This is a total remake of the DM_MARIOKART2 map, with only a few things copied over. Though the layout is similar, the map now has more vertical gameplay and more choices to move around faster.
Explosive gas station
Passageways which can be toggled by a switch
POW-Blocks, Cannons, boosterpads, warppipes, elevators to get around quicker
Blimp which can drop nukes
Frostwind is my second map, taking place both inside and outside in the snowy north. Created from scratch within 30-ish days, We encountered numerous troubles, but were able to still come out with a mostly good map. Even after the contest I plan to continue work on this to make it as polished as I was first hoping for!
- Winter look and feel
- 3D Skybox
- Great Attention to deta...
Converted cp_degrootkeep to use for mvm mode
More Meat / Ammo
More Than $1000 Per Waves
A Lot Of Fun !
Much More ...
Giant Samurai Soldier
Giant Spartan Soldier
Prince Demoknights (Giant)
HI fellow tf2 players, here i have a map that i converted from arena to koth, if i get alot of good feed back, i will ponder more detailed big fixing, ect, pleas enjoy.
PS I DID NOT MAKE THIS LEVEL I JUST CONVERTED IT TO KOTH, ALL CREDIT GOES TO THE original CREATOR.
A somewhat small yet open, alpine-themed koth map where the control point resides in a building (the map's namesake) that sits in the middle of a river. Attack the control point from unexpected directions, build a forward base to support your team's push, control of the roof is key but anyone can get there.
You will only receive a team point for capping both dark and light world villages. Beetle is working on fixing that so you get a team point every time you win a round whether it be light or dark. And yet again, give AgeNt_ a round of applause for contributing his plant and tree models within the map
CP Subterram is a multiplayer map for Team Fortress 2 (aka TF2). The map is a control points type and has 5 of them. The 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.
koth-style map of the axiom spaceship from disney's wall-e.
Though it's highly unfinished i feel it stilll has a lot of potential. This was originally built and submitted for GameBanana's kepler-22 contest.
Ported from the monolith game BLOOD, this was probably one of the first ever 2fort style map long before team fortress..
Credits go to monolith and shade for making an Awesome game with Awesome maps, Special thanks to (uk-tf Madmax) for adding the mines in the minefield
Small low-gravity deathmatch map. LAAF features a deep pit with a jump pad in the middle, as well as platforms on the walls to climb up. The pit is surrounded by a circular corridor with health and ammo.
All players spawn within the pit, either at the bottom or on the upper ring.
LAAF features ambient sound and a custom animated skybox.
On the map there are 3 zones.
1 / idle zone: Here MONOCULUS and the Headless Horseman kill you will.
2 / area trade: Capture a point and the gate will open at 25sec in the area of trade or teleport MONOCULUS. Here you will enjoy!
3 / Underworld. Kill MONOCULUS and you can you can get to the underworld. In a underground world have secret and trap.
Have the opportunity to you to build on movi...
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...
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
Hey everyone, just wanted to post my entry for the comp CTF contest over at TF2map here, would appreciate to get some feedback! Its standard CTF and its version a3 at the moment..
I need feedback on gameplay, the visuals are not important at this stage of development!
All suggestions/feedback/criticism are very appreciated!
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 gl...