Team Fortress 2
Mario Kart Map
[url="http://halflife2.filefront.com/file/;85903"]Team Fortress 2: Ultimate 350 Mappack #1[/url].
TR Walkway
features bots (computer controlled players) walking on a track. There are loads of different options to customize the play-field, making walkway a good place to practice a wide array of TF2 techniques and general aim. The map features: [*] An endless flow of bots, with the possibility to customize their speed, deploy time and class [*] Easy to use button interface, with in-game explanation of every function [*] Action for the bots. You can order them to attack, jump, dodge or strafe. Manipulate how much hit points do they have before they enter the walkway, choose when to kick or kill them or make them spam silly voice commands [*] Flexible launch-pad, capable of giving random trajectories or adjustable power [*] Custom console commands to control the map without the need to press a button. Useful for creating, loading and sharing game-mods [*] Coding system, including variables, timers, random cases and customizable text. Create mini games, training sessions or testing areas without the need to install a mod [*] Constant regeneration. The whole map is a giant resupply cabinet, players inside it don't need to heal or reload their weapons. But in walkway, the resupply is completely silent and can be turned off if needed [*] Training map designed with a TF2 look in mind, with custom textures, posters, goodies and a secret easter egg [*] sv_cheats is turned on, so your stats won't be saved Attention: The .rar includes a read-me with very important information about the map. It's recommended to read it. The map is almost finished, but suggestions and opinions are still welcome. Installation instructions: Copy the tf folder from inside the rar into your C: Program FilesSteamsteamAppsteam fortress 2 folder. Instructions also in the rar. Perhaps this is not your first time looking at the map. Walkway was in beta inside a closed forum and asked everyone there to not spread it until it was finished. Some of our members made videos of different game mechanics inside the map, so the map stopped being a secret. Why was tr_walway not made public until now? The map was very green, it lacked lots of options and was not optimized at all. This is a single player map, so the chances of you not downloading a newer version are high, ending with a low quality work inside your computer. I prefer to give you the something better or the best The people in the closed forum gave me loads of good comments and opinions that made this map better. They have done the beta testing work and now the final product is available to everyone.
VsH 2fortdesk (v8)
things I liked, but soon became a home for a few memes as well. This map has already been tested several times on the TechnoWolf Gaming servers. The map\'s main concept is the Team and Saxton have shrunken down to the size of a dime and now must fight to the death atop of the desk in 2fort. Pikmin under the books can launch people onto the second story area of the books. When Saxton if pushed off the edge, he it teleported back to his spawn area. If pushed off ten times, the Australium bars he spawns on fall to the desk crushing the Popsicle stick below. Custom particles! Random events play now and again: Pacman chasing the harvest map ghost. (may be removed) Diglets & Dugtrio popping out of the Minecraft grass block. Portal 2 turrets burst from the walls and sing a song. Nyan Cat (yes, that Nyan Cat.) In the background: Gman The Solider Alyx Vance Sonic the Hedgehog Zim & Gir Sam & Max Headcrab L4D first aid kit A B-K Jiggy Zombrex The elusive Mudkip The map is not finished yet and does need some refinement to do but is completely functionary. Please do not remove the Technowolf Gaming logo. http://technowolfgaming.com/
KotH Flood
stalemate and you all are losers. - Boundaries made larger! - Cubemaps added! - Most of community ideas applied! - Spawn no longer campable. (mostly...) [*] [b]Current bugs and To Dos:[/b] - Textures still not finished. - Spawn rooms not done. - There may be a very minor leak.
Achievement Engineer
System and private rooms to farm achievements (for blue team) - System Idle (achievement Idle) - Add more bot (19 bot + 1tf2 bot) - Bot attack 2 - 90% Achievement for all class - Zone Cube soccer - Training rocket jump - Training for the sniper (shooting on a bird) - 3 secret zone - PL payload - Control point - Capture the flag You can play one with larvae. For this purpose unpack a file achievement_engineer_V2.cfg in a folder cfg(You can create a server most and alone make achievements or idle) Attention bot should be dark blue
CP Gullywash (Final)
player, making strategic choices when approaching and capping a point, instead of the standard flat surface all standard 5cp-maps consist of. Middle point is rounded and has 2 different levels of height from which players can cap, it\'s important to take control of the top but you lose the advantage of having healthkits nearby. Point 2/4 also has 2 different levels from which you can cap but the catch is that the player capping on top can\'t jump while capping. if you do jump you will no longer be capping/blocking the point. Having a height advantage but at the cost of mobility will make you think twice. Final cp has a waterway behind and beneath the point, since the last cp caps quite fast you\'ll be sure to keep an eye on the only entrance to water that is located to the right. The map as a whole is considerably smaller than any other 5cp map, mainly because the points are layed out in a unique way (triangle). This allows for fast paced and constant action. It also allows slower classes to spend less time walking around without any action. The map has undergone massive changes during it\'s lifetime and this will be the first version to be officially released publically, even if you played earlier version i urge you to check this one out since some changes are quite significant. (biggest complaint in last iteration was the slow capping of cp2 which has now been set to the same time it takes to cap badlands spire, same goes for mid)
Achievement Golden Wrench
boring? THEN TRY ACHIEVEMENT GOLDEN WRENCH! The map that will never EVER judge you for grinding. download it now and start your future today! with ACHIEVEMENT GOLDEN WRENCH! (ALSO PLEASE TRY TO PLAY AT LEAST 10 MINUTES OF THIS MAP BEFORE YOU MAKE YOUR DECISION)
Achievement Turbo
into basic sub sections with variable player access. Besides that the Achievement_Turbo series also comes with tons of eatereggs (most notable is Pyro's House) and mini games for players who are bored of farming. The map comes with a built-in warning for Shocking Content, actually hinting one of the eastereggs of the map.
Arena Harvest
than Valve's arena maps, it's also a lot bigger. There are 2 small health packs in the map both in small buildings with one entry each so it's dangerous to get the health. The author made all of the custom textures and models in the map.
Team Fortress 2: WWII Skins
Rank Patch, Green Uniform [b]Scout(101st Airborne Trainee/Scout):[/b] Airborne Vest with 101st airborne text and screaming eagle badge, Private Rank Patch, Green Vest [b]Demoman(SAS Explosives Expert):[/b] Red Beret/Cap, Camo Sleeves, Removed Undershirt, Corporal Rank Patch [b]Engineer(Airborne Engineer Battalion):[/b] Green Shirt, Staff Sergeant Rank Patch, Airborne Engineer Patch [b]Pyro(US Army Flamethrower Soldier):[/b] Green Overcoat, Corporal Rank Patch, Grey Gas Tank, Grey Gloves [b]Medic(US Army Medic):[/b] Fully White Trench Coat, Red Cross Arm Band [b]Heavy(Russian Machine Gunner):[/b] Green Shirt, Soviet Flag Patch, Private Rank Patch, Criminal Tattoo [b]Sniper(Australian Sniper Battalion):[/b] Green Shirt, Australian Army Patch, Sergeant Rank Patch [b]Spy(British Secret Agent):[/b] Black Suit, Blue Tie, No Mask [u][b]Installation:[/b][/u] Extract to TF2 Folder and enjoy. Note: If you dont want the soldier to have a moustache just delete [i]soldier_head[/i] in the soldiers materials folder. Also if you want the spy to have a mask again just delete [i]spy_head_blue[/i] from the spy materials folder.
koth_twinfalls
waterfalls and towards the point. The center of the level has three floors, and is important to hold in order to have map control.
Konata Sapper
weapon folder, just make one. Note again these are animated, and on the blue sapper there is a tiny mess up. The author found out in game that the last frame for the blue sapper, it ticks pink for 1 second, then back to blue. It\'ll continuously do this. Sorry. All 3 colors, pink, blue and gray, are within the .zip file. Video, don\'t mind the melee part . . .
Zoey & Witch Spray
know this has nothing to do with tf2, but i use the spray for tf2, since i dont have l4d for my PC
CTF 2Fort Classic
to stairwell rooms I personally like the changes, but that might just be because I’ve played TFC a more then TF2. I like this really like this map and I hope to see more classic remakes on the way but thats just me so take a look at the screenshots to see if it fits youre tastes if so, download it and rate it. Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
Arena Coalyard
just generally hiding in the buildings or well anywhere on the map itself. However that being said the map is only an alpha version meaning that the textures haven\'t been finished and there are no doubt a few bugs waiting to be fixed, although for a first map its not that bad. [quote]Well this is my very first TF2 Map; Arena_Coalyard Here it is, i\'ve only really done the Red spawn, and haven\'t even done the CP yet, but there you go. Comment and all that, I\'ll put a download link up once i get more of it done, there\'s not really much to play at the momentt So the theme is its meant to be a trainyard with resources in that RED and BLU are trying to get hold of and control, and its night time I\'ve done alot of research on TF2 maps, and the themes you should have, and how to build accordingly, but its still hard. Still, I guess it is my first map[/quote] Small note to the author: When you add a map please put more in the description as this will help us a lot when adding files to the site :)
Tower Defence Pack
testers. To achieve this, everybody can now play an ALPHA version of the gamemode. Before that, watch the most recent video, some screenshots and read about the mod in our website. The mod is made for 2 to 4 players, there are several bonuses that will help to beat the waves. You can have a minigun tower, a rocket tower, a jarate tower, trigger a saw that will cut the enemies... and more ! How to play You need (all of this is needed) : - a vanilla server (HLDS or a server you own) 26 slots at least, 32 is the best - metamod - sourcemod - SDK Hooks - then, extract this file in your server/HLDS folder (map + files) If you want to host a public server, please make it private because it is for 4 players max. But it should run fine in a free HLDS you can install in your computer. Keep in mind that it is an alpha version, and uncomplete, it HAS bugs. Once you played it, please do send feedback at : feedback @ tf2td.com, or post here ! Major contributors : Visiteur - Gran PC - flyflo Also : ryve, Wazz, DJ Tsunami, spike, newb, naris
Achievement LC Engineer
32 players may be gaining achievements simultaneously) or to treat Blu as bot team for grinding killing achievements on them (and place spawn points accordingly). Currently the map has two rooms. Room on the first screenshot has 16 Red sentries in it, which constantly disappear and respawn with period of 8 seconds. There is also a resupply area all over the room. This allows you to grind Silent Pardner achievement - eight seconds is just enough to upgrade sentry to second level. For your convenience you can switch to wrench, type "+attack" into console (without quotes) and leave your beloved Engineer upgrading buildings continuously. Second room is for grinding both Death Metal and Circle the Wagons achievements. As in previous room, you only have to stand in front of one sentries and type "+attack". If anyone is within fenced area, several sentries will spawn above your head with interval of 10 seconds and immediately break due to laser damage, producing waste metal. Please give feedback and suggest your ideas for further additions.
The Maidassador: Hisui Ambassador
TYPE-MOON. Comes with normal maps and all that kinda stuff for the metallic kick a revolver carving needs! Installation instructions in the readme.
ZF Topsecret
Survivors spawn inside the facility and must find a spot to hide before setup ends and zombies are released. Team work is essential to win, a good team of Survivors will survive all 7m30s of zombie invasion. A good team of zombies however will shred the Survivors to pieces in less then 3 minutes.
Dragonstorm's America Team Skins
making a balance for it. please download and rate. Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
Jump Pagoda
to hard with some unorthodox methods and further thinking as seen in some of the later stages of jump_tholos. In the end this map turned out to be the more difficult one. Axxxl focused on quality and details rather than quantity for this map in a total of 12 levels. Jumps are designed for soldiers only and not demomen.
Scarlet Devil Mansion
won\'t get out of here without a last challenge. The spies heard Remilia and Patchouli discussing about a Lunar Rocket called the \"Sumiyoshi Vessel\", hidden in the library Which team shall be able to summon it first? Search the library, be the first to grab the magic scroll to summon the rocket! Please, report me any missing textures/models. http://steamcommunity.com/id/DeityLink/ Project Scarlet Devil Island 2009-2011
PL Redship SC
not made of aluminum, titanium and australium. While some spaceships are populated by people happy to be living away from planet Earth, most of the ships are used for alternative resources or inhabitable planet search missions. Scientists, environmentalists, politicians and even law enforcement agencies have their own ship and work together towards the same goal: finding Earth 2.0. The Biosphere Legislation Unit (BLU) have been monitoring the activities of environmentalists for the last 25 years. By respecting their cause and making sure nothing is done to harm the very planets activists protect and by supporting them on the political front, they've assured a climate of cooperation and respect between both parties for the well being of rare or near-instinct resources found on some potentially inhabitable planets. Recently, a group of suspicious activists calling themselves the Recycling-Environment-Development group (RED) have been reported to be secretly harvesting rare ressources found on those planets, and this, under false pretences. They claim that their observation and information collecting activities help in documenting and in the preservation of rare resources, which is true. We now know that RED's supposedly secondary cause, the search for new inhabitable planets, is in fact their main objective. It has cost them a lot and have put them in a difficult financial position but it seems RED won't stop at anything to reach their goal. They are suspected of utilizing the very rare resources they claim to protect as an efficient alternative fuel for their outdated spaceship technology. The reward for finding a new home would be gigantic and bring a lot of money, new state-of-the-art spaceships and fame. Details about their true whereabouts are documented inside RedShip's computers. BLU has been ordered to seize RedShip and find the truth about RED's illegal use of this galaxy's valuable resources. RED: Save your crew and your ship by defending the objectives. Get outside and prevent the BLU from invading the ship! BLU: Take control of REDSHIP by destroying key objectives located on the ship. Make your way inside RedShip and get to the ship's core. Destroy it to take commands. BLU has prepared an assault on RED's main sky base, "REDSHIP 450". Their objective is to take posse-ssion of it and hack its computers. BLU plan on getting inside the ship by neutralizing the cargo bay shield, then to progress inside towards the engine room, section by section. Key objectives are located in each section and destroying them will grant access to the next section until the engine room is reached. If BLU succeed in destroying the Core, they will take command of RedShip. Will RED let them do this?
pl_redship_rc3
not made of aluminum, titanium and australium. While some spaceships are populated by people happy to be living away from planet Earth, most of the ships are used for alternative resources or inhabitable planet search missions. Scientists, environmentalists, politicians and even law enforcement agencies have their own ship and work together towards the same goal: finding Earth 2.0. The Biosphere Legislation Unit (BLU) have been monitoring the activities of environmentalists for the last 25 years. By respecting their cause and making sure nothing is done to harm the very planets activists protect and by supporting them on the political front, they\'ve assured a climate of cooperation and respect between both parties for the well being of rare or near-instinct resources found on some potentially inhabitable planets. Recently, a group of suspicious activists calling themselves the Recycling-Environment-Development group (RED) have been reported to be secretly harvesting rare ressources found on those planets, and this, under false pretences. They claim that their observation and information collecting activities help in documenting and in the preservation of rare resources, which is true. We now know that RED\'s supposedly secondary cause, the search for new inhabitable planets, is in fact their main objective. It has cost them a lot and have put them in a difficult financial position but it seems RED won\'t stop at anything to reach their goal. They are suspected of utilizing the very rare resources they claim to protect as an efficient alternative fuel for their outdated spaceship technology. The reward for finding a new home would be gigantic and bring a lot of money, new state-of-the-art spaceships and fame. Details about their true whereabouts are documented inside RedShip\'s computers. BLU has been ordered to seize RedShip and find the truth about RED\'s illegal use of this galaxy\'s valuable resources. REDSHIP is under attack! RED: Get outside and prevent the BLU from invading the ship! BLU: Make your way inside RedShip and get to the ship\'s core. Destroy it to take commands. Good luck!
KotH Duel
(Black Box, Mad Milk, Medic, etc.) Ammo/Metal can only be found from dead players weapon drops. You can switch classes either when you die, or suicide. Players are vunerable to attack at all times, as there are no safe spots. All weapons are useable, but the layout will hamper Sentries, Heavys and Demomen. Map if fully compatable with the Duel MiniGame item available at the Mann store.
KotH Twisted
identical sides for each of Red and Blu with a small spawn room to prevent spawn camping. Overal this is a fairly good map and to win you have to hold the area for 8 minutes
CP Titan
Fortune favors a thrifty shopper however, and as the Titan I was phased out for its successor, RED and BLU both scrambled to snatch up the memoirs of the past decade of expendable rocketry. Seeing an exploitable opening, both groups feverishly worked on retrofitting the technology into their own plans of world domination, and though the aforementioned fortune can be kind, it can also maintain a sense of irony - for now both RED and BLU have each other in the crosshairs, rockets pointed squarely at each other. With three control points per side, controlling the forward base that oversees the transportation of rocketry parts is only the first step. You\'ll need to then capture their storage shack which houses technological marvels from decades past, as well as their fuel reserves. Finally, you\'re ready to strike at your final goal - the control point directly behind the rocket in their control room terminus. Sabotaging their rocket will assure victory for your side, as well as assuring their carefully laid plans (as well as their base) goes up in an explosion of steel and fire! Amongst the lingering smell of Dinitrogen Tetroxide and Hydrazine, Balistic Logistics United and Rocket Exploration Division are now locked in an ever-increasing battle of wills, fingers poised over the launch buttons, and only the cooperation of their respective team to assure victory over the other side. You don\'t have to be a rocket scientist to blow up a rocket. Guns and ammo work just as well.
PL Redship (RC1)
still looking for another home... not made of aluminum, titanium and australium. While some spaceships are populated by people happy to be living away from planet Earth, most of the ships are used for alternative resources or inhabitable planet search missions. Scientists, environmentalists, politicians and even law enforcement agencies have their own ship and work together towards the same goal: finding Earth 2.0. The Biosphere Legislation Unit (BLU) have been monitoring the activities of environmentalists for the last 25 years. By respecting their cause and making sure nothing is done to harm the very planets activists protect and by supporting them on the political front, they\'ve assured a climate of cooperation and respect between both parties for the well being of rare or near-instinct resources found on some potentially inhabitable planets. Recently, a group of suspicious activists calling themselves the Recycling-Environment-Development group (RED) have been reported to be secretly harvesting rare ressources found on those planets, and this, under false pretences. They claim that their observation and information collecting activities help in documenting and in the preservation of rare resources, which is true. We now know that RED\'s supposedly secondary cause, the search for new inhabitable planets, is in fact their main objective. It has cost them a lot and have put them in a difficult financial position but it seems RED won\'t stop at anything to reach their goal. They are suspected of utilizing the very rare resources they claim to protect as an efficient alternative fuel for their outdated spaceship technology. The reward for finding a new home would be gigantic and bring a lot of money, new state-of-the-art spaceships and fame. Details about their true whereabouts are documented inside RedShip\'s computers. BLU has been ordered to seize RedShip and find the truth about RED\'s illegal use of this galaxy\'s valuable resources. REDSHIP is under attack! RED: Save your crew and your ship by defending the objectives. Get outside and prevent the BLU from invading the ship! BLU: Take control of REDSHIP by destroying key objectives located on the ship. Make your way inside RedShip and get to the ship\'s core. Destroy it to take commands. BLU has prepared an assault on RED\'s main sky base, \"REDSHIP 450\". Their objective is to neutralize it and all of its crew and seize it. BLU plan on getting inside the ship by neutralizing the cargo bay shield, then to progress inside towards the engine room, section by section. Key objectives are located in each section and destroying them will grant access to the next section until the engine room is reached. If BLU succeed in destroying the Core, they will take command of RedShip. Will RED let them do this? Good luck!
Achievement Conflict
pain plates, sentry rooms, elevators, water pool, dispensers, intelligence, team rooms and even more easter eggs and short cuts for you to find out. This is one of my first maps, and the pictures might not give a good first impression but its a fun map to play in with enough to do and explore. There are 2 parts (of secret areas) which are still in progress, but I left it in anyways. But you can't reach some it it (without noclip that is). Enjoy the map a lot of work has gone in to it. (ps. you can idle on it if you like but that should be aloud by the server rather then the map.)
PL Blockland Finished
water in screen 4 doesn't look so good. There are 3 exits from the Blu spawn. As soon as Blu captures the second CP, the second spawn of Red and Blu will activate. On the third CP, the last spawn (the buggy one) activates! Good luck!
RJ Training
toward experts, and instead caters to the inexperience, with the beginning jumps focusing on specific skills, and advanced jumps upping the ante. Enjoy and have fun. Any questions or comments, feel free to contact me. Note: This map has just about the maximum amount of models allowed to use. What this means is that on servers with lots of plugins, some may need to be disabled.
PL Wintertown
the year). The map also includes several different custom models (such as posters, music and a custom 3d skybox). This isn't an easy map mainly because of its size and the length of the track and several obsticles in the way such as a couple of steep slopes..., and the route of the track makes it more difficult to get though all of the checkpoints because there are plenty of places that you can be ambushed! The map also includes random presents (only scenery) scattered around the map. [quote]This is my newest map. PL_WINTERTOWN. It's 1-stage payload map with winter theme. BLU team tries to push payload cart to RED base. BLU team wins by capturing all 4 capture points. But it's not easy because the map is pretty big. Download now! Author: Misteri Late ------ Custom stuff: Evang7 - Posters Youme - Paint patches AshHousewares445 and Deadworkers.com - Music SiniStarR - Custom 3Dskybox props A Boojum Snark - Ultimate Mapping Resource Pack -------[/quote]
Arena Blackwood Valley
perfectly suited to smaller servers, 1v1 battles as well as LAN play. Set in an undesclosed location in the southern states, Black-wood Valley is home to two fronts for rivaling companies, RED and BLU. A fight was bound to break out....
CTF Haarp
areas in order to win. H.A.A.R.P. (the High Frequency Active Auroral R.E.D. Project) is stationed inside a huge Red base built in the side of a cliff. In the snowy Alaskan wilderness, they've built antenna arrays and a gigantic satellite dish. But what you don't know is it's really a DOOMSDAY DEVICE that could potentially END THE WORLD AS WE KNOW IT. Blue must infiltrate the base and deliver the shutdown override codes before DEATH AND DESTRUCTION RAINS DOWN ON THE WORLD (or something). [*] [b]Known Issues:[/b] -This map uses custom particles, which means it's subject to the particle glitch! Nothing we can do about it until Valve patches the game. -Some of the detail isn't 100% just yet. -Some custom models are lacking good textures (They've just got straight colors for now). -Need an introduction video. -Need to fix some wonky shadows.
TC Meridian
plan? Will Red triumph and drive Blue off their island? The gameplay is Territory Control, like tc_hydro, but it uses Capture the Flag instead of Control Points to win each round. We're hoping that the infiltration gameplay will result in fewer round stalemates than the domination gameplay of tc_hydro. At the same time since it only takes one cap to win a round and it changes location each round, we're hoping that this variety of CTF will be more appealing to people who don't like how much of a static turtle some CTF maps can become. The gameplay has improved significantly over earlier versions from last year. One major difference is that the CTF HUD is now enabled, making it much easier to find the intel to steal (or defend). Other areas that were too tight and claustrophobic have seen major overhauls as well. The map is getting close to completion, but it really needs to see a lot of action to tell of the balance is perfect. The scout update pretty much killed all testing on beta 4, so I'm trying to revive interest in the map now that the scout craze has died off. Any help with getting this added to server rotations would be immensely appreciated.
PL Dbheights
the end of stage 2. Please stay tuned for the final version of this map called pl_dbheights_final, after more testing of this version. Thanks for your patience, play testing and updating me with issues.
CP Toy Fort Alt3
versions and huge help of players TF2 (also special thank to OneDal), map found a new life :) Now map is less similar to style rats, and became better in playing teams tf2. changes alt2: 1. improved fps. 2. door between first and second CP's now two-sided! it give more advantage to attackers. 3. minor bug-fix %) changes alt3: 1. elevator now can lifting 2 players 2. side ways enlarged (spies hello) 3. some things for increasing fps 4. minor bug-fix
CP Bedrooms 3
definitely thinks it was worth it. In all honestly, he also thinks that this one is the definitive version. The type of gameplay is better suited to the map's size than the CTF one. Of course, because it was just a quick port, as of writing this he hasn't actually played the map with other people. The CTF version is fun to play, and it doesn't hurt to have more options, right?
PL Jungle
has been working on it since September 2008, it contains a huge amount of custom content, and it's going to contain more on next stages. All custom content has been created by me, but I would want to thank those guys from interlopers and tf2maps who helped me in the modeling process. In the beginning, all vegetation models were animated, but Source engine can't handle that amount of dynamic props, so I've made them all static, that would also help the people with low-spec computers to run it better (it would run smooth in all non prehistoric computers). It also was supposed to have some particle effects, that he'll add in future versions. Now some map story: The map takes place on a desert island in the middle of the ocean, RED team have made a secret base in it. But BLU satellites took a pic of the island and discovered a RED heavy eating his sandvich on the beach. So BLU team prepared their pimp pirate ship and traveled to the island with a 10 megaton bomb. Here's when you take part of it, join RED and defend the island, or join BLU and bomb it. It's your choice!
Team Fortress 2: Meet The Scout Video
the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray. 1:35 min high-quality HD (2558 K bits/second) .wmv video of 'The Scout', the latest in VALVe's mini-series.
koth_sollytude
Unfortunately I\'m involved in that formula too so its success percentage is drastically reduced somewhat... This is the final version (hopefully?) so thanks to Mikeypilk for feedback and testing, and to Paulmega for feedback and testing, and to anyone else who tested it/gave feedback. Also thanks to tf2mods medieval prop pack, available at http://medieval.tf2mods.net/6_1.html
koth_sollytude_rc1
be awesome! Unfortunately I\'m involved in that formula too so its success percentage is drastically reduced somewhat... This is release candidate 1 so getting close to the final version so feedback is appreciated. Thanks to Mikeypilk for custom music and general support and testing, and to Paulmega for feedback and testing, and to anyone else who tested it/gave feedback. Also thanks to tf2mods medieval prop pack.
KotH Fightyard (v2)
up to 48 players (if you can hold that many) -Control Point must be held for 2 minutes to win the round -[b]Bot friendly![/b] The map plays well with a full server of bots.
The Pit
pit...Why anyone would want a bottomless pit though would be beyond me, unless of course you are a bond villain however it does make a great map and of course the fun part of everyone who falls down the pit!!
Murderball_2011_RC1
Thorsten. No Control Point-only or flag-capping, this is the real deal... Murderball-style! Objective: --------------------------------------- Run to the center of the map and grab the ball. Try to keep it as long as you can! You can go into any of the bases with it, but everyone will know your location. Your team will gain a point for every 10 seconds you hold the ball. The ball will return to the center of the map when dropped. Capture the green or yellow base to gain control of it and activate its health, ammo and elevator for you and your team. [b]Screenshots - Click for Larger Picture[/b]
Trade Post
trading maps they\'ve seen, I\'m releasing it publicly too. This map no longer requires the use of a plugin that restricts everyone to the same team, strips weapons, or otherwise punishes players for killing each other. Simply disable autobalance (mp_autoteambalance 0) to let everyone join the blue team.
KotH Duel
etc.) * Ammo/Metal can only be found from dead players weapon drops. * You can switch classes either when you die, or suicide. * Players are vunerable to attack at all times, as there are no safe spots. * All weapons are useable, but the layout will hamper Sentries, Heavys and Demomen. * Map if fully compatable with the Duel MiniGame item available at the Mann store.
PL Redship
back their ship. RedShip is different from a regular payload map from its objectives that must be destroyed/defended. You have to push a cart like in any other payload map, but RedShip randomly choses 1 from 3 different types of payload. (see below) There's also 3 different possible atmospheres for the map: a sunny day up above the clouds, low-gravity space or sunset time above the lake on an unknown planet. They can play to your advantage depending on the class you play. Sometimes you'll also have environmental objects to destroy that block your way or to unlock a path to help your team.
PL Canyon
the Payload from the newly constructed Blue base to the center of the enemy Red Base, in order to disable the Red Team\'s large Multi-stage Rocket. The payload starts at Blue Base, which sits at the very edge of the Canyon on a clifftop. The payload works its way downhill and winds through Red and Blue owned buildings to the first Point A, \"The Payload Suppository.\" It then winds up into a small tunnel, which has many crossing paths above and in the tunnel. The tunnel then opens up onto a large L-Shaped bridge and Point B, \"The Loading Dock,\" all above a very large pit. Afterwards, the payload makes its way down and off the bridge and through Red\'s large base to Point C, \"The Platform Complex.\" After going through the long final stretch, which has many overpasses, the payload turns into the final Point D, \"Mission Control,\" the location of Red\'s large Multi-stage Rocket. The payload drops down into the point, the point explodes, and the rocket is disabled.
CP Titan
alternative rocketry technology to be used in mainstream space exploration. Fortune favors a thrifty shopper however, and as the Titan I was phased out for its successor, RED and BLU both scrambled to snatch up the memoirs of the past decade of expendable rocketry. Seeing an exploitable opening, both groups feverishly worked on retrofitting the technology into their own plans of world domination, and though the aforementioned fortune can be kind, it can also maintain a sense of irony - for now both RED and BLU have each other in the crosshairs, rockets pointed squarely at each other. With three control points per side, controlling the forward base that oversees the transportation of rocketry parts is only the first step. You'll need to then capture their storage shack which houses technological marvels from decades past, as well as their fuel reserves. Finally, you're ready to strike at your final goal - the control point directly behind the rocket in their control room terminus. Sabotaging their rocket will assure victory for your side, as well as assuring their carefully laid plans (as well as their base) goes up in an explosion of steel and fire! Amongst the lingering smell of Dinitrogen Tetroxide and Hydrazine, Balistic Logistics United and Rocket Exploration Division are now locked in an ever-increasing battle of wills, fingers poised over the launch buttons, and only the cooperation of their respective team to assure victory over the other side. You don't have to be a rocket scientist to blow up a rocket. Guns and ammo work just as well.
PL Canyon
the Payload from the newly constructed Blue base to the center of the enemy Red Base, in order to disable the Red Team\'s large Multi-stage Rocket. The payload starts at Blue Base, which sits at the very edge of the Canyon on a clifftop. The payload works its way downhill and winds through Red and Blue owned buildings to the first Point A, \"The Payload Suppository.\" It then winds up into a small tunnel, which has many crossing paths above and in the tunnel. The tunnel then opens up onto a large L-Shaped bridge and Point B, \"The Loading Dock,\" all above a very large pit. Afterwards, the payload makes its way down and off the bridge and through Red\'s large base to Point C, \"The Platform Complex.\" After going through the long final stretch, which has many overpasses, the payload turns into the final Point D, \"Mission Control,\" the location of Red\'s large Multi-stage Rocket. The payload drops down into the point, the point explodes, and the rocket is disabled.
RTE Reach the end
map. If one of your team mates does so the other team will die. Sounds easy, but its not. There are traps that will slow you down.
Trade MANCONOMY
now tells you to switch to red to being trading) rearranged a couple of things here and there. added some areaportals some hints. MORE clipping to those animating cyclers to avoid getting stuck. Fps: on v 3 i was getting 80 fps from the pool looking down the halls, with v4.5 i get 250 fps! outside and inside is stale and doesnt lag Player discoveries: If you get noclip you can build teleporters outside of the map, for some reason cordon pretty much boxed the map in to prevent leaks. NOTICE: CUSTOM TEXTURES ARE PAKRATTED INTO THE MAP! Have fun, PLEASE do host this map if you can!
CP Starship
on opposite ends of the map, the first team to capture the enemy's dock point wins. In order to capture the dock point a team only needs two out of the three middle points. After capture, the middle points will auto-lock for 45 seconds before opening back up again. This prevents points from getting continuously scout rushed immediately after capture. The bonus point (Sewers) grants a team forward respawns if the own both it and the Engine or Bridge. Additionally it is the only point that grants a team a respawn time bonus. This map is very large and due to its non-linear nature it is highly recommended that it be played on servers of 24 - 32 people.
Arena Space Beta 1
a lot of open space on several levers which can make it very interesting. However that being said it is a well made map and defineately has a spacey feel to the map and has a brilliant layout and background. The main idea behind the map was according to the author - Due to the budget cutback of the 03.February 1964, the \"Blue-Labs-Aeronautics-Administration\" (Blaa) has decided to hijack the Red\'s lunar-space craft. We have located the lunar module at the Red\'s spacestation \"Jupiter 1\". This mission is of vital importance. (To engage actors to fake the moon landing on earth would be too expensive. [b]Objective:[/b] Your team must either eliminate all astronauts on the opposing team or capture the control point that will be activated during the round.
CP artpass_mrhappy
are all inside and this map does very effectively show what a moon base should look like. The inside and outside areas have been very well made and this does show in the map, and the author has worked very hard at this map. There are a lot of small areas which are perfect for those ambushes or even for a hit and run or something as simple as charging the enemy. Overall however this map has been brilliantly made and definately adds more to the game especially with a space based map rather than another one based on the earth. Aside from the no air in space part which doesn\'t really matter this map is brilliant and definately recommended for everyone to at least try :)
CTF Moonwalk
between the two main bases which does make it more realistic being on the moon. The map itself has been very well made and is a welcome change I think to all of the land based maps that are around, although while it can cope with 32 players at once its probably for the best that you go for less players mainly because this can quite quickly lead to a stalemate!
CTF Dam
cap point is located further inside the base. The spawn rooms can be accessed from the top floor and the mid levels. You can go from the mid spawn room to the upper one via an air duct that will carry you up. (It will now automatically send you up, you no longer have to jump to go up). There are laser grid doors that are removed once the first flag is captured. The lasers on spawn room doors will not kill you. There is a large drop off on the outside of the dam, falling off means you die and any flags will be reset if they land here. A split level animated skybox (trains in the background and a lovely surprise when you win), The town is one side red and the other is blue, when one team wins the losing sides town will burn. All of my stairs are clipped for smoothness some Area portals,a lot of hint + skips.
CP Kakariko
yet again, give AgeNt_ a round of applause for contributing his plant and tree models within the map – both light and dark world versions.
CP Demolition
secret information has revealed, the opposing team has a nuclear rocket stationed in a small base in the desert. Your mission is to take control over the base, and prevent them from launching.
KotH Watermill
directions, build a forward base to support your team\'s push, control of the roof is key but anyone can get there.
CP Reelfoot
the author under 30 days to make, from planning to Beta 1. BETA 1 IS OUT! [b]Special Thanks to:[/b] -The people who made the swamp pack over at tf2maps.net. -PSY for the rain with collision particles -killa for hosting the map
PL HighTower (Beta1)
computer. So basically The Blu team has to push the cart up a long and high-up series of ramps into the Red base in the sky. In the Red base there is a tractor beam that pulls up players and the cart. Once the cart reaches the top of the tractor beam, the beam deactivates, the blu team wins, and the bomb drops straight back down to the bottom center of the map and blows up.
CTF 1Fort (Beta 3)
single pane of indestructible bulletproof glass, so your goal is always within eyesight. [*] [b]New in b3:[/b] - added sewer entry hatch model - changed game mode to payload (user request) - built a pile of rocks - dug a tunnel - changed game mode back to ctf - added some new signs and textures - changed tree model in courtyard - outdoor soundscape more night-like (hoot-hoo!)
KotH Inverted
Team. The Map has only 1 entry to the computer room, many well sentry spots and many places to hide.
Arena Shockwave
to make something kind of unique. but ended up making an alpine map with different textures The map is sized for 6v6 to 8v8 play. It might be a bit crowded at 12v12. The elevator model was created by Fabian \"Acumen\" Schmidt (akkushaver@gmx.de). Some textures and models made by the swamp theme team.
CTF Jagged
to both of the enemies Control Points and stopping the enemy from capturing your own. [*] [b]Some Important Features[/b] The Control Point can not be captured while a team member is nearby. When a point is captured the Intelligence will return 10 seconds later. Once a control point is captured, it can not be taken back. [*] [b]What makes this mode intresting[/b] When a team has the intel they can either guard the intel or attack with it. This game mode strongly rewards team coordination. [*] [b]The Map[/b] The map is designed to be open enough for 12-32 players with varying heights and choke points. The maps outdoor environment is a desert and indoors the game takes place in a large storage warehouse. Competitive was in mind when designing this map. All feedback is greatly appreciated.
TD Firstone 5 (Alpha 1)
the map - medic boss is now more resistant to knock-back, with less HP - the demoman wave with the healthpack is now made of heavies and is harder - fly spy waves harder to knock-back, with less hp - fixed invisible ammo pack at the beginning - fixed a little modeling error on bridges - fixed exploit allowing to build on the path/CP This is the last map before alpha 2! A new announcement should be posted soon in the steam group.
Bloody Southern Hospitality
he\'s not changing this quick skin. He hopes some people will enjoy this skin.
The Lucky Ringer
for the Dead Ringer, with a Lucky Star theme. I believe this is a rare, if not the first, remodel for the DR on FPSBanana, and I would like to give a big thanks to hipnox from the TF2 forums for joining up on this project out of the blue! Please leave feedback if you enjoy it, or even if you didn\'t (so I can improve it), and let me know what you think. Please don\'t rate this skin on your feelings toward anime in general, TF2 crossovers, or the freakishly long wall of text above this information; please vote for this skin\'s \"originality\" in regards to other Dead Ringer submissions, not other Spy or TF2 submissions. Also, I don\'t want to make it a voting criterion, but I\'d appreciate if you told me your opinion of the cover image! I spent a few days making it from the Sandvich blueprints.
Biohazard Jarate
skin includes: -New lid texture. -Darker glass. -Glowing, green biohazard waste. -Yes, this this includes custom particles! Please enjoy!
Koth/Arena Sprawl Map Pack
station. I seem to think that this is no coincidence besides aren\'t RED and BLU industry\'s both owned by TF Industry\'s? hmmm.... -PROTIP- The train tracks though nothing is moving are still vary much lethal just like real monorail tracks touch these and you\'ll lite up like a match. So be careful on the lower levels watch your back for pyros and if your rocket/sticky jumping make sure your aim is right. [b](NOTE)[/b] The download contains 2 maps KOTH and Arena Sprawl.
CTF Landfall
unassuming canopy of trees deep in an unassuming forest, Red and Blu are (assumably) fighting for space. And what better way to halt the other\'s operations than to steal their building plans...
CTF Deceit
gravel) making scheme! Hidden away behind seemingly innocent buildings, 2 secret bases work tirelessly to uncover alternative power sources in the increasingly desperate times as gravel supplies run out. Top of the list is a deathray powered only by sandviches. However, it seems the other faction have had similar ideas, and now the bases do little more than fight to try and get a peek at the other team's plans.
KotH Cargoyard
once you succeed, the Depot will be yours! Basic Info: - Small but deadly King of The Hill map - Compitable with BOT SUPPORT. Type \"tf_bot_add\" in console to add Bots. - Narrow ways for Demomen, and Pyros. Sniping areas at sides of map. - An Engineers heaven. Lots of places to hide sentries. - Features HDR. Type \"buildcubemaps\" in console, and restart the game, for maximum effect. - A map I almost guarantee you will like. - 24 player support. - Based on a custom Call of Duty 4 map, I cant remember the exact name of. - A map with lots of fun.
CP Tidal
whole map would fit together and feel like one cohesive modern facility. It\'s a 5 cp linear push map with battles across rooftops and in alleys. There\'s a lot of ledges to look down and defend/attack from. I\'ve been working on it off and on since January 2010. For this map I spent a lot longer balancing gameplay and trying to make the areas fun than my I did for previous works. This time I let the maps design evolve more out of the playtests rather than just my head, so I think it plays a lot better than my older maps. It\'s balanced for 24 players.
KotH Fissure
from the capture point itself. In order to maintain control of the middle, a team must secure the area right outside of the enemy team's base, pushing them back to the cavern before it. The map is set in a mining structure that cuts through a steep valley, serving well my desire to convey a sense of danger and instability.
PL Sierrascurry
either team. The spawn control is all done through the big building in the center of the map. Its located directly across from both spawns and the doors are controlled based on what points each team controls. Red can pass all the way through off the start. Once blu gets the first point both teams can pass through. After blu gets second point then only blu can pass through. Also note you cannot get stuck in this building, either go back the way you came or go up. one other thing to note the sliding doors on the forward left side of blu spawn will activate on round start. These are the same doors red will see at the forward right side, there behind the old timey truck. also, very little is clipped, this is on purpose. if it looks like you can get on top of it you probably can. standard install, just a .bsp for your maps folder.
Jump Redplanet
freestyle jumps i did in my old videos. the map has a ridiculous beautiful skybox and sci-fi custom textures.
Arena Sprawl
station. I seem to think that this is no coincidence besides aren't RED and BLU industry's both owned by TF Industry's? hmmm.... [*] PROTIP The train tracks though nothing is moving are still vary much lethal just like real monorail tracks touch these and you'll lite up like a match. so be careful on the lower levels watch your back for pyros and if your rocket/sticky jumping make sure your aim is right. [*] ON FINAL RELEASE a King of The Hill Variant Will be Included in the Final Download Zip [*] DETAILS FOR KOTH SPRAWL -The Locker Props in the team spawns will be replaced with Med Lockers -The CP will be Moved Into The Larger Buildings main enterance/exit room To make Travel Times Between both teams even (This Is Up to you guys put +1 in your post If you think I should move it. - The 4 full health/ammo packs by the spawn rooms will be removed -The Skybox will be changed to a day setting (sky_hurricane_01) with a calmer storm.
CTF Crossport
Protective glass has also been added to the scaffolding above the intel room.
CTF Decker
the Red team has been poaching Blue Tuna in Blue Waters. The Red Team claims it's fishing Red Snapper in Red Waters. As a result the Blue team has docked its aircraft carrier at the Red Teams cannary to "investigate". Only one way to settle this... "History is written by the victors!"
Achievement Woodstone
Area - Healing Area - Multiple Resupply Lockers - Water Area - Capture the Flag Setup - King Of the Hill Setup - HDR - 32 Player Availability - Pretty Decent Design/Detail (IMO) "King Of The Hill" counter and "Capture The Flag" timers count down but never end. Game-play is endless. Note: This map is made for RED TEAM! Blue team is set up for bots/idlers so that red team can use for achievements.
Achievement Idle Remix
button room available for both teams - easy for achievements all credits to Joey (the author) steam>>steamapps>>(username)>>teamfortress2>>tf>>maps
CP Wild
finally version so you can send me a suggestions and comments. If you found a bug please rapport. Here is my blog http://forum.cdaction.pl/index.php?autocom=blog&blogid=1780& . All of the text on my blog is in polish
CP Mineshaft
look at the pretty pictures and download it if you're interested.
KotH Tech
Spawn room, RED or BLU, a player would find himself a choice, left or right? Well, to the left is downstairs, (or the ground floor_ and to the right stairs, proceeding up to the second floor. The Ground floor has the control point, stairs leading to the second floor, and a few computer props. After about a minute of play, you will come back out to the ground floor, and WHAT'S THIS!??!?!? The Capture Point is gone!!! Actually, it's moved to the second floor! Cool Huh? On the second floor, is more computer props, and Capture Point sometimes, and the stairs again. This isn't a very big map, but due to the KotH game type, and the moving objective,it can be difficult! This map I just got back to, after a long two months, studying for Exams and such, so here it is! I will be fixing up the control point, which, as far as I know, only moves up once, then down once, and doesn't move again, although I haven't played an extended time on it. **A NOTE** The Control Point will move every minute, BUT! only if someone is in the map, if they're on Spectator, it will not move ever!! If you would like the VMF file, I will give you it after this maps, final release, Please do not Decompile it, as it kind of wrong. The Secret area is activated by hitting a certain button on one of the computers. Thanks, -Makar
KotH Canada
multiple routes, all leading to the center. Many of the rooves are accessible, and while it is easier for scouts and soldiers, other classes can all take different, but slightly longer routes up to the top. The gameplay is based on fast action and a constant change in control of the capture point. The capture time has been considerably reduced compared to a normal KotH map, so when you see your point is being capped by a single person, you have 14 seconds to haul ass and get to the cap and defend what is rightfully yours. Similarly, if the enemy has set up camp, one push can get you straight to the cap and turn the game on its head.
Jumping 2 (Beta 1)
room. Train at jumping on this map, any type can be practiced.
CTF Generation Station (v2.0)
could improve on. Fixed a couple of bugs. Does anyone have a server that can host this map as i would like to play it with people?
PLR Nightfall
map was designed to provide players with plenty of routes into the enemies base to help aid the breaking down of a good defence. It features neutral arenas at the center of each stage instead of chokepoints which allows players to move more freely between the bases, and mechanics to help motivate players to complete the objective in the shape of short bursts in progress once the cart reaches a downhill slope and a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective.
DM Mario Kart Fug
almost half a year ago. Up until now, he has been improving and adding content. Currently, the additions are: -Moved Blue spawn -More songs -Song off button -Party Van changed to extremely fast car -Catbuses changed to Konvoy Karts -More items -Way to roof -Little bit more optimized -Changed goal message -New billboard -A BLIMP -Extra spawns -2 ways out of main spawn Also, some new secrets: -A room for my friend Roflman, who made the new billboard image -A changed pr0n room -2 paths to skybox, one way out -The ultimate secret, the I'm on a Boat experience. Getting there includes a sawblade course and a laser array, both built by Ket -A secret "Don't Stop Me Now" and "Trololololo" Button -Might be some other stuff I forgot to mention So, what are you doing still reading this? Go download this map!
Arena Glasspit (v4.0)
opaque -Re-distributed ammo and health pack to deter spawn camping -increased the health of the glass -the glass progressively gets stronger as you descend -the last layer of glass has been changed to a metal "warning" texture -faster spawn kill -stronger spawn kill (trying to keep up with the heavy eating sanvich -increased the height of the "roof" (you now can now rocket jump over walls) -changed gravity to 1000 (you can still make it over the walls, dw) -moved around the "door" to try to prevent clipping when it closes
CTF Theskatingrin
first team to do 25 laps with the opposing team's intel wins. [b]Extras[/b] Every 5 laps, the team gets a 'bonus' that will help them win all the faster. [b]Specifics[/b] - 6 seconds after a dropped intel before it returns Notes: The bonuses each team gets might come out to be very lame, so they are subject to change if they suck too much. B3: -lowered setup time (waiting time) -moved the flags to opposite ends of platforms -Build on the rink but nowhere else -took out gravity intel -more stuff I forgot -spectator camera that roams the rink
Arena Floor of Glass (v1.0)
Point. NOTE: The ideal class for this map is Solider and I recommend that you change the gravity to 300 for larger jumps. Hope you all enjoy this map and its gameplay.
PL Cottage
winning. -Dont worry the duck is still there :) - Added 2 EKSTRA spawnrooms for less running and more fighting. -There is now 5 spawnrooms. - Added new eksplosion model, for a better BOOM! - Added alternative route from a house to a rockside between 3 and 4 CP. - Added 2 small Shacks with health and ammo instead of unusefull buildings. - Redesigned a bit of blues first spawn area. - Added more health and ammo. - Added visclusters (for the fps). -added more signs.
CTF Arklay (Beta 2)
movies and games are not related) ok to the map description. Think of this as a larger 2fort with some aspects from well and the original 2 fort. there are many entrances to both bases to watch out for. This isn't a set up a sentry and leave map a good solider or demoman can rocket/sticky jump into the courtyard with ease and with 3 ways into the Intel room in both bases your going to need to beef up security. you may notice hey I brought the red/blue intel to our intel room and it didn't capture....well that's because like 2fort classic you have to bring it to the roof (3F) to the 2fort inspired sniper deck to where it says "Capture Zone".
CP Furnace RC
points to defend and two points to capture at the start of the round. Furnace Creek features a custom desert environment designed by Nineaxis and developed by Youme and Snipergen. Most noticable is the custom sunset sky, with smaller details such as a new set of cacti to catch your eye. The "spytech" of the map is also custom, a solar-powered laser, a combination of a parabolic solar array, an energy rod, and of course, a laser. The villains at Reliable Excavation Demolition have a new idea on how to demolish their enemies. It's the Solar Laser Unbuilding Gun, or S.L.U.G., a solar powered laser capable of destroying pretty much anything. Builders League United is determined to stop them. The Solar Laser Unbuilding Gun (or S.L.U.G.) is a large ray gun mounted on top of a tower at Capture Point C. It is powered by a field of heliostats behind it that comprise the parabolic solar array. Power is fed to the laser through the Energy Rod inside the tower. The S.L.U.G. reaches maximum power at sunset.
Saxton Soccer (Alpha 4)
not just the team they are colored as. The moving walkway will move only their associated team quickly to the center of the map. The enemy team can not go into the other teams goalie box. Ball kills on impact. I included a server config file to slightly lower the gravity (600) and force class limits. Class limits: unlimited heavies and scouts and one demo to be a goalie, no other classes. This map was not made to be played with all classes so beware if you don't use the config file. It is recommended that scouts use the stun ball as it can make it easy for them to take out heavies. Thanks go to the CG Society for the testing.
CP Grassland
thinks he succeeded. [*] [b]Changes in RC3[/b] - More clipping added - Blu entrance to A is now harder to camp - Ammos on B tweaked Special thanks to: A Boojum Snark - Resource Library is so useful.
CP Titan
existing map or from the first Team Fortress game. I have played it half an hour with friends, and it was real fun, and nobody encountered a single glitch/bug. We did have some issues finding the right way in the beginning, due to some doors having the wrong skin, making them look like exit only doors from an enemy resupply, but in fact was just a regular door, accessible for either team. What makes this map even better, are the last control points for each team. It's a huge rocket, ready to launch when you capture the point underneath it. But then, it explodes, falling into giant pieces, killing every single player on the map. EPIC. This is still a beta, so i eagerly await the next update on this baby. Keep it up, Zenny0004!
2fort5 Quake Edition
big, and is unplayable as a heavy, or any class that runs slow for that matter. The hallways are confusing, and the textures are dull as hell. But hey, it's supposed to be some old skool map, so let's look at the other side of it. It does look quite like the original, but in fact i like the original more, which i believe, has the capture point on your intelligence, instead of all the way up in your base, where all the snipers on the other side can easily snipe you. It took me 3.45 minutes to find the intelligence, and another 4 minutes to actually capture it and score a point. Each base is symmetrically, but can only be identified from the outside or the fact that there is a stop sign on the resupply or not. A few signs pointing to battlements and intelligence might not be like the original, but would be really helpful. With a few updates, this map is going to be good. It's still the beta, so there is a lot of chance. :)
CP Alpine
minutes. The more control points your team controls, the quicker you will respawn and the slower your opponents will respawn. In addition, the central Bridge control point also unlocks an alternate spawn closer to the middle of the map. Special thanks to all the guinea pigs who play tested this for me. Comments? Leave them at http://www.osfhome.com/forums/ or email them to M86firestorm@att.net
CP Consignment
electrocute and kill you if you hang around on them long enough - the second station has no damage (but you can still be run over) - Jumping while on the train is bad for you - also, it's best that you try to get off the train at the station, there is a wall to stop you, but it is by no means fail-proof yet. - There are some toxic barrels penned off by tall fences. It's possible to jump in there, but make sure you can get out quick because they will hurt you. - The author isn't good at creating lighting - The author know textures don't all line up - don't worry about these for now]
CTF Mercy
capturing -Mercy Rule: If a team leads by 5 or more, the enemy intelligence is disabled for 30 seconds upon capture (does not affect publics with low capture limits) -Very fast paced, reduced spawn timer -Short intelligence return timer -Respawn with significantly separate exits, none in the path of the intelligence -Several viable attack routes -Bases that aren't deep and intricate that result in stalemates
KotH Woodytower
friend Windows 98 added the soundscapes and fixed some stuffs. Any Sugerence please send him an email to il.xenrak-rl1@hotmail.com
CP Devilsbrew 2
2ndary points move about 500 units towards the owner, and on the other side of a door(which only opens to let the CP move past). Devil's Brew 2 is the result of what happens when you rush the final version (which i did in the hope of having a finished map for the competition) As a result, there were a number of balance issues that were not discovered until later on. The story of Devil's Brew is an idea of 2 breweries, in an industrial area, attempting an aggressive takeover bid of eachother.
CTF Underhanded
the surface of the earth itself. In preparation for the ensuing subterrainean conflict, both sides have contracted out for underground bases from the famous fortress builders of TF2M. Unfortunately, both teams have selected the same site for their secret bases, and when this is discovered, all hell breaks loose as each side tries to repel the interlopers.
CP Treehouse
This is where you're going to end up after playing in the Treehouse. Like to fly through the air, powered by explosions? You'd better be pro, or you're going to die like Snake-eyes, in a heap, on the ground. And you're gonna grit your teeth and rage, QQ about the map, the enemy, and above all the infernal Engineer who wanted only one thing: to punish you for daring to attempt to own the Treehouse. (an A+B>C style CP map)
PL Everest
played. The map has several places that you can hide or to make an ambush if you wanted to, and has a fairly long track length which could make some interesting games.
CTF Hall of Life
messing around with Hammer. This map is a map 2es made based on the layout of ctf_hallofdeath... so he called it CTF_halloflife. The map is meant to be better suited for larger servers. The map is larger, wider, and vents added to the sides to allow escape from spam on the main chokepoint. The map has a much more visually distinct look. The lighting in the screenshots is a bit brighter than what it actually is in game. The author has a version that is more visually detailed in the way of distinct lighting, however since the map is meant for larger servers, he's releasing the less detailed version because of FPS issues
Darker Direct Hit w/ New Textures
USERNAME**/team fortress 2/tf/materials
Golden Ubersaw - with blood
instructions: Extract the file named "models" to the following folder: "Steam/steamapps/YOUR STEAM USERNAME/team fortress 2/tf/materials" Enjoy!
CP Taiga
the bases where the player could mortally be wounded. This map to be used in competitions and also in public servers.
KotH Dryway
contains the control point. The skybox is a bit larger, so feel free to jump around.
CTF Checkpoint
on. Thanks to the fine folks at TF2Maps, calculatedChaos, and FreeFrag, Checkpoint is nearing completion. In fact, I'd say it's pretty much done already, all it needs is some aesthetic facelifts, and it's ready to go. The current beta build, B4, is already making the rounds, and I think B5 ought to be the last of them. So, why should you care? Well, I'm sure you've experienced this scenario before: You're a real cool player. You bravely fight your way through all the enemy defenses, battle through into the basements, nab the intel, and come back up topside just in time for everyone you killed along the way to have respawned and camping the exits, rewarding your valiant heroic efforts with a swift and thankless death. Then the Engineers rebuild their sentries, TurtleMania ensues, and the intel goes back into the depths again. Wash, rinse, repeat, and hello stalemate and thoroughly disappointing experience. Well, no more! Checkpoint's layout is EXTREMELY unforgiving to a team's defense. Instead of the neutral ground ---> dummy corporation ---> secret base setup, it goes from neutral ground right to secret base. The spawnrooms are located behind the intel cart, nestled in between two walls that hamper Sentry Gun's detection fields. It's a relatively small map too, roughly the same size as Turbine, so the only thing Checkpoint does not promise to deliver is a dull moment. The first team to crack under pressure is the first team to have their Intel stolen.
KotH Switcheroo
notice! bot navgraph has been added within this file: [quote]Bot graph for Koth_Switcheroo Beta 3 Instructions : Unzip the koth_switcheroo_b3.nav file to team fortress 2tfmaps Start TF2 with the console enabled (-console in the Launch Options) Start a game on koth_switcheroo_b3 Use the command "tf_bot_add" in the console to add bots to the game[/quote]
Blood Berry Bat
v_model and was tiny! Author decided to fix these problems. Mecha has given Viper permissions to release this.
CTF Avantiville
on with their everyday drivel of a booming commodities industry in harmony. Blu's covert operations and espionage have uncovered Red's massive plot to take Blu over. Blu has decided to eliminate the threat with their own team of mercenaries. Blu is trying to claim each of Red's 4 key tactical areas by planting their intelligence at the capture points. Can Blu catch red off guard and bet them at their own game?
KotH Enclave
few years after the Earth being reduced to smoke and rubble, remnants of the two corporations keep fighting for whatever's left of the planet's resources. Enclave is a KOTH map - I originally used a modified KOTH ruleset for this one, where the timer only goes down as long as there are people standing on the point (the way KOTH pretty much is in other games), but this turned out to be very stalemate-ish, so I reverted to the original rules.
CTF Glassfloor
group Recondos (RCD). A small ctf map, both in size and file size, but with enough winding that it still takes about 23 seconds for a scout to run from one intel to the other if unopposed. (note: this value is 28-30 seconds for 2fort) the map is split into 4 distinct levels, a basement, ground floor an upper floor and 2 sniper balconies. each level offers different amounts of exposure and different route options. There are simple routes, and a number of more difficult paths in the main room for those skilled at double jumping or rocket jumping. The crowning feature of the map, and the source of it's name is the reinforced glass doors that cover the floor of the middle area, and the front end of the team bases, letting you have a glimpse of what is going on in the floor below. The author likes to thank everyone at RCD for their help and input. thanks guys!
Desert Camo Shovel
wondered why there were no camo patter'nd shovels. Instructions: unzip folders, then place in Team fortress 2 folder, usual placement is c:/Program files > steam > steamapps > your account name > team fortress 2.
CTF Atomica
tf2 map its an alpha.. if your going to use this map PLEASE set caps to 6 or 9 not 3! as there are FOUR flags to cap.. This map might not look pleasing to the eye but its a Lot of fun!
CP Butterfly
to save your own base. The map is designed for 8-32 players.
CP Iron
point changing the path the players take. When both A and B are capped C moves down into a pit were the final battle will take place. [*] [b]Alpha 3 Changes:[/b] - Smaller RED spawn - Reworked BLU spawn - New C to A/B paths for RED only - Much smaller map overall - Fixed cart textures (hopefully) FFFFF Nevermind - Other extra touch-ups
KoTH Grove
terrain - Worked my ass off forever - Other balances - Other cool stuff I forgot to mention - Buttons to toggle music [in western room]
Blue's Clues Pyjamas for Scout
much the author can do about it. extract the folder to steam > steamapps > (Your steam username) > teamfortress2 > tf Made by CapriSun (Artypi)
CP Sandblasted
Optimized a few things for better performance - Removed a lot of health/ammo to balance gameplay - Doubled the time to capture C to balance gameplay - Added a way to the top of A house for non-demomen, soldiers, or scouts. (it's destroyable)
CP Iraqhistan
(A) - capture it to expand the GLA base the Chinese supply-center (B) - capture it to gain extra resources the village (C) - contact the sleeper cell inside the arabian village the US supply-center - attack the infidels base! Features from the command and conquer game: GLA buildings: barracks, supply center, armsdealer, blackmarket, tunnel networks, demotrap GLA units: marauder tank, quad cannon, rocket buggy, radar van, scud launcher, anthrax bomber Chinese buildings: supply-center, bunker, supply pile Chinese units: dozer, troop crawler, supply trucks, listening outpost USA buildings: barracks, supply center, war factory, strategy center, firebase, patriot USA units: humvee, crusader tanks, spy drone, repair drone ------- a tribute to all CNC Generals fans! :D Have fun!
Danimal's Bloody Shovel
Please comment below for the author, so he can possible improve it. To install: Steamsteamapps(Your steam id)team fortress 2tfmaterialsmodelsweapons If a folder is missing just add it.
NoobKilla's Camoflage Scout
don't have team colours now - Option for team coloured pants added The blue Scout has black socks too, so don't post that you don't want the blue socks.
Crumble Scout
link to it and make a fool of him. Well, rate and comment.
The Akihambassador: Akiha Tohno carving
Instructions on how to install are contained in the archive!
CTF 2Fort Snowy
here: http://forums.steampowered.com/forums/showthread.php?p=10384729 The water in the sewers is frozen and players can slide on it. The water outside is partially frozen with holes to let you swim under the ice.
KoTH Autumn Twilight
a river running between a church and a pumpkin farm/field. [*] [b]Thanks to:[/b] - heyo for the pumpkin model, - tf2maps.net community for the swamp theme pack assets, - zeeweir for the particle effects of the cauldron - zeeweir for the cauldron, bell and church candle models - acumen for the hatstand model [*] [b]changelog:[/b] rc1: - closed off the doors that allow quick route between spawns - added soundscapes - added the new custom models (zeewier) - added the new custom particles (zeewier) - fixed some asthetical issues - added some more health packs - removed access to the upper level of the barn for rocket jump/sticky jump - added the last 5 stained glass window designs b1a: - doubled play area - lots more custom content a1: - 1st release
KoTH Gravity The Dust2
accessories trunks (beta) in the respawn --- new build in skybox --- rocketjump allowed (HOT!) the player can jump in the roof houses
CP Deserta
released found a hudge error that the teams didn't restart when blue lose, now fixed. [*] [b]Problems:[/b] - 2 Displacements with small gaps (1 fixable) - Only one exit to spawn - Spawn rooms too bland - Gap in fist blue spawn, scout can see it [*] [b]Plans:[/b] - Add round 3 - add better window in first blue spawn - Fix Displacements - Add Multiple routs to cap points - Add multiple exit on all spawn rooms
TF2 Soccer
scores needed to win. and he has worked on this map for many months, This is the most unique map for tf2 ever made. --THE ADMIN BOX FEATURES-- 4 buttons, one kills red, one kill blu, one kills both, and the last plays the radio music from the beginning of portal. _TO DO_ - Make red team an admin box - add ambient sounds - add more music - make admin box lockable.
Fun Pyro Tennis
rockets. - Court 3 is a "Bring your own ball" free for all - Rockets releaced by pressing "hand" button on court - Courts 1, 2, 4 and 5 are sealed when a player enters and reopen when a player exits [*] All areas have a nobuild except: - Court 3 has a build area for sentury gun placement - Player Clip accross the center of the map Contains 8 bots to supply rockets The .cfg contains the bot commands and the bot_forceattack 1 command so the bots automatically fire. This should work without the need for console commands but if the bots do not fire bot_forceattack 1 will be needed to be input into console.
CTF Control
be capped. but be warned! if the enemy takes the point their Intel will be covered again and YOURS will be exposed. even worse an impenetrable steel door will descend over your capture zone preventing you from capping the enemy Intel even if you're holding it!
DM Pool Measure
featuring six high-quality songs, and a secret secret room featuring another special song. - There is a stop button and the song plays for everyone on the server. - VERY easy on your computer with virtually no lag. - Come on, who doesn't love cheap diving boards? - Several rooms in the house to try turtle as engineer or snipe. - Cover from enemy snipers. - A large pool to recover from pyros, health kit and ammo on the bottom. - Full HDR. - Breakable windows [200 health] - Walking into the enemy spawn will slowly hurt you 20 damage a second. - Fairly small file-size considering the HDR and stereo music. [b]CONS[/b] - Not for people who really dislike measure/orange maps. - Lighting in the secret room may be too shiny for some. - No props, everything was brush made. - May not be as fun if someone doesn't find the secret room and trigger the music. - May seem pointless to some since it is a deathmatch map. - Shadows appear jagged in some places
KoTH Loader
attack/defense. The team who controls the ground floor of the center building controls the map, but secondary spawns that exit onto the building's roof ensure that no team holds any single position for too long. The action is fast and frenetic, encouraging swift tactical thinking and good spatial awareness as an attack can come from almost any angle.
CP Vector
constructed in mysterious voids. Unwilling to live with the fact that RED has a fancy new machine, BLU sets out to have it destroyed before they can activate it in this 3-stage attack & defend map. Extensive work has been done since the CTF release. Efforts have been made to inject the unknown substances such as "fun" and "balance" into the mix, as well as freeing up the mysterious disease known as "chokepoints". The changes made in this version are also due for CTF in the next week or so. [b]Objective:[/b] Blue team wins by capturing both Control Points on each of three stages before the time runs out. Red team wins by preventing all the points from being captured. [b]Other Notes:[/b] Control Points cannot be captured while they are locked.
Arena Backwash
arena maps tend to let certain classes fall by the wayside. The arena game mode does lend itself to certain classes, but this map is definitely playable by all of them.
Arena Malevolence
I also designed the map for vertical combat. Snipers, Scouts and Demomen can be deadly if they quickly reach the last floor and aren't stopped. Of course the map contains various surronding rooms with lots of ways to flank the enemy. The author designed it during his spare time when he had ideas, and the development lasted something like two or three months total ([i]with of course some weeks he didn't do anything because he was pretty busy[/i]). The king of the hill version contains more items, some were changed, and has enlarged spawns, and the side doors won't open. The author will probably have to open some new paths and close some for the koth version, because it doesn't really play like arena. He is thinking about adding a direct path from spawns to CP but going to the last floor instead of the first, so Heavies etc won't slaughter everyone.
CP Indulge
revelations, very little will change from RC3 to the upcoming final version. That still doesn't mean the author won't listen to any feedback. Now's your chance to see the map changed instead of a month after VilePickle has called it done. RC3 CHANGES/FIXES: - Spytech rockets added behind the initial spawn - CP1-2 Connector room streamlined visually - 1-2 Saw room connector now has a half-path option added connecting to the lower CP1 area. The exit to this is close to the current exit in terms of what can be seen and offers an alternative to a potentially spam-filled door that can currently be locked down too easy. - Lowered saw damage slightly
CTF Galara
rocket is better. They stoled each others blueprints, and created the rockets. But they don't know how to activated. They need a code. They are locked in briefcases, and to protect them, they installed defense systems, like alarms, emergency lights, and etc. Their missions are : Steal the enemy briefcase, explode the enemy base, and tell them to cry some more. COOL FEATURES! - The Thunder - Alarms, Intruder Alert
CTF Cubix
intel room - Added second respawn locker in spawns - Game should now go to sudden death if no team wins after the time limit - More ammo - Various little things Please download/test/rate/comment, and report any/all bugs/problems. The sooner I get the bugs fixed, the sooner I can get a final release. Extract to tf2/tf/maps. Custom textures SHOULD be included in the map.
Death the Pyro
different for each team. he tried but, lamentably, he didn't have any success, so, he had to put the gloves Grey in first person instead red and blue...they look well on third person, but the author couldn't do anything more with the first person. He does hope you will like it regardless.
Alternative Sniper
the gloves are blue or red but on first are always black... the author couldn't arrange it or fix it, he apologizes for that. He also edited the customized HUD for the sniper again, hope you all like it!
Engineer PDA Pack
bit too simple, so he made two optional sets of icons. Demolishing PDA remains the same. [*] [b]Installation:[/b] Choose the version you want (with/without icons) and copy the materials folder to Steam/steamapps/yourname/team fortress 2/tf Enjoy!
Demoman Emblem Replacement
looking for a skin that changes the emblem. Since the author couldn't find any, he made one himself. It's much bigger than the other emblems, but don't think it'll be a problem. uzikus has included a smiley paper under his crotch. You can choose whenever to use it, or not by choosing the correct folder within the downloaded file. [*] [b]Installation:[/b] Choose your version (with smiley or without) and copy the materials folder in the steamapps/youremail/team fortress 2/tf folder. Enjoy!
The Scouts Poisondrink
think it's original. he made it this way because when he was pretending to make a BONK! skin, he had the idea of transform the energy drink on a lethal poison, and thought that a poison can might not be happy and colorful, so he decided to make it sad and plain. He knows it doesn't correspond with TF2 style, but hope you will like it!
Expresso! For BONK energy
faster, and bonk (supposedly) does the same, so this skin only makes sense. This skin is pretty good on its own as well, as the other/misc display picture shows how incredibly detailed and simply erotic this skin is. It is very detailed. The author could make some more oddworld skins, depending on how many downloads this skin gets, or the requests made for other oddworld skins. This skin was originally made for the author himself, as he is an oddworld fan and the skin is pretty detailed on its own. He's not a good modeler, so he wouldn't be able to make any oddworld weapons.
Oddworld Buttflo for bonk
has also included a pink/purple liquid skin, to add the more laxative feel to it.
PL Depot
the small size of this map. If required these can always be adjusted. Likewise I may add a middle spawn for the advancing team, and also may close off the "bomb making" room if this proves to give too easy access to the other teams base. Please share any feedback or suggestions for improvement as the author would be very interested to hear.
DM Castlemadness
planning to spend a great deal more. He is thanking you for your input!
CTF Sabotage
Replaced barrels in lab with computer carts - Fixed position of signs in side sewer tunnel
Alternative Scout
removed the tribal tattoos. He has added blond hair and some additional detains such as the shoes and wrist bands. Once again, he also added a custom scout HUD.
Alternative Heavy Weapons Guy Pack
colour. -Natascha: Like the minigun, dark green chain. -The Killing Gloves of Boxing (Both teams): Black, with team logos. Hope you like it, enjoy! Be sure to read the readme below!
The Scottish Demoman
Demoman's head scottish. But he's not experienced with modeling, so he ended up and preferred doing only skinning, hope you guys like it.
CTF Farmlands
intel-pumpkin-pie recipes can't be beat, using super secrets and a special radioactive brew as a secret ingredient. But wait, what's this? The recipe calls for 2 intelligence pumpkins and we only have one! This is a catastrophe... wait, what's this I spy? why it's the other teams knock-off pumpkin. Well, I suppose it will have to do, and it will taste even sweeter if we have to kill them all to get it! heh heh heh! "Welcome to the farm(lands)!" Sun Tsu said that... well not really, but Ekezel thinks he knows a LEETLE bit more about fighting than you do! What we have here is an attempt to make a more vibrant styled/coloured map, whilst still staying within the constraint of fitting with tf2. It's a long way from done, as there will be very little in the way of metal textures, and a lot of custom ones towards the end. So don't go spending your fight money on two of every animal just yet because from this point on whenever two of any animal are together in the same place it will be called a zoo! [*] [b]note:[/b] - it's a SMALL map. I've yet to see it with more than 9 a side, and can't say how it'd handle 32 players. - note that the tree are currently placeholders, as i'm waiting for some oak tree models. - same is true about the brush-made tractor.
CP Cliffside
one as Ezekel does with his other maps. This is primarily for the fun of mapping for me.
CTF Staging
enemy intel spawns in a deeper part of the enemy base that becomes available because of moving doors that only open once the intels are captured..... The video pretty much explains the concept and what I had done up to the A4 stage of the maps release...
KoTH 2Fort
Kingman's Bridges("The Only Bridge Vendor To Decorate Their Bridges With Shiny Things To Denote Their Significance"). The winner reaps the bridge. This conversion started out as a simple, silly idea for stretching the ol' Hammer legs, but when I got the idea to move the spawn to what used to be the intel room, I thought Holy crap! This could actually be viable! The author thought the hill would need less coverage and more concern from anyone willing to cap it, so he took the roof off the second version. (which can be downloaded from here). He also took away the barricade on the second floor and realigned the walls to match. If all goes right, the roofless version will make taking out the enemy battlements a very tempting task, and you'll have to know when to push and when to hold. Snipers quickly become priority targets, and their cost of failure is much higher. There are many other reasons why WVI believe the no roof version to be superior. Let him know which version you like better after some play-testing! The final version will have at least one custom overlay to decorate what are now the barren back walls of the resupply rooms.
PL Reservoir
Thats why the payload is a barrel instead of a bomb. as for the sticky bombs, well it still needs to explode, and Ezekel sorta found it entertaining to see a payload cart covered in stickies. The attackers begin in an abandoned/decommissioned power plant whilst the defenders begin in the central building of the map. Please give feedback please on things you think need improving. [*] [b]Minor update:[/b] - added a couple more arrows, slightly changed the red spawn layout, changed how the blu spawn points are handled (i.e. no onger using disable/enable, instead linking them to appropriate points. hopefully this will avoid problems) based on advice from z33w13r, Ezekel has made another quick change, which i hope will mean no more map problems anymore.
KoTH Ezofuji
give to potentially make it into a decent map by the end! This was originally a 3-point CP map, with two points on the top of each mountain and one at the bridge. However, upon testing a very early version with a few people, we found it too hard to get up the opposing team's mountain, and adding in stairs and platforms made for lots of clutter. As such, I thought this could work better for KOTH instead. A couple things the Author wanted to address with this map were spawn camping and defense. He heard some complaints about the official KOTH maps - that they don't play like a standard KOTH game, and whoever caps the point first ends up spawn camping and steamrolling the other team. He thinks (or at least hope) that the downhill nature of this map will make spawn camping more difficult - and I've made the capture time on the point very fast to deter the defending team from getting too far away in the first place. He tried to deal with snipers as well, by adding in trees and extremely cheap 2D clouds! [*] [b]Being an early build, here's some issues I already know about:[/b] - You can actually start capping the point before the countdown starts, though I don't think it's a big deal. - The map looks somewhat crappy with full HDR on. I did some tonemap adjustments, and the sky was compiled for HDR, but I'm still kind of new to the concept. The fog doesn't seem to blend with the sky correctly. It looks fine with just bloom though. - There are some rooms just below the regular spawn which look like spawn points - these were used when it was a 3 point CP map, and just disabled in case I revisit the concept again. - I'm still using some HL2 textures. I've noticed that people around here really don't like that in a TF2 map, but I'll get around to it!
PLR Nightfall
Say hello to the authors PLR map, a contest entry for the TF2Maps.net annual contest! For this project, Psy-UK aims to create a PLR that is designed to prevent the much dreaded stagnated rounds often complained about in Pipeline. So far he has blocked out and tested Stage 1 and it plays well.
KoTH 2Fort
from Kingman's Bridges("The Only Bridge Vendor To Decorate Their Bridges With Shiny Things To Denote Their Significance"). The winner reaps the bridge. This conversion started out as a simple, silly idea for stretching the ol' Hammer legs, but when I got the idea to move the spawn to what used to be the intel room, I thought Holy crap! This could actually be viable! The author thought the hill would need less coverage and more concern from anyone willing to cap it, so he took the roof off the second version. (which can be downloaded from here). He also took away the barricade on the second floor and realigned the walls to match. If all goes right, the roofless version will make taking out the enemy battlements a very tempting task, and you'll have to know when to push and when to hold. Snipers quickly become priority targets, and their cost of failure is much higher. There are many other reasons why WVI believe the no roof version to be superior. Let him know which version you like better after some play-testing! The final version will have at least one custom overlay to decorate what are now the barren back walls of the resupply rooms.
KoTH Hydro Bowl
doors -- full underground ring -- RED spawn in caves -- Auxilary spawn for current non-point holders. -- BLU spawn pushed back to match RED's -- Extension of BLU's battlements -- Top of the assaulting hill on RED's side blocked off. [*] [b]Fixed bugs:[/b] -- Can still see outside the map from cracks in the unused assaulting doors. -- RED's bottom resupply locker and the aux spawn resupply locker do not animate when used. -- No 3d skybox -- No Roof above BLU's 2nd floor exit. --> can be seen by soldier/demos [*] [b]Known bugs:[/b] -- Still one way to see outside map's bounds [*] [b]Changes from _a2:[/b] -- Further detailing of RED spawn -- Slightly more BLU spawn detail. -- Underground wall player clips consistent all the way around. -- Hydro's original 3d skybox. -- Skybox/lighting changed back to tc_hydro's -- Various cosmetic fixes -- Copied some previously missing details from tc_hydro to koth_hydro.
PLR Rollout
attempt to try and rectify some of the issues I see with pipeline in particular, but also the game mode in general. Basically, pipeline is a race to destroy the same thing before the other team, but what's the advantage of you blowing it up or the other guys doing it? It's still blown up. Beyond this is a tendency for sniper wars at long range, and an overall lack of a point for the 1st 2 rounds when the 3rd round is reached (more often than not i see a team lose the 1st two rounds, and then proceed to steamroll the 3rd round). It goes without saying that pipeline has a tendency to be quite drawn out, and perhaps even a little boring when the carts are both near the end of their tracks. This is really a map issue in my opinion though, not a problem of the game-mode itself. [*] [b]what rollout does is this:[/b] - Gives you a reason for the whole race, i.e. a proper goal/objective to strive for. - Actual notable differences/advantages for winning, rather thana paltry reward of a small start-distance boost. - Winning that game doesn't mean you blow up your own teams spawn room (unlike pipeline, where the explosion triggers seem to have been accidentally swapped). - Spectacular final explosions (well... that's to come later on). Force spec cam -> nice view of the entire base exploding/collapsing. Winning a round brings the game closer to your enemy's home base, with very real differences to how the round plays depending on who wins the previous round. In other words the reward is more "mission-based" and significant than just a minor start-distance advantage. On the flip side this means that the losing team may have minor height or setup area advantages over the winning team, which is directly related to the fact that the winners are pushing deeper into enemy territory. Of course I should note that avoiding stalemates was high on the authors agenda when designing the stages, and initial testing seems to lean towards success in this area. On the aesthetic side of things, rollout is heavily based on the idea of distance and a battle that is larger than just one single facility. As both teams own train lines and storage facilities which will have to be controlled before the bases can be reached (by use of hijacked vehicles and trains). This of course presents me with a greater challenge of having to use 5 separate themes (one per stage/round), but I'm confident that the overall result will be worth it. So check back from time to time. I've got the basics in place for the game, and will be taking a week off work sometime this August to get the details and textures sorted out. This is by far my biggest mapping project yet. So wish me luck. And of course, I'm not gonna leave you without first giving you some eyecandy to enjoy:
CTF Ocean Machine
is turned off it will stay off for 100 seconds. In that time they can not resupply and will take light damage in the spawn room. Please join our server and enjoy!
CP Devilsbrew
competition... Now available in new Raspberry Final flavor! The authors basic decision here is a CP map, whose points have dynamic defenses. More plaintively, the middle and 2ndary points move about 500 units towards the owner, and on the other side of a door ([i]which only opens to let the CP move past[/i]). The name comes from the design direction Ezekel planned to take: i.e. 2 breweries, in an industrial area, attempting an aggressive takeover bid of each other.
CTF Premuda
is trying out a new environment, fishermen-village on a dry mediterranean island. Set on the island of Premuda in the Adriatic Sea, Blu tries to pinpoint Red's Central HQ to launch an aerial attack to destroy it. The Intel/Transmitter is a custom model with a health dispenser attached to it, so it slowly heals the carrier. Basically it's like A/D with instacap via delivering the Transmitter to the point, so Red needs a tight defense Early vid of the custom content: [*] [b]Objective Blu:[/b] - BLU wins by bringing the Transmitter to the Capture Points. - After the initial Capture the new Transmitter appears after - 20 seconds on the captured point. [*] [b]Objective Red:[/b] - Stop BLU from delivering the Transmitter. - Standing near the CP blocks the Capture. - Transmitter returns after 20 seconds after a drop.
Achievement Tiny Huge
map. This is the result, 3 areas with 3 different sizes of the same map. Like in SM64 you can reach some areas only if you are bigger or smaller, also there is a (really easy) secret in it. Of course, the author didn't forget the capture points, you just need to run left and right to receive captures, and Briefcases. Note that you can only capture in middle sized area. [*] [b]Some information for public gaming:[/b] - Bots go to red, because blu is spawning behind them) - spawns are along the circle and look outward - (optional) add unlimited Briefcase capture
KotH Saw
encourages the avoidance of saws - A central control point kept nice and moist (doubles as a pool for those hot summer days!!! - Posters advertising special server hosts who I hold close to my heart(
Arena Refinery
particle effects of gas escaping from pipes. Ezekel is also experimenting here somewhat with a more morbid, more dangerous feeling map. He's trying to play to paranoia to make it feel like your not safe - thus he got high roofed areas to give the impression of openness, and isolation. low lighting, with contest to the glowing coals and metals add to the suspense he feels. Further the map is set at night and i make use of fog effects to further the impression of isolation, plus giving the structure a minor feeling of "no one is here". The other key idea is the furnace. - there is a large health pack in a small room. however, if anyone sees you enter the room they can shoot/touch one of a number of buttons to seal the door, and roast anyone inside. So it's up to you if you want to risk going for that juicy health pack.
CP Lumbermill
things, but since they're small, He will leave them until he makes the map using "-final" ([i]to fix the roof lighting in stage1[/i]). The author also have had the custom textures put into the bsp with a handy program called pakrat. this should fix the issue of them not showing in-game when downloading it from a game server. The Binski logging and paper firm has long been suspected to be a dummy operation, hiding a secret rocket silo. well, we can't have them landing on the moon first now, can we? so lets hijack the facility, wipe the guidance system mainframe and launch the prototype rocket, causing it to crash into the nearby mountains. -- Control Point: Lumbermill is an assault (dustbowl) style cp game, based at a secret launch facility on the edge of an alpine forest, split over 3 stages. This as a large based map, which would play better with 5+ players per team. Currently the map is at version 1.6d but there will be at least one more revision to come ([i]and the author is aware of a couple of lighting issues like the inside roof of stage one[/i]).
2Fort Revamp
Particularly, it should be easier for people to leave with the flag (if not single players, at least determined pushes. Check out the readme below for the changelog.
PL Outback
authors main focus with outback is to make everything from the 'Meet the sniper video" in my map.
KoTH Tomb
well they do game-play wise. He plans to detail the map out as the beta progresses.
CP Pasture
modified in some areas by me. CP Pasture is now nearing the end of its creation. So if you have any critisisms, improvements, suggestions, comments etc please post them here or talk to me on steam before it's too late! P.S. The green gas is poisonous.
PL Rivercrossing
twist. (come on, when do I make a map without a twist?) This time the twist is a twisting river going through the middle of the map. Don't worry though, as there are bridges to get that bomb across the river and give red their explosive-present the bomb cart is escorted across a river 2 times on it's way to destroy a convoy train being loaded so it can supply a secret rocket base out in the forest.
CP Abordight
Map has been in development for 7 months. [*] [b]Notes:[/b] - Fixed some errors from beta version 3 and further updated upon testing game play - There are now some more known issues in beta version 4, test version 5 will be after further testing. - Thank You for your testing and patience. Final version will be Titled: cp_abordight_heights - (expected for sometime early November 2008) -Enjoy.
KoTH Moonshine
through this industrial swamp community, looking to control a shadowy bayou shipping house, which is a cover for a top-secret surveillance outpost. This high intensity map provides multiple routes to the central point to guarantee vigorous battles as the point changes hands during game play. Just remember... look out for the gator*. *gator inflicts no actual damage If you enjoy this map, please spread the word to other players and server admins. Also let Valve know how bad you want to see this made official. If you are looking for more information about this map, please see the koth_moonshine thread on the steam forums under tf2 maps. Thanks and enjoy.
CP Trainsurfer
better advantage of train riding. [b]likely tactics:[/b] [*] [b]2ndary CP areas/spawn:[/b] many people will use the elevations here to hop onto the train as it goes past, allowing super-quick access the the center. there is cover at the far end between two pillars for a sentry to hide. snipers will have a harder time fighting in this area, as there are no long range vantage points, however, by standing in the alcover above the train track, or in the stair well, a sniper can get a good view of the area. the raised platform around the point allows for players to make use of the height advantage it gives (particularly for soldiers and demomen) [*] [b]Deep inner base/final point:[/b] a series of small rooms make up this area,with 3 access routes. i expect to see sentries going up in the computer aisles, or near the computer terminals. offensive spies will probably have a good time here. snipers will unfortunately find little to do when attacking this point, and defensive snipers will similarly have a hard time being effective.pyros, heavys and medics will really shine on the attack, whilst spies, engineers and demomen will be very effective defenders. [*] [b]Central Area:[/b] all rooftops can be reached fairly easily by a scout with double jump to go from one to the other, whilst the side buildings will offer a good sniping/engie location. the point itself will also be a good sentry spot, but with the nearest metal in the side buildings, it means dispensers will usually go up 1st. Each team has 3 entrances to the main area - a side tunnel and the 2 train tunnels. [*] [b]Alternative classes options:[/b] all classes should have their day, here, though snipers become less effective the further away from the centre the fighting goes. so stick to your favorite, unless that is sniper, in which case, be prepared to change to a class that's better able to handle the more enclosed areas in the bases.
KotH Courtyard
ring - RED spawn in caves - Auxilary spawn for current non-point holders. - BLU spawn pushed back to match RED's - Extension of BLU's battlements. - Top of the assaulting hill on RED's side blocked off. [*] [b]Fixed bugs:[/b] - Can still see outside the map from cracks in the unused assaulting doors. - RED's bottom resupply locker and the aux spawn resupply locker do not animate when used. - No 3d skybox - No Roof above BLU's 2nd floor exit. --> can be seen by soldier/demos [*] [b]Known bugs:[/b] - Still one way to see outside map's bounds
Arena Saw
tactically designed play area that encourages the avoidance of saws - A central control point kept nice and moist (doubles as a pool for those hot summer days!!! - Enough detail has been added for consideration as a prop hunt map (please say yes!!!) - Posters advertising special server hosts who I hold close to my heart(
CP Boat
second one becomes available. Blu wins once both control points are capped, and Red only wins once time runs out. Not recommended for instant respawn servers, it would provide an insane challenge for red, but I guess it could still be possible. Try it, if you'd like and give me some feedback on this idea.
PL Caterpillar
part of the map to help flanking and attacking from behind to help balance. RED team exit will close after 1st CP is captured, BLU team exit is always opened. INSTALLATION: Extract the zip file to ...Steam/steamapps/Your Steam ID/team fortress 2/tf/maps Made by Kr4k3n. Thanks to Valve.
DM Demo Pong
Demoman. dm_Demo_Pong_v1, a demoman only deathmatch. The spawn has a jump that only demomen can cross (unless the gravity is set to under 100, there's a mod, an update, or some player found out something that I hadn't thought of). I've made it impossible for soldiers to walljump out. It's meant to be a fun deathmatch map with an art room in the middle and various places to fight other demomen.
CTF Coret
complete. The original was far too dark and un-tf2-like, so i brightened it up a lot and also tried, and hopfully sucsessfully, to mix the UT style with TF2 style as much as possible. Author also tried to keep the layout exactly how the original was for the die hard UT 99 fans. Installation: Extract the contents into your "steamsteamappsteam fortress 2tfmaps" directory. Objective: Infiltrate the enemy base and capture their intelligence. Credits: Map created and built by Aniukha. Credit goes to Epic games who created the original ctf_coret, for Unreal Tournament, for the layout and overall design of the map.
Team Fortress 2: Mosstron 500 Super Shotty
screenshots (possably view the movie the author has in the readme) to see if it fits youre tastes, if so download it and rate it. Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
PL Emergency
hospital supplies behind, (including a few crates of medical waste - yuck). The fighting has been especially fierce, and one of your comrades has been seriously hurt and must be evacuated. However, your opposition is in the same situation, and there is only time to evacuate one casualty. Who will get to safety and recover to have a long and healthy life, (at least until the next time they get shot)? Objective: Both teams must push their fallen comrade to the roof of the hospital, while stopping their opponents from doing the same. First team to push their stretcher through the entire course wins the round, and saves their teammates life. This isn't like most payload maps where most gameplay occurs down a central corridor area. This map is more open plan, allowing more freedom of movement. There are maps in each of the resupply rooms that show the layout, (on the map, the letters show the resupply rooms, the arrows show the capture points, the first aid cross shows the final destination). The blue and red colored buildings down the center of the map indicate which team's resupply area you are closest too. Map Preview Trailer:
Face2Face Arena
help that out the author put a tunnels underground for both teams making there be 2 front lines and not just one bottleneck. I like this map and I hope to see more on the way but that’s just me so take a look at the screenshots to see if it fits you’re tastes, if so download it and rate it. Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
1Fort
have really boring courts), they instead took it to the battlefield. 1fort takes the idea of two enemy bases built absurdly close to one another a step further by actually housing them in the same building. The two teams' intelligence offices are separated by a single pane of indestructible bulletproof glass, so your goal is within eyesight from the get-go. The exterior design promotes a circular gameplay model as opposed to the back-and-forth which is typical of many CTF maps. Additionally, three main routes between bases allow each team greater opportunities to attack and defend their designated zones while discouraging turtling as a main defensive strategy. The battle plays out at dusk in the middle of a dense forest, and works best with mid to large-sized teams.
CTF 2Fort Fixup
for all the changes in the map! For discussion and planned fixes for later versions: http://forums.steampowered.com/forums/showthread.php?t=897563
CP No Mercy
the different elevations at once, with whatever forces you have available. But don't be fooled about finding that perfect spot to protect, chances are the enemy will be able to flank you easily and quickly. Better grab some pills and get ready to survive!
DM PLR Metro
of this round. gmodperson is making it a full 3 round map and he is open to suggestions at gmodperson.epic@googlemail.com place in steam>steamapps>(your_name)>tf2>tf>maps other contact ways are: [b]youtube:[/b] gmodperson [b]xfire:[/b] gmodperson [b]steam:[/b] cornishkid1 [b]gamernook:[/b] kennyist He is looking for testers since he will be left with no gfx-card from tomorrow. Please do not edit unless you have my permission. thank you.
CP Bunker
ways to exit the room, an a sniper's coop that can only view the top of the middle tower. Just below the spawn room, just like in the map this is based on, is a control point. There are three tunnels leading out of the spawn, one that leads to the canopy tunnel things that lead into the middle tower, one that leads to the second control point, and another that leads into the trenches. In the middle there is a tower with multiple routes in and out, on the very top is the third control point. The map is mirrored from there. The author tried building the map to work well with every class.
PL Arms Race
domination of the mining industry, and are looking to bomb the opposition into submission. Objective: Both teams must push their own coloured bomb to the opposing team's base, while stopping their opponents from doing the same. First team to push their bomb through the entire course wins the round, and the rights to mine for coal and copper in Antarctica!
Team Fortress 2: tehwallaby's Bat Retex
my first ever skins, and the author hopes you enjoy it!
Team Fortress 2: HWG Terminator Style (v3.0)
get: [*] Moved Faceplate in line with right eye [*] Improved the stretching problem with metal on arms [*] Improved a Leg problem to make it look more realistic [*] Created normal mapping on areas to improve detail [*] Added more detail to metal areas and overall body [*] Matching HUD image [*] First person view hands [*] Third person view hands ( Was 'VERY' difficult to get lined up and looking right !! ) [*] Invun. mode skin for Uber Mode [*] Blue Lasor eye for blue team included (user choice, red = default ) [*] Custom terminator style Mini-Gun Crosshiar [*] Added changes to Spy class to fit in with terminator skin (includes mask and HUD changes) [*] Added matching heavy Gibs [*] Added Bullet holes and Rip in jacket for added vissual's
Team Fortress 2: Heavy Weapons Guy Camouflage Skin
distance, but the author is not sure it made much of a difference in that regard.
Team Fortress 2: tehwallaby's Pistol Retex
first ever skin, and he hope you enjoy it!
Team Fortress 2: Mantis Spy Disgiuse Case
the screen was done by Comput3r @ deviant art.
Electro Drill for Engineer (v1.0)
before contest closing, so soon he will release an update. Comments can be mailed to: Any comments can be emailed to: painkiller_dt@mail.ru Enjoy! [*] [b]Features:[/b] 1)New Anims. Most of other works use default animation. 2)World Model. 3)Cell-Shading in TF2-style
Team Fortress 2: Sharkmouth Sentry Skin
see which direction it is pointing.
PL emergency Orange
surrounding buildings. The doors from the spawn room will only become active after the setup time has finished. The teleporters in each spawn room lead to a smaller supply room in another part of the map. The teleporters are one-way, and each one will take 10 seconds to recharge after it's been used, before it can be used again. Hint - if you want to push the stretcher at the beginning of the match, stay in the current spawn room. If you want to stop the other team immediately, teleport to the supply room. There are several roofs that are playerclipped - 1. The tall pointy roofs going down the centre of the map. 2. The very top of the tall buildingd in the 4 corners of the map. 3. Any roof that is surround by railings. All other roofs are accessible.
KotH Barn
HILL Objective: Capture and defend "The Hill" from the enemy team. First team to hold "The Hill" for a total of five minutes wins. Note: - The timer displayed in the HUD is for the team who currently holds "The Hill" - If the opposing team takes "The Hill" from your team, your timer WILL RESET. - The enemy only wins win their timer reaches zero. Other information: .bsp file and .bsp.bz2 file in the zip! More information provided in the read-me file with the map More [b][url="http://h1.ripway.com/potnoodle/barn/shots.html"]screenshots[/url] and [url="http://h1.ripway.com/potnoodle/barn/index.html"]the occasional update on my site[/url][/b] :-) This file is zipped in the .7z format, to unzip it you can use peazip which is free! MD5 hash: eb5546a4e1094b581fcbf7cd9eaabd7c I think!
Team Fortress 2: Traincamp Map (Beta 2)
demoman room.[/b] There you'll find 2 games, on the left side you'll have to insert your grenades in the cilinders but there'a a glass tha will force you to make them bounce in the walls. If you are able to basket a green light will switch on to make you know. The second one it's similar because you have to fire through glass holes to basket again but the difficulty it's in the hole size and the distance. You'll find lines in the ground to help you to be situated. B) [b]It's the Aim room.[/b] This room has 2 entraces, one for the "hounds" and one for the "foxes". The room it's a large succesion of lines like in the A room that ends in an scenario where one teamate can try to survive the shots from the ground. If you're alone you'll be able to aim to 2 moving targets that will switch on a green or red light. Green for body shots and red for headshots. C) [b]Jump room.[/b] In this room you'll be able to test your jumping abilities. First you will find a set of pillars with a text note that will tell you how to get them. The height corresponds to normal jump, scout double jump, jump on engineer sentry and dispenser and the last 2 are for rocket and sticky jump. Next it's an scout game, its a pillar with anexes located near the max. height for the double jump and are separated 90º. You'll have to dominate the double jump with direction change to the to the top. And last there's a room with wood houses for demomans and soldiers to learn how to get in narrow windows with the rocket/sticky jump.
Team Fortress 2: Demoman Dicebomb V2
edges, so no more cuts! But have no fear, it still features the explosive fun that came with the original and comes in two great looking colours.' Has a very accurate collision model of the valve one (which is why the dice tends to go into the wall instead of stick to it) [i]May not work on some servers. (those with sv_pure)[/i]
Team Fortress 2: Gamecube Intel Replacement Model (v1.)
console colored Black vs Purple set. (Black for red, Purple for Blue / Blu) Includes custom self illumination that simulates the disc tray being actually lit. Also includes custom HUD replacement icons for when your holding the flag.
Team Fortress 2: ELiX ZaLosts Battle Hard Kukri
a pretty long time to put together. [*] [b]Installation:[/b] Just extract the files into the corresponding files in your tf folder. should look something like this; "Program Files/Steam/steamapps/USER_NAME/team fortress/2/tf" If the files aren't there then create them.
Team Fortress 2: ELiX ZaLost's Spider's Sapper
of this skin, please leave some comments as well. [*] [b]How To Install[/b] Just extract the files into the corresponding files in your tf folder. should look something like this; "Program Files Steam steamapps USER_NAME team fortress 2 tf" If the files aren't there then create them.
PL Mine Alpine
[b]Gameplay updates and fixes:[/b] - Central tower has 2nd stage and opened roof (for demomans and soldiers) - Add sniper's place near balcony - Add buildings near balcony (for scouts, demomans and soldiers) - Add places when spy can uncloak - Map has been optimized - Add "Waiting Room" (for fix instant-respawn on instant-respawn servers... :) ) - Compile all files in BPS-file [*] [b]Visual fixes and updates:[/b] - Stylize map for alpine style - Walls now not so high - Add non-gameplay objects (buildings etc) - Add 3d skybox - Now final ka-boom can destroy ground ============= You can play it in: ============= CSMania.ru & Saburovo: 212.1.226.126:27016 UAPLAYER.com #3 (DM): 193.178.147.188:27021 This servers has vote for nextmap. You can nominate this map (print "nominate" in chat)
Jump Dystopia
jumpmap. There are 5 courses in the map, each with a different theme. The first course can be completed as both scout and a soldier. Jumps on last course are made by The Magic Muff{N} Burglar. This is a first beta, so please report any bugs you find. [*] [b]Known bugs:[/b] - There are 2 huts in the starting area with number 4 on them, other one doesn't have a teleport in it. - Last jumps on course 3 need some tweaking after recent valve updates. - Couple texture bugs in course 5. - Problems with choke on one server.
Jump Tholos
Quakenet Thanks for jump ideas, testing and tips: Sayeh, Descius, Axl, Cube, Crink, Ksq, bob+M|M+, Who.j2 and everyone else that the author forgot to mention. [*] [b]Changes from beta1:[/b] - HDR-lights. - Added deathroom for red team. Go blu. - New details at final CP. Moved the last teleport. - Changed sun angle. - Minor detail tweaks. - Only change to the actual jumps: Extended one wall at room 8. Blocked easy way to the top. Good luck and have fun!
Pokemon Meets The Sandman (v1.0)
replacement Bonk effects - 4 to choose from.
Team Fortress 2: Animated Neon Buildables
install it in the correct directory. If you are having any kind of issues, please report this as soon as possible within the comments below! Installation: This installer will automaticly pick your TF2 folder and install it in the correct directory by default. If this is not the case, point the install to buildables folder, EG: Steam-steamapps-yourusername-team fortress 2-tf-materials-models-buildables If the installer already automatic picked up the install directories, please don't change the install path unless you know what you are doing!
Team Fortress 2: The Sandman - Cubs mod (v0.7)
DOES NOT make you lose every battle because of a "Billy Goat" curse back in 1908. If you don't like the cubs or if you hate them, don't rate low.
Gibson Firebird Axe
new sound and bunch of different skins so you will be sure find one to fit your taste.
Hell Styled Demo Man Bottle
icon -------------------------- Hope You Like This
CP White Artic
map started out as an orange map, but was turned white because I thought it was a more pleasant color. This map is in the first beta. It was tested on TBR Server 3, which features low gravity orange maps. The players were pleased, but that is not enough. Please post an honest critique without extreme attention to details. This is a dev texture map, after all.
Arena Courtyard
it off and upload with HDR. Please post any feedback / suggestions in comments or contact me over steam ( J4CK8 ) Enjoy
Arena Depot
tf2. Mail / Bugs and improvement suggestions to: mordeng@ymail.com
CTF Underside
the 1st support strut. gameplaywise though, it's a symmetrical 3 tiered straight CTF. set in early morning, there's mist from the water, and a nice sunrise. So got on out there, cos it's the early scout that gets the intel!
CP Roundhouse Rumble
been hired to guard this red base, however, payday's come and gone 3 times, and still not a dime has been seen. well time to show these red guys they can't push the blu corps around like that.
Arena Storm
Increased Chance of Thunder [*] Added Grass [*] Changed the Fog a bit [*] Fixed a few invisible ledges [*] Fixed "broken" headlight on one semi [*] Added a full ammo behind garages [*] Turned medium ammos at mid to small ammo [*] Removed tree stups and some garbage [*] Lowered Small Health to the ground [*] Two puddles u should be able to extinguish fire now (***should***) [*] Pakrat'ed correctly this time (forgot one texture last time)
PL Repository
Like many other recent maps; this is a single stage payload map with 4 control points the author has been developing it for about three or four months now. It is generally designed for 24-32 players and hope you'll find a few bugs and/or exploits to fix for the author. If you host this map on your server; Acegikmo would really appreciate if you could post feedback here. Acegikmo is also looking for ANY feedback. Could be really minor things that slightly decrease the quality of the map, or major issues.
CP Energy
Expect some graphical errors and maybe some FPS drops but everything should be fixed in the next few versions. The map is U shaped, so the simmetry of the map can confuse some for the first few plays.
CTF Morphology
options, but also allowing more possible routes to attack for the winning team.
CP Ironbowl
allowing access to the next stage. The defending team (Red) has 60 seconds of setup time at the beginning of the game, and 40 seconds of setup time between stages.
Arena Lighthouse
and the middle control point. Starting out on either side of the hill, the lighthouse is immediately visible and your goal is clear. With a mixture of extreme vertical and horizontal spaces to keep combat varied throughout as well as the many buildings that allow players to move around the map easily, Lighthouse offers a more complex arena that rewards players that can flank and co-ordinate effectively. The map is now available in tow flavours - Arena and King of the hill. This one you are looking at is Arena. In Arena you must elimiate all enemies on the other team or capture the lighthouse once it has become activated 60 seconds after the round begins.
KOTH Lighthouse
and the middle control point. Starting out on either side of the hill, the lighthouse is immediately visible and your goal is clear. With a mixture of extreme vertical and horizontal spaces to keep combat varied throughout as well as the many buildings that allow players to move around the map easily, Lighthouse offers a more complex arena that rewards players that can flank and co-ordinate effectively. The map is now available in tow flavours - Arena and King of the hill. This one is the King of the Hill map. In King of the Hill either team must hold the middle point for 3 minutes until the round ends.
CTF Highlands
(although he took quite a few long hiatuses over the course of that time). It was a fun map to make and he hopes you all enjoy it! This is the first map he have ever completed. The author has started and abandoned dozens before this, so it really is an exciting experience.
PL Halfacre
standard single stage payload map for Team Fortress 2, Blu are escorting a payload towards the red base.
PL Donut
times. This however can give a bit of chaos on higher player counts but the map is already optimized so FPS wouldnt drop massively. The map itself is symetrical to keep it simple and balanced. The map uses the multi color payload cart by Z33W13R and Icarus (pl_waste). The objective is ofcourse to get all 4 points but there is a twist besides just pushing it arround. When a enemy point is captured the cart will become under control for the capping team for 90 seconds (this makes it impossible for the other team to push the cart). This forces people to prevent the enemy from capturing a point and makes defence as important as offence (in early beta versions it resulted in people not caring about it as they usualy got the next point anyway). It also forces the offensive player to turn defensive during that moment and defensive player offensive. And more important... It allows the weaker team to counter the stronger team when they take a point that they lost back. This breaks the stalemate a bit more often. The map currently has some text on the screens showing who controls the cart and who is pushing it (as the payload hud currently doesnt support it). The cart itself also shows who controls the cart but to me that wasnt enough to make that clear as the hud doesnt change during those moments normaly. Also, the basic cart pushing speed is slower than the normal valve one as in this map its normal to have 3+ people pushing. The speed is maxed at 8 cappers which gives the cart about double the speed of a heavy spinning his minigun (even though its rare to have 6+ pushers). The speed increases linear per player pushing. The map also looks slightly darker in the center. This is done by design to make the special wall lights look better.
PL Cranetop
map gets progressively harder, especially during the second stage, which takes place in REDs underground bunker.
PL Great Heights
feedback form, forum or email address - all of which will send your feedback my way. Toutfou hopes you like what you see and you can expect big changes for B3! TODO LIST FOR b3! [*] Solve the levels identity crisis (give it more of a continuous theme) [*] Detail the Cliff faces so that falling to your death at least looks nice. [*] 2nd optimization pass [*] Prop fade distances [*] Smooth out the track to prevent cart shaking [*] Fix light bleeding onto cliff faces [*] Add support for non-realistic cliff side buildings! [*] Fix HUD indication of carts position (CP's cap earlier than when the cart is actually at its point) [*] Stop the cart from flying in between Round 1 and 2 [*] Clipping brushes on sticky edges
CP Freight
the creative juices flowing. Freight is similar in style to well/granary, the set pieces of the map are the train tracks that run through the centre of the map, and come into play in points 1, 3 and 5. They move slower than the well trains (don't worry, the front is still as deadly) but these trains also pull flatbeds and cargo trucks, which can be jumped on safely. Although marked as b3, the map is hopefully pretty much finished, however nothing reveals issues with a map better than a public release so here we go! As always, constructive feedback would be very appreciated either on here or the maps FPSBanana page. Hope you enjoy it!
PL Swift
Lumberyard. The bz2 file is a meager 8.5 megs and with fast download a every player on a 32pop server can download the map before setup time is done. Swift has been heavily optimized and has a consistent and high frame rate throughout. Players who are pleased with their settings on stock maps will have a similarly smooth experience. The layout is straightforward for new players, yet there is a learning curve that rewards teamwork and clever play. The many changes from the previous build have all been balance tweaks and making the layout as intuitive as possible. The few minor bugs have all been fixed. Red players will not get stuck in Blu's one way doors. Red engineers can no longer camp Blu's forward spawn. All intended roofs are properly clipped. All materials are packed into the BSP. Until Valve updates the system, players who wish to see custom Quicklist Server Thumb must install the included "materials" folder into their TF2 directory. Server operators can use the included .res file in the same directory to get clients to DL the thumb.
CTF Battle Line
have to jump into the water to enter the sewer entrance.The forts are separated by a battle field that has a few different paths. There is a elevated vantage point that is good for snipers. There are no supplies to be had in the battle field, so you better make use of some engineers. The flags are in the basement of each fort. There are 3 ways to get to the basement. One on each side, and one in the middle on the upper level. This map was designed with the TF2 player in mind that wants more strategy involved and a bigger playing field.
PL Megadude's Payload
the map, or allwoing the player to skip large parts of the map altogether to help them get to their cart quicker. Mission Briefing: Team Blu have decided to try to put Team Red out of business by setting up their own mining company. Team Red have responded by setting up their own bomb making company. Both teams are fighting for domination of the mining industry, and are looking to bomb the opposition into submission. Objective: Both teams must push their own coloured bomb to the opposing team's base, while stopping their opponents from doing the same. First team to push their bomb through the entire course wins the round, and the rights to mine for coal and copper in Antarctica!
CP Industrial
needed more data to make this even better. he skipped beta 5 because of some problems I missed before the compile, and too many people had the map to release a new version. The original idea behind the map was showing that BLU wasn't always the aggressor, RED attacks bases too. This in combination with the somewhat twisted layout, proved too much at one time for play testers. With beta 6 I swapped them back, reasoning that BLU is recapturing a base from RED. This map has been a blast to make so far, please try it out and let. me. know. of. any. problems. [*] [b]Changelog for beta 6:[/b] -Swapped teams to their regular roles (BLU attacking, RED defending) -Gutted and rebuilt skybox -Re-themed some areas (Defending Respawn 2, Cap 5 - 6)
CP Rivers Edge
dying. There is a way out of the river right in front of the rocks, in the form of ramps and small bridges. Aim for the ramps when being swept down the river. The ocean is deadly, do NOT jump in or you will die, there are signs in the map to remind you. Please, have fun! ----~What's New?~---- - Less lag, better performance/fps. - The six broken spawns have been fixed. - The console errors listed due to Vphysics on some props have been fixed. - Added windows in place of the World Map portraits in the secondary spawns/resupplies.
CP Amsterdam
Directory. Check out the screenshots for more detailed view!
Team Fortress 2: Demoman Dicebomb V2
edges, so no more cuts! But have no fear, it still features the explosive fun that came with the original and comes in two great looking colours.' Has a very accurate collision model of the valve one (which is why the dice tends to go into the wall instead of stick to it) [i]May not work on some servers. (those with sv_pure)[/i]
CP Plot
likely the final version of this map as it has gone through numerous play tests and all bugs that were reported were fixed.
CTF Scout Alliance Outdoors
loved mechanics. If you have any comments, suggestions, or problems please take the consideration of contacting joshualane@rocketmail.com. The RED team consists of a high-tech lumberyard delivering site. You could automatically see that when you spot a glass room full of payloads. The BLUE team consists of your typical Well and Hydro "rocket city" design philosophy. You could tell this by just seeing the many rockets in this map, near the BLU alliance area. Both the BLUE and RED have a teleporter inside their respawn room, that takes them to a "exotic" location. To help prevent frustration when going through the battlefield to get your enemies flag. God Bless
CTF Platform
gameplay/spacing works out. It's a CTF map with a bit of a twist: Each team starts with one intelligence briefcase outside of their base. Once that is captured a new one spawns inside of the base. Capture that one to win! You can set it to be as many caps you want to win, but I would recommend 2 or 3. Feel free to add it to your server rotation! Recommended game rules: 10 sec respawn, 2 or 3 captures win the game, class cap of 3 or 4, and a 30 sec setup time, as the first points are quite vulnerable to capture at first.
CP Dock2
witch one is played first is random. For the red offense round the blue team controls 3 of the four points (the forth is not used for this round) the red team may attack either of the first two points (like in gravelpit). Once they have taken control of both of these first points they can take the final point. For the other round the setup is the same except the two first points are attacked from the other direction and the final point is changed.
CTF Broken Map
sight on top of the spawn rooms, easily accessible to soldiers and demos, though getting inside might be more difficult than it seems.
Team Fortress 2: HH Map Pack (v1.0)
Hampshire Heavies is Europes premiere place to be for all Team Fortress 2 fans. Visit /http://www.hampshireheavies.co.uk to find out more about us. [*] [b]Pack Includes:[/b] cp_dogblu_b3 cp_junction_v2 cp_redstone_b2 cp_station cp_warpath_final cp_wolf ctf_mach4 ctf_quarry_v2 ctf_turbine_v3
CP Studio
both maps using similar CP setups. 5 Capture Points total, with two sets of advanced spawn points and a symmetrical layout. The map takes place on the movie sets of cartoon remakes of Lord of the Rings, Terminator 2 and Back to the Future.
CP SubTerram
map is symetric to even chances for both teams. There is a large open area in the center area (jpg joined) the rest is composed of corridors and smaller rooms for cp to capture.
CP Cavein
their own mineshaft. MAX PLAYERS: 32 MIN PLAYERS: 2 - 5 Control Points 1 RED 1 BLUE 3 Neutral - 60 second prep-time. - 30 minute max time limit. - 5 minutes added on each cap. UPDATES/CHANGES/ADDITIONS IN THIS VERSION (1.1) - Added forward spawning. Made available when the depot is captured. - Added an alternate exit route from the spawn, as well as another entrance to the cave CPs. - Fixed the purple and black checkerboard textures. - Changed the depot cap times from 5 seconds to 4.5. - Fixed being able to pass through the smoking truck.
Ultimate 350 Mappack #1
in. This mappack was compiled to save you from downloading each and every map seperately one-by-one. Please note that some maps are still in their alpha or beta stage and are work-in-progress but all should be fully playable and enjoyed! This mappack is for everyone! Whether an average TF2 gamer, server operator, LAN parties or just for a change! At 1.4 GB (3.92 GB uncompressed!), this is guarenteed to bring you endless hours/days of fun & entertainment! Enjoy! :) [b]The included maps are:[/b] [i]119snip_tf2_b1 - a51_orange_b2 - cpctf_open_source_rc1 - cp_2tower - cp_420_awp_map_v1 - cp_420_crazed_arena_v1 - cp_420_crazed__arena_v2 - cp_420_orange_madness_v1 - cp_420_orange_rampage_v1 - cp_420_orange_run_v1 - cp_420_water_arena_v3 - cp_ahoballs_b3 - cp_ahohouse2_ext_b2 - cp_apg_canyon_crunch_fix - cp_arenaball - cp_arenaxtreme - cp_arena_v6 - cp_asawe_beta - cp_assault_a2 - cp_avantiville_b3 - cp_barrage_b4 - cp_beach_final_2 - cp_bigfist_towers_a2 - cp_bighalls_b1 - cp_blackhole - cp_bloodstrike_v2 - cp_box_killer_v1 - cp_building - cp_bunkers_v1.2 - cp_camp_ahoraltar_b1_2 - cp_camp_crossover_v2 - cp_canyon - cp_canyon_b2 - cp_castle3 - cp_cavein - cp_center_scramble_b1 - cp_circletown_b1 - cp_city_v2 - cp_climbstrong - cp_closecombat_b2 - cp_complicated_b3_2 - cp_compound_beta1 - cp_construction_site_b2 - cp_cornered - cp_crazed_acre_final - cp_dambreak - cp_debomberman_b5_2 - cp_demise - cp_demoman_2 - cp_desertfortress - cp_doormans_towers - cp_dust2 - cp_factory_beta1 - cp_floodway_b2 - cp_floodz - one2_final - cp_foldtown_v1 - cp_forts - cp_fort_davos - cp_grand_canyon_b5 - cp_gulchb2 - cp_heatsink_b1 - cp_hole_2 - cp_horus_b3 - cp_industry - cp_inez_2 - cp_invasion_b1 - cp_jailbreak_b3 - cp_jump_2 - cp_jump_7skill - cp_junction_v2 - cp_kbunderland_v1 - cp_king_of_the_hill_b1 - cp_labor_b2 - cp_launchbase_v1 - cp_lazytown - cp_lolert - cp_lost - cp_mad_maze - cp_meleebarn - cp_mongoose_b2 - cp_mountcoaster_v4 - cp_mq_zig_b1 - cp_ms_assault_alpha1 - cp_nuke - cp_orange_cross - cp_orange_super_fort_beta2 - cp_orange_tower - cp_overflow_b4 - cp_pirateship_v1 - cp_point_king_a2 - cp_quickcap_v2 - cp_railroad_b1 - cp_rats_alpha2 - cp_ravine_b1 - cp_redundant - cp_rockmine_b4 - cp_rooftime_alpha1 - cp_roundabout - cp_science - cp_sentry_wars_v1 - cp_shock - cp_sidewinder_b5 - cp_skywalk_beta3_2 - cp_smbcastle2 - cp_snowbowl_b3 - cp_snowbridge_thallus_2 - cp_speedbox - cp_spyder_v12 - cp_spyhard_b3 - cp_station_b1 - cp_sticky_tower1 - cp_struggle - cp_studio_rc3 - cp_substation_lts_b1 - cp_tooltown_b10 - cp_towers_b1 - cp_toy_fort_beta2 - cp_tradering - cp_tumbleweedalpha_2 - cp_ultimate_control - cp_uturnbeta090 - cp_u_turn_b3 - cp_verticality - cp_vertigo_beta2 - - cp_volcano_2 - cp_warehouse_b8 - cp_warpath2_1b - cp_waterplace_b2 - - cp_wild_and_peaceful_b1-1 - cp_wolf - cp_zigzag_b1 - ctf_2bridges_f2 - ctf_2fortified_v1_2 - ctf_2fort_classic_v1 - ctf_2sides_v2 - ctf_2silo_alpha1 - ctf_420_arena_v1 - ctf_420_headshot_v2 - ctf_420_sniperz_point_v2 - ctf_420_wtf_aim_v1 - ctf_420_X-Games_v1 - ctf_accelerator_b2 - ctf_aftermath_b2 - ctf_ag_texture2_v2 - ctf_ahopheus_b2 - ctf_ahoq1dm6_b2 - ctf_aquaduct_b3 - ctf_arena1 - ctf_ataraxia_b2 - ctf_basev1 - ctf_bases - ctf_basictraining_b6 - ctf_basketintel_3 - ctf_battlegrounds - ctf_battle_creek - ctf_bigfist_towers_e - ctf_bigs - ctf_blitz - ctf_blitz_final - ctf_booty_b1 - ctf_brownstone_beta - ctf_bunkercanyon_v4 - ctf_cancer_beta2point1 - ctf_canyon_v3 - ctf_cargo - ctf_casbah - ctf_castle_assault_b1 - ctf_coast - ctf_complex_2 - ctf_coret_alpha1 - ctf_crater_final - ctf_crossunder - ctf_crossup - ctf_ddpractice - ctf_depot_dispute_v1 - ctf_devilscanyon - ctf_dirtwork_b4 - ctf_dock - ctf_doormans_towers_rc5 - ctf_doubleaction_v1 - ctf_doubletrain - ctf_duel_beta3_2 - ctf_eightbase_2 - - ctf_embankment_b1 - ctf_epicenter_v2 - ctf_extream_v1 - ctf_face-beta45 - ctf_facelike_v2 - ctf_faceoff_beta02 - ctf_facing_v1 - ctf_falcon_v2 - ctf_firenicea2 - ctf_firmbases_beta2 - ctf_fission_v2 - ctf_floodzone2_v1 - ctf_forestlaw - ctf_freezers_v2 - ctf_funhouse - ctf_furnace_b7 - ctf_gktf2_b1 - ctf_godwhathaveidone - ctf_gorge_alpha1 - ctf_hallofdeath - ctf_hallofgiants_b5 - ctf_hardwood - ctf_hostile_b1 - ctf_impact - ctf_intel - ctf_j2_jumpncap - ctf_jinxed_b3 - ctf_keeps - ctf_killbox_beta_v3c - ctf_lucius_b2 - ctf_lulz_v2_2 - ctf_mach3 - ctf_marble_2 - ctf_mckinley_resurrection_v096 - ctf_middleofnowhere_v1 - ctf_mine4 - ctf_moonunit_b1 - ctf_office wars - ctf_openfire_fhf_b1 - ctf_orange - ctf_original100yards - ctf_ouch_final - ctf_peakcoal_beta_2 - ctf_plateaus_b1 - ctf_playtest - ctf_powerhouse_beta - ctf_prisonv6 - ctf_quarry_v2 - ctf_ramped_final - ctf_redgiant - ctf_respect-b4 - ctf_revolution_b6 - ctf_rocketcity_b2 - ctf_rocktumbler_b3 - ctf_rugby_v3 - ctf_runway - ctf_rushhouse_beta - ctf_scorpion_v4 - ctf_scrapyard - ctf_sf_fieldtrip_b2 - ctf_simple_city_7a - ctf_skyrise_b1 - ctf_skyrise_b1_2 - ctf_smallfort - ctf_smallworld - ctf_smooth_b2 - ctf_snofort_final - ctf_splat_b3 - ctf_steamroll_2 - ctf_stronghold_b5 - ctf_subterranean - ctf_tempus_2 - ctf_thefort - ctf_thegym - ctf_touchdown_b1 - ctf_troubledwaters_2 - ctf_truss_a4 - ctf_turbine_v3 - ctf_village_b2 - ctf_warehouses_beta1 - ctf_wastelands_b2 - ctf_watchhouse_61 - ctf_well - ctf_well2_2 - ctf_well_classic_b2 - ctf_xmas_maze_2 - dm_arena_b1 - dm_biosphere_v3 - dm_delta - dm_duel_v1 - dm_fightyard_beta1 - dm_fortress_2 - dm_hans - dm_junkyardwars_b1 - dm_mothyard_beta666 - dm_ouch - dm_poolday_b1 - dm_redalert - dm_store - dom_complex_b2 - duel_arena - duel_arena_v32 - duel_duel1 - duel_duel2 - duel_octagon_b1 - uel_ovh_2 - duel_parallel_3 - duel_sniperduel_2 - dz_sniper_r - final_destination_tf2v2 - freespace06_v2night - fr_doormans_towers - fy_poolparty_v2_2 - fy_snipe_towers_2 - gas_kaboom_beta2 - gas_kaboom_beta_3 - gjump - glass_war_gf_remake_2 - harbl_hoteltf2v2 - heavyboxing_1 - hs_forts_beta1 - hs_forts_beta2 - its_mine_v1 - jakeosmaze - jump_atf_scout - jump_cellshaded_b4 - jump_farmmadebyfearlezz - jump_leet_v1_2 - king_of_the_hill_tf2_mappack_-_roo - koth_dead_simple - koth_twisted_v3 - mckinley - melee_ringking_3 - melee_snowvalley - melee_take3 - melee_take4 - monkey_world_v1292 - murderball_2t_rc1 - murderball_b2 - murderball_beta3 - not_iceworld_beta2 - openfire - pu_jinxed_b2 - refinery-demo-2 - runandshoot - savage_beta03 - scoutzknivez_b2-test - sctf_playtest - sd_breakfloor_tf2_beta - snipermap - sniperz_medieval__2 - sniperz_ridge_2 - sniper_brawl_v3 - snipe_opposed_beta1 - sniprwar2b - square3b4 - stb_cowtown_beta - stf_2 - stf_3 - surf_superk_b1 - tf2_void_2 - the_cave - toystore - trainyard_brawl_v4 - vc_alpha - vintage_2fort5r - yaaarghbsp[/i] Extract the file into the following directory:[b] X: -> Program Files -> Valve -> Steam -> SteamApps -> -> Team Fortress 2 -> TF -> Maps[/b] All maps belong to their respective creators & are all available in the public domain. This mappack is brought to you by http://www.HL2Files.com - The No.1 Half-Life 2 (+ Related Games) Download Resource! Happy Fragging! -Azzkiker azzkiker[AT]gmail.com HL2Files.com Founder & Site Admin
CTF Mach 2
after 60 seconds. [*] [b]VERSION 2.0 CHANGES: [/b] -Issue with respawn doors sometimes not opening and closing properly fixed -Enemies can no longer open the respawn doors -Terrain added outside, including the surrounding rocks, middle ground, and water -Some ceilings raised slightly inside -More optimization added outside and in bases -Bug where the metal plate outside could be moved fixed -Some light flare effects added in the bases -The rocks around the sewer exit in the middle are taller, providing cover for the more open base exit from sniper fire -Various areas have been retextured and more detail added -It's no longer possible to block the resupply with engineer buildables -Engineers can no longer build directly on top of the flag -3 health pack locations have been added to the outside area, each involving a degree of risk/reward to obtain
CP Castle
well in TF2 (in my opinion), this is a CP map similar to Dustbowl in that it has 3 individual areas and is attack & defend. [*] [b]Stage 1[/b] (7.5 minutes): Meant to be fairly easy for a pushing offense to capture [*] [b]Stage 2:[/b] (add 4.5 minutes per CP): Meant to be somewhat more difficult for an offense to capture, but with sufficient time given it should be attainable [*] [b]Stage 3:[/b] (add 4.5 minutes per CP): This is meant to be the most difficult to capture of the 3, but there should be a good amount of time accumulated by now if offense is doing well.
Team Fortress 2: Meet the Demoman
can view the video below as well without downloading: TF2 :: Meet the Demoman
Trade Manconomy
TRADE hats/weapons/paint/keys/etc without the interference of real matches. To server hosters: please host this map over the other trade maps, why? because there is no longer any death-match and is STRICTLY trading.. Key features: RED TEAM ONLY, which prevents MASSIVE death-match!
Apple Juice
contents: - Backpack picture (bad) - Script renaming \"Crit-a-Cola\" to \"Critical Apple Juice\" Why do you have to drink this un-healthy drinks if you can drink Apple Juice? Huh? Yo dawg, now there is da answer! Get your self a new natural juice from Mann co. And if you dont like this juice then come and fight with me!
PL Sanfermin
towns like Salamanca, Leganes, etc. TO INSTALL: Extract to your TF2 maps folder.
CP Diana
map. - Need to know if 32 player support is working also. The author is thanking you.
CP Consignment
electrocute and kill you if you hang around on them long enough - the second station has no damage (but you can still be run over) [*] Jumping while on the train is bad for you - also, it's best that you try to get off the train at the station, there is a wall to stop you, but it is by no means fail-proof yet. [*] There are some toxic barrels penned off by tall fences. It's possible to jump in there, but make sure you can get out quick because they will hurt you. [*]The author isn't good at creating lighting [*]The author know textures don't all line up - don't worry about these for now]
KoTH Drought
rubbish - Textures aren't perfect There will be another stairway out of the tunnels in a future release.
Team Fortress 2: WWII Skins
Rank Patch, Green Uniform [b]Scout(101st Airborne Trainee/Scout):[/b] Airborne Vest with 101st airborne text and screaming eagle badge, Private Rank Patch, Green Vest [b]Demoman(SAS Explosives Expert):[/b] Red Beret/Cap, Camo Sleeves, Removed Undershirt, Corporal Rank Patch [b]Engineer(Airborne Engineer Battalion):[/b] Green Shirt, Staff Sergeant Rank Patch, Airborne Engineer Patch [b]Pyro(US Army Flamethrower Soldier):[/b] Green Overcoat, Corporal Rank Patch, Grey Gas Tank, Grey Gloves [b]Medic(US Army Medic):[/b] Fully White Trench Coat, Red Cross Arm Band [b]Heavy(Russian Machine Gunner):[/b] Green Shirt, Soviet Flag Patch, Private Rank Patch, Criminal Tattoo [b]Sniper(Australian Sniper Battalion):[/b] Green Shirt, Australian Army Patch, Sergeant Rank Patch [b]Spy(British Secret Agent):[/b] Black Suit, Blue Tie, No Mask [u][b]Installation:[/b][/u] Extract to TF2 Folder and enjoy. Note: If you dont want the soldier to have a moustache just delete [i]soldier_head[/i] in the soldiers materials folder. Also if you want the spy to have a mask again just delete [i]spy_head_blue[/i] from the spy materials folder.
Team Fortress 2: WWII Skins
Rank Patch, Green Uniform [b]Scout(101st Airborne Trainee/Scout):[/b] Airborne Vest with 101st airborne text and screaming eagle badge, Private Rank Patch, Green Vest [b]Demoman(SAS Explosives Expert):[/b] Red Beret/Cap, Camo Sleeves, Removed Undershirt, Corporal Rank Patch [b]Engineer(Airborne Engineer Battalion):[/b] Green Shirt, Staff Sergeant Rank Patch, Airborne Engineer Patch [b]Pyro(US Army Flamethrower Soldier):[/b] Green Overcoat, Corporal Rank Patch, Grey Gas Tank, Grey Gloves [b]Medic(US Army Medic):[/b] Fully White Trench Coat, Red Cross Arm Band [b]Heavy(Russian Machine Gunner):[/b] Green Shirt, Soviet Flag Patch, Private Rank Patch, Criminal Tattoo [b]Sniper(Australian Sniper Battalion):[/b] Green Shirt, Australian Army Patch, Sergeant Rank Patch [b]Spy(British Secret Agent):[/b] Black Suit, Blue Tie, No Mask [u][b]Installation:[/b][/u] Extract to TF2 Folder and enjoy. Note: If you dont want the soldier to have a moustache just delete [i]soldier_head[/i] in the soldiers materials folder. Also if you want the spy to have a mask again just delete [i]spy_head_blue[/i] from the spy materials folder.
Team Fortress 2: Demoman Dicebomb V2
edges, so no more cuts! But have no fear, it still features the explosive fun that came with the original and comes in two great looking colours.' Has a very accurate collision model of the valve one (which is why the dice tends to go into the wall instead of stick to it) [i]May not work on some servers. (those with sv_pure)[/i]






