Team Fortress 2 Map Pack #60

TF2_MapPack60.zip
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

Included Maps:

Area_crater_a3
Alpha 3

CP_Caldera_a16b
A16 Quickfix #2.

CP_CapturePointv11b
Latest layout of cp_capturePoint11b

CP_Clandestine_a5a
Version a5a of cp_clandestine, which fixes some sniper issues in stage 3

CP_Spillway_a5
-Map's overall shape changed from S to / in order to improve flow & create linear flow.
-1st CP moved up into generator building, spawns moved up & warehouse smallified.
-Combat area between 1st & 2nd redesigned.
-Stairway @ 2nd deepened.
-Stairways @ middle pulled back behind the rock arch to make height advantages of the CP platform, the small hoodoo, and jumping classes more

noticeable.
-Signage revamped, more than three times as many signs now!
-2nd forward respawns moved to a new position @ mid that makes sense.

CP_Nova_a3
The map that was originally the layout for plr_kelvin, now having taken on a life of it's own. A3.

CTF_Drought_b2

CTF_Dueling_keeps_classic

CTF_Staging_B2
Well - after many hours detailing, the first BETA has now been released.

CTF_Shorthall_b6
A hybrid CP/CTF map in a stormy industrial complex.

CTF_Vector_a37

DM_Natespool
All music was removed, making the file size a ton smaller. Also, when you jump off the diving board you get pushed up just like you would in a
real one.

Koth_Giza_a9
Alpha 9

Koth_base_b3
Second beta version.

Koth_Photofinish_b4a
-proper collisions with light poles
-no more collisions with the minimap
-lowered the top entrances of the houses so you dont have to jump-crounch

Koth_Grotto_1
First release of koth map, which utilizes a tileset to give the illusion of being in a cave.

Koth_secret_silo

Koth_Tomb_b2
An KotH map set in an Egyptian tomb, if you may have guessed.Back for more with beta 2 and a whole host of changed and tweaks.

Koth_Waste
Waste reinvisioned as King of the Hill! King of the Hill is an exciting and rapidly growing new gamemode. To win, teams must capture and hold the
center control point for a total of three minutes. If you lose the Control Point, your progress is not lost. Reclaiming the Point will resume the
countdown from where it left off. In Waste, teams are given multiple entrances to the central area, each with their own advantages and

disadvantages.
Objective:
Capture the Control Point and defend it until your team's timer runs out.
Other Notes:
The Control Point cannot be captured while locked.
If the enemy team captures the Control Point, your team's timer will pause until you recapture the point.

PLR_Cornfield_a6
Version A6 of The Devil's Cornfield.
Size: 135.09MB
Downloads: 49
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News: Team Fortress 2 Map Pack #60
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