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
This is a custom arena map and use the swamp theme. Designed for small battle of more than 10 playersm, Blackwood is perfectly suited to smaller servers, 1v1 battles, as wll as LAN play.
It's version 4 of Workshop, now with added space and details!
The .bsp file and related README, .res and .vmt/.vtf files needed for a full install of the cp_airport_hall_b10 map.
Author:The Political Gamer.
From the creater of PL_OUTBACK (S.W.A.T.Y) comes his next great map cp_reelfoot. Reelfoot is a 5CP map just like Badlands, Well, and Granary. Reelfoot is based on a lake in Kentucky (no, I dont live there). Reelfoot tookz author under 30 days to make, from planning to Beta 1.
A map with one stage.
Pacyfik is a rather small 5-CP Push map set somewhere where RED has a dock and BLU arrives by ship and they fight and one team wins or it's a STALEMATE! and everyone loses. Yeah.
A classic game mode --without the twist!
Hidden away behind an electric company front is a sprawling underground RED base. Control rooms direct remote operatives, and ominous devices are constructed in mysterious voids. Unwilling to live with the fact that RED has a fancy new machine, BLU sets out to have it destroyed before they can activate it in this 3-stage attack & defend map.
The intelligence briefcase has been outfitted with a timed detonator - once picked up, it will explode after 20 seconds! Carry the intel to one of your enemy's control points and defend it until it detonates to destroy that point. Destroy all three to win!
CTF_Control is an inteligence map with a control point element. each teams inteligence is held under lock and key. when a team owns the center control point the enemys intel doors open and it can be capped. but be warned! if the enemy takes the point their intel will be covered again and YOURS will be exposed. even worse an impenetrable steel door will descend over your capture zone preventing you from capping the enemy intel even if youre holding it! teams must hold a balance between holding the point while retrieving the intelligence and breaking down the enemy defenses. the point caps fast so be on your guard!
Floodgate takes place along the side of a cliff, in a facility housing a hydroelectric dam. The twin bases are linked by the dam top, the turbine room, and a network of caves.
A fast paced map focusing on strong defence from red preventing blu breaking through and carrying the intel to the control points, if blu can advance the intel to each sucessive control point in the stage they progress to the next stage. The intel has a 'home' location, once the first point is captured the home location moves to ontop of this capture point. If any member of the Red team stands by the control point, Blu will be unable to cap until they clear the area of Reds.
Changes from B3 include:
Sounds capes added
Removal of the Control Point Room - Captured intel should be taken to the team Intel room that is in play at that time - just follow the signs!!Additional optimization work.
A classic game mode --with a twist!
Hidden away behind an electric company front is a sprawling underground RED base. Control rooms direct remote operatives, and ominous devices are constructed in mysterious voids. Unwilling to live with the fact that RED has a fancy new machine, BLU develops a super-powered ultra-sapper and sets out to destroy RED's contraption before it can be activated.
Alpha 2 of jp.frothy's map.
This is the first alpha release, intended to verify the concept and gameplay of the map. The map is a single-stage payload race; however, in order to reduce stalemates, it uses a series of standard checkpoints as well as a unique "Center Point" which serves as a tie-breaker. The first team to capture each consecutive checkpoint will automatically be awarded the Center Point, a permanently locked control point which cannot be captured any other way. Whichever team owns the Center Point when time runs out will win the match. Of course, if a team first pushes their cart all the way into the enemy bombsite before time runs out, then that team will instantly win!
King of the Hill UCMP - one point (East side).