Welcome to the Eclipse!
"Eclipse" - is a large single-stage Payload map with a varied style and gameplay, themes set in the industrial desert of the 20th century, consisting of 4 points.
Red team has aquired a huge supply of electricity, becoming the leading source of nuclear and solar energy. Blue team's feeling a bit jealous... (well, mainly because they do not have such a c...
This is a redesign of an old tf2 map called pl_canyon. It has been redone from the ground up to begin balancing it for 24-32 player servers and accommodate all the new weapons since the release of the old version of the map. BLU's objective is to deliver the payload to RED's HQ on the other side of the ravine and blow up RED's rocket before it launches. There are a total of five control points,...
Get ready for a showdown in the Old West! This is a payload race map that will have players dodging through an abandoned town to see who can get their cart to the bank first! Made by one of our up-and-coming crewmembers.
ATTENTION: This map has been redesigned for 24-32 player servers and updated to accommodate the new weapons released since this older version. The new version is entitled pl_rocketravine, so it's suggested that you download that instead!
This is a large 4-point Payload map set a long winding canyon. The payload makes its way from Blu base at the high end of the canyon down to the first point...
Pl_borneo is set in secret facilites in the jungles of Borneo. The map is a single stage payload map with 4 areas of battle.
The whole map took 9 months to develop, 1 for planning, 3 for playtesting an undetailed version, and the rest for detailing. Many custom textures and models had to be created for the jungle theme. It was really tedious work making all the foliage but I hope it was worth...
An alpine themed Payload map with rollforward, rollback, and dynamic gate elements. BLU must assault RED's base to uncover their hidden explosive stockpile and disable it.
CP 1 and 2 both have gates that BLU must destroy when they cap the point in order to proceed.
Boundary is a single stage payload map in the same vein as Badwater, but with a snow theme.
Special thanks to Rexy for the custom explosion, Tyker for the snow cart model, and FLSH for the Knifeback Mountain poster.
Curve is a payload map with a slight twist. It has one extra control point compared to basic Valve maps which makes it have longer track. There are also couple of obstacles on the track that are moving away once the cart is pushed near them. Plays just like normal payload map!
I did this map in 4 months and spent next 6-7 months tuning it up untill this day, 12th of January 2013 came and the f...
A simple Payload of a recreation of Victory Road from Pokemon Fire Red/Leaf Green.
*Three Payload capture points.
*All top and front textures taken from the game, rest had to be made.
*Detail grass sprites
*Animated Water & Flowers
*Everything is scaled the same (Pixel x Unit).
*Custom 3D Building & Prop models.
*Custom Payload Cart model (Voltorb).
*Custom tunes for Supply Cabinet, Sa...
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...
This is an update of pl_db_heights_v3 (b4 was skipped because it was not released on fps)
This version if an extensive revision to the first part of stage 3, and somewhat minor changes to 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.
First release of pl_caterpillar (beta1).
This is a single-stage payload map with 3 CPs. It combines desert and alpine theme.
Both teams have 2 exits out of their bases that lead to a different 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.
Extract the zip file to
A fun Payload, I'll leave it by this, this is the finished version. There are 2 bugs, as to been seen on screenshot 3 and 4, the floor and ceiling are invisible, but you can still walk there, and the 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 ...
Here is a one stage payload map for Team Fortress 2, this map is a winter themed map which is covered in snow which definitely gives this map more of a Christmas feel to it, (perfect for this time of 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 s...
Singlestage payload map.
A bit of the most iconic Japanese architecture.
Custom Content Credits:
EArkham - Japanese Privacy Screens
EArkham - Japanese Paper Lanterns
Updates coming soon
Mirrored Maps Series 1 - Badwater Basin.
Team Fortress 2 maps mirrored as accurately as possible to their originals. Right becomes left, left becomes right, giving maps we know like the back of our hands a fresh take. It will mess with your head!
basic payload map. There is no 'Forward Spawn' for either team. The spawn control is 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.