Set on the island of Premuda in the Adriatic Sea, Blu tries to pinpoint Red's Central HQ to launch a...
Return to the Land of Sand in this Team Fortress 2 remake of Gobi's Valley. Will support 2 game mode...
Symmetrical bases, each team has a flag to defend and capture, and a capture zone located in their b...
So what we have here is a bridge (not unlike the one on highway 17 actually) a train bridge, with a train going over it infrequently. red starts on the "land" side of the bridge, and blu is set up in 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!
A new locale has emerged in the constant search for those fabled pits of gravel.
In the mounting desperation, fuelled by the ever growing gravel shortages, the teams have taken to searching below 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.
Created by: Josh "Hunter-Killer" Mercier. The Capture the Flag version of Tunnel. Both teams must battle across the level to obtain and capture the other team's intelligence.
Truefort is a map that pits two identical castles against each other in the middle of the desert. The objective is to capture the Intelligence briefcase that lies on a rock between the two castles, and take it to your teams throne room.
The map features a skating rink that forces you to move around the rink at a fast pace. Each side has their own small base to house their intel and their spawn.
Scoring
-The first team to do 25 laps with the opposing team's intel wins.
Extras
Every 5 laps, the team gets a 'bonus' that will help them win all the faster.
Specifics
- 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.
This is Nosher's second map and is called CTF Staging. Nosher decided to build a 3 stage CTF map. The idea being that when you return the enemy Intel back to the control point in your base, the next 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 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.
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.
INSTALLATION:
Extract the zip file to
...Steam/steamapps/Your Steam ID/team fortress 2/tf/maps
Made by Kr4k3n.
Thanks to Valve.
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 (the buggy one) activates! Good luck!
Here it is, final version of Ozi_PL's first TF2 map. It's full 3 stages cp map (like dustbwol). The author really hops this version will be more popular.
So guys, could you help?
Here is a Control Point map based upon a starship, unlike the other space maps this one is completely inside with both. This is a non-linear control point map set on a ship in space. Each team starts 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 idea behind the strange cappoints is to provide a different experience to the 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.
This is a deathrun map for TF2, working with the Saxton Hale mode.
DON'T RESTRAIN ANY CLASSES/CLASS WEAPONS EXCEPT SPY. Some of them play major roles in order to unlock secrets. Don't worry for scouts and such, traps are made to get those little bunnies too.
Simply natural beauty in China. All on feng shui.
I think that it will be pleasant to all to play this map! (The sniper can set fire to the arrows on fire.)
Break through the pyramid to capture the first point! Next, find the hidden capture points before the other team!
An arena map taking place on a snowy mountain. Has several buildings and tunnels.
Same Turbine map but with a CP twist. Ive added 3 CP points 1 in both intel rooms and 1 in the middle. Players must capture all the cap to unlock the location where the intel is located. Enemy Player must recap their intel room to seal the intel location.
Credit to Flobster Original Map Creator
KotH map with the CP on a moving train
A KotH map where the point is on a train that moves across the map. The train movement does not depend on point ownership or anything else - it just goes back and forth through three different areas, pausing at each end. To prevent sightline along the track from being too powerful, there are doors between the areas that automatically close off the area that the train is not in.
another map i found in-game. the same as my first map, it is only you who can donate it. (the picture dont look exactley like the map does. im sorry.)
just a map i found in-game. i think it is cool, it is only you who can donate it.(i was too lazy to take a screenshot of the map, so just enjoy the map, ok)
This is an other Team Deathmatch map. The middle door opens and closes every 5 min.
Server running Team Deathmatch 24/7 > 66.55.149.227:27015
By: xomp A trade map desiged after the autistic game "Minecraft" created by xomp. This map has a few secrets too it and has a Nether with Ghasts. This map also has a respawning HHH that spawns every 5 minutes so you can get that Haunted Metal.
|
||||||||||||||||||||||||
Most popular maps are based on stats collected in the past 24 hours. Only maps updated in the last 12 months are displayed. |
||||||||||||||||||||||||



