How to Install Maps:
Place the .bsp file into below directory (Normal install directory)
C:\Program Files\Steam\SteamApps\(your account name)\team fortress 2\tf\maps
Deep in the north, an island rich in resources is home to a fierce battle between two major mining/deforestation companies. A battle over the only shipping dock on the island. Which side will prevail?
A swampy, murky arena map. Just a tiny project to experiment with detailing, displacements and the swamp theme, but it came out nice so I'm gonna toss it up here.
a5 of WIP Attack/Defend CP map, cp_clandestine
Arena_Mudpit - Prebeta for SNS
Duelagon is a Duel/CP map. What different is that it has three sections. The ends have a respawn room and a control point. The center is a large circle with a control point in the center. It has a theme similar to the Egypt map, with fire lighting.
-Decreased middle point cap time slightly.
-Integrated lower tunnels with outside middle more. There is now a larger hole and stairs.
-Added some more cover to the outside middle.
-A little bit more detailing.
First release of new ctf map, drought, which uses the Egypt tileset and has a design direction that should help keep it at a fast pace unlike other valve ctfs.
Changes from a1:
-Added two new paths between bases
-Fixed minor playerclip issues
-Added extra door out of spawn
-Hole in roof of intel room as an alternate path
Quick fix of forge a2.
Alpha 6 of CTF-Creak.
-Changed the spawn rooms for new ones with the Spytech theme
-Detailed more of the Red base rooms
-New mine shaft areas off to the side of the Red base
-Constructed and detailed most of the unreachable buildings above the bases
-Swapped the railings on the outside walkways for better fitting BSP versions
-The lower passages in the mid section are now cave tunnels
-Central shed is now accessible from the roof for Soldiers and Demomen rocketjumping or pipebomb jumping
-New elevator shafts in the mid section side rooms create some extra room (elevators are static)
-Moved the large health packs into the elevator shafts, put the large ammo crates in their place
-Added nobuild brushes around the rocks outside to prevent Engineers building sentries on them
-Various trim and detailing work done throughout the map
-Player clip volumes on stairs added where needed
-Texture changes in a few areas
Entry for the plr/ctf contest. This map has the new ctf gametype.
beta 2 - Fixed music not playing, few textures
Small 5v5 or 6v6 CP map.
Ok v7 few fixes any more ideas?
First beta version of this new koth map.
Even better map
b6! with added skybox
PL_Flow is a singlestage payload map (badwater-style) with 4 capture points in a Swampy setting. The Payload is a boat that needs to be transported along the water path. There are several reroutes and different ways of attacking/defending to give all classes a chance to do something useful.
A5 of the Devil's Cornfield, it now contains stage 1!