Px7D4V6G3Tecj58-UxKSxNst

Creator: Gismogaming

Other assets used in the map:​

Overgrown Asset Pack | Crash and Pear
More Vehicles | FGD5
Crystal Recolor Mini-Pack | Fuzzymellow
Security Fences | Gadget

Greek Theme Pack| (small terracotta pots) | Freyja
Dan’s Slaughter Assets | (cardboard boxes in Point A S1) | Diva Dan
Rotating Intake | (point A S1 fan) | Apom
Generic Train Bumper | Phe and Sonoma
Extra Gameplay Signs | LizardOfOz
Urban Reskin Pack | (generator lights) | Fuzzymellow
STD Contest Cards | Brokkhouse
Transparent Watch Your Step | XEnderFaceX

Gameplay cards fulfilled:

# 1 - Map has at least two stages - Not too much to elaborate on here, the first stage is the control point stage while the second stage is the payload stage.

# 3 - Map has at least one non-deathpit hazard - It's those dang train drivers, they’re deadly! S2 features prominently (on the mountain and cave side of the map) a train line that goes through the mountain. This train offers a fun flank route, however, time it wrong and you're stuck in front of a train driver with no remorse (He will kill you!).

# 7 - At least one objective in a room no bigger than 512x512 - S1’s Point A fulfills this point (512x512, rounded at the back).

# 8 - At least 3 objectives in a single stage - S1 has three objectives (A, B, and C) to capture before moving to the next stage.

# 9 - The map contains a delay mechanic - S2 has the cart stop and drill into the side of the wall before it can continue. This takes 15 seconds and acts as a delay for Blu and a short setup time for Red.

# 10 - At least two objectives within 1024hu in hammer of each other - As the crow flies (straight line), S1’s Points A and B are exactly 1024hu from each other (just through a few walls).

# 15 - At least one of the objectives has unusual cover - S1’s Point A has, for lack of better words, some funky cover in it. A combination of a nipple point with a walkway to get on top of it.

Detailing cards fulfilled:

# 2 - Map is set in a location other than the United States - Map is set within Mexico (specifically in the Oaxaca region of Mexico). Various signs are translated to feature Spanish. The buildings are created out of the colorful concrete that Mexican towns are known to have. The Mayan temple also helps with this sense of Mexican mercenary murder (Mezcal included)!

# 4 - Your out-of-bounds area(s) should set your map in a notable vista(s) - Well the mountainside areas of the map aren’t anything to write home about, the ocean view that is seen on the opposite side is something to behold. The ocean is also partially a gameplay space where players can swim (S1) and di(v)e (S2) into the water.

# 5 - Have visible details throughout the map make ambient noises (birds visible in trees, burst pipes gushing water, frogs, etc) - Many smaller details have been added with the help of sound effects. These include the computer buzzing away on S1’s Point A, the working (yes you read that correctly it works) jukebox in the Musica Cabana in S1 (just need to give it a wack every so often to get it working), electrical and water noises in S2’s waterfall area. Some smaller, nonlooping, audio sources are included as well, like the cargo ship in the distance blasting its fog horn, and Blu’s truck driver honking them good luck during setup on S1.


Link to map: https://tf2maps.net/threads/puerto.52589/
 
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Brandini Panini

Robot Girl Enjoyer
aa
Feb 10, 2017
93
68
Map Name: Underway
Gamemode: A/D 3 CP
File name/version: cp_underway_b2
Description: Construction themed map where BLU team attacks from secret in the night to take out RED's developing base of operations.

20240727112822_1.jpg


Creator: Brandini Panini

Other assets used in the map:
Construction Pack
Frontline Pack
Modular Safety Railings - MacRipley
Control Point Holorgram Strip - Yrrzy
Timberghost Artpass Textures - Timberghost
Hardwood Forklift - Puinguin and FanCyy

Gameplay cards fulfilled:
#3: Map has at least one non-deathpit hazard (Saw on A)
#6: At least one spawnroom can change ownership (Red's first spawn becomes blu's last spawn)
#8: At least 3 objectives in a single stage (3 CP)
#11: At least one objective under another, separate playable space (Area over B)
#15: At least one of the objectives has unusual cover (Wall dividing B)

Detailing cards fulfilled:
#4: Your out-of-bounds area(s) should set your map in a notable vista(s) (Giant bridge over map and valley below)
#5: Have visible details throughout the map make ambient noises (Saw, Vehicles, Generators, Lights, Pipes)

Link to map: https://tf2maps.net/downloads/underway.17397/
 
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Auwi

Certified in best in fun
aa
Dec 12, 2012
209
517
Map Name: Lamworth
Gamemode: 2 Stage A/D CP
File name/version: cp_lamworth_a12
Description: 2 Stage Attack/Defend map taking place within a district of London. First objective is for BLU to make their way and capture RED's industrial base, then BLU can attack via the underground station to get to RED's offices where they are holding several rockets.

20240605103916_1.jpg


Creator: Auwi


Other assets used in the map:
Construction Pack
London Pack
More Vehicles by FGD5
Frontline! Pack
Overgrown Asset Pack By Crash and Pear :)
Gold Dawn Skybox By Auwi

Gameplay Cards Featured:

#1: Map has second stage
#4: Active spawnroom directly below/above active objective (Red's stage 1 spawnroom is directly below CP 2)
#5: Spawnroom never changes, even across multiple stages (Blu keeps same spawnroom on both stage 1 and stage 2)
#7: One objective in room no bigger than 512x512 (Stage 2 CP 1 is in small room)
#9: Contains delay mechanic (Stage 1 door between CP 1 and CP 2 is delayed and opens slowly)
#10: At least two objectives within 1024hu of each other (Stage 2 CP 1 and CP 2 within 1024hu)
#11: At least one objective under a separate playable space (Stage 2 CP 1 has playable space above)
#15: At least one objective has unusual cover (Stage 2 CP 2)

Detailing cards fulfilled:
#2: Map is set outside of the United States (It's in London!)
#4: Map is set in a notable vista (Among landmarks of London)

Link to map: https://tf2maps.net/downloads/lamworth.17472/
 

half

aa
Feb 15, 2015
85
41
Map Name: Herbicide
Gamemode: Sulfur-type CP
File name/version: cp_herbicide_a4a
Description: Deep in the jungle, BLU must put a stop to RED's experiments on local flora by capturing points to deploy herbicide to exterminate the monstrous venus flytrap RED has grown deep inside their base.

20240724231628_1.jpg


Creator: @half

Other assets used in the map:
Sulfur-Type Logic Prefab (https://tf2maps.net/threads/sulfur-type-logic-prefab.49875/) by Freyja and Sarexicus
Jungle Assets (https://tf2maps.net/downloads/sean-heyo-cutinos-jungle-asset-pack.4155/) by Heyo
Handrails - more of the same (https://tf2maps.net/downloads/handrails-more-of-the-same.702/) by Ravidge

Gameplay cards fulfilled:
#5 - unmoving spawn for at least one team - BLU team's spawnroom never changes
#7 - 512x512 objective room - B point is inside a 512x512 room
#8 - >= 3 objectives in single stage - 4 points in the map
#12 - elevator - D (final) point is on an elevator that moves up as other points are capped
#15 - unusual cover objective - A point has a large pipe in the center of it, and C point has twisting vines and a large angled wall

Detailing cards fulfilled:
#4 - notable vista - Map is set within the deep jungle and has large vistas on either side featuring a thicket of trees and a large waterfall cascading down rocks.
#5 - visible details with ambient noises - Herbicide is released in large waterfalls as points are capped, causing sounds of rushing water to play around the area. There is also a pool of herbicide in BLU spawn that makes noise as it flows towards RED's base.

Link to map: https://tf2maps.net/downloads/herbicide.17298/
 
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Seacat08

L5: Dapper Member
Jul 7, 2022
208
176
Map Name: Azure world
Gamemode: Asymmetric Player Destruction
File name/version: pd_azureworld_(Insert final contest version here (probably B1))
Description: Welcome to the Emerald cove resort, or as the locals call it "Resort Baia Smeraldo"! This resort resides in an island cove off the coast of Italy. Our resort prides itself in the quality of conditions and activities to partake in here. The most recent of which are our patented boost pads which propel you forward with a quick boost of speed that lasts for a few seconds. We assure you these are safe... we hope. We also currently have a shortage of multi-coloured leis so we urge you all to not start any brawls over ownership of them, alright? This resort is also equipped with a pretty nifty tram system that links the resort up with the other activities and services on the island like the Red mountain ziplines, cave tours, orca spotting, spa and the prestigious Hotel Marino. As an all inclusive resort the towels and suntan lotion are free for the taking so long as you stick to the one per person rule. Beer is also 10 cents but don't get too wild with that, we are a little short staffed and need some patience. So if you're coming here to relax, or just to have some fun we welcome you with open arms and promise to make this a stay you'll never forget. So kick back, lay down and just feel the sunshine brighten up your day! Welcome, Welcome to Resort Baia Smeraldo!

Team Fortress 2 - Direct3D 9 - 64 Bit 2024-07-25 10_20_57 PM.png


Collaborator #1: @Seacat08
Roles/work: Layout, artpass, textures, models, optimization, soundscapes, particles, polish, concepts and project management

Collaborator #2: @Stack Man
Roles/work: Artpass, optimization, textures and polish

Collaborator #3: @Pinewabble
Roles/work: Primary modeler and model optimization

Collaborator #4: @Lacry
Roles/work: Models, textures and logos

Other assets used in the map:
Selbyen assets by FGD5 and Blaholtzen
Frontline coastal skybox by Void
TF2maps STD contest cards by Brokkhouse, Pdan4 and Flippy
Misc. Santorini prop pack assets by Heyo and Bakscratch


Gameplay cards fulfilled:
#3: Multiple details around the map injure the player from a non-deathpit hazard, such as the torches igniting players letting them burn.
#5: Both team's spawns stay the same through the entire match
#7: The boardwalk point is in a little shack measuring out to under 512 x 512 units
#9: As it is PD the point is disabled for 30 or so seconds after the cap time is over
#10: The main building point and the boardwalk points are exactly 1024 units away from each other
#11: The boardwalk shacks are accessible and able to be played on without direct access to the capture area.
#15: The main building point has a fountain, statue and concave capture zone leading to some unusual cover to play around

Detailing cards fulfilled:
#1: There are multiple hero props found around the map such as the statue in the main building and the lighthouse
#2: The map is set in an Italian styled resort with Italian influences and signs
#3: The map contains embers and soot in Red spawn alongside dripping water on Blu side
#4: The 3d skybox contains a perfect view of the cove that the resort lies in with a glimpse of the ocean beyond, alongside a mountain off in the distance
#5: Multiple details contain sounds like record players playing music, bongos and bells that make sounds when you hit them alongside flowing streams and bubbling lava
#6: Red side is coated in yellow and red lighting with Red spawn being illuminated by lava. Blue spawn is painted in cooler colours mainly coming from the damp caves and flowing streams that are on that side of the map.
#7: The skybox uses moving clouds, a moving orca and when the point is captured the orca bursts through the boardwalk in the skybox.

Link to map: https://tf2maps.net/downloads/azure-world.17692/
 
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Gruppy

aa
Jun 22, 2016
213
40
Map Name: Bassifondi
Gamemode: VIP Gravelpit Type
File name/version: vip_Bassifondi_a1b
Description: VIP map set in a small Italian village.

440_67.jpg


Creator: Gruppy

Collaborator #1: @LizardOfOz
VIP VScript

Collaborator #2: @Wendy
VIP Modeler

Collaborator #3: Chickenman
VIP Work

Gameplay cards fulfilled:
7: At least one objective in a room no bigger than 512x512
6: At least one team’s spawnroom never moves, even across multiple stages
8: At least 3 objectives in a single stage
10:At least two objectives within 1024hu in hammer of each other

Detailing cards fulfilled:
2: Map is set in a location other than the United States
5: Have visible details throughout the map make ambient noises - Radios playing music / Water dripping.

Link to map: https://tf2maps.net/downloads/bassifondi.17900/
 
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