A remake of the original map from goldeneye.
Author Bslashingu's entry for the Comp CTF contest.
Blizzard Battle! As his (Eric "Icarus" Wong) first 'normal' map, it includes the first place and third place winners of TF2M's Mini-contest as
the final and middle points, respectively.
Snowfront offers a chilly backdrop as you fight in it's many open, hilly spaces.
A multi-staged CP, this 60s sci-fi soaked map is being made primarily for my own entertainment.
By author martijntje.
CTF Alaska [Contest Entry]
It's a small CTF map, bigger than turbine, but smaller than 2fort. In order to make sure it's fast paced, the return time is set to 90 seconds. This, hopefully will reduce the time of the rounds, making a good, co-ordinated push worthwhile, whist leaving the intelligence defendable. There are 3 very distinct height levels, too: The sewer, the ground, and the battlements. These are all connected to allow a smooth, fluid game.
By author RogerM@sters.
This map will (probably) be my entry for the 4th Major Contest (It will not if it extremely sucks, than I will start over again ). It uses the normal CTF gametype.
CTF 2Fort Canyon Alpha 1
A rebuild of 2 fort from the ground up with almost all pathways completely reworked almost to the point of being unrecognizable.
A CTF map that takes place in two gigantic mountains. This map could easily be considered too long for CTF, but if played on a full server, it plays pretty well. There is one perk in the map, a working P.A. System that transmits taunts to loudspeakers on the map.
A rather small map with the invasion ctf mode (a single intel you have to get into the enemy base).
Alpha of author "Tech" contest map.
Trying to iron out minor annoying game mode issues.. map turned out to be a little smaller than intended, thought it was gonna be too big in hammer!!
Basalt is KOTH map where both teams are trying to get at the very top of the hill.
KotH map based around verticality and spiraling pathways.
This is a King of the Hill map, with action tightly focused around a central capture point. With numerous approaches to the point, the action tends to be fast and furious.
-Added tunnels that lead to the underside of the point from near spawn
-Added another tunnel from under the point to the top of the back building
-Raised the back building up a bit
-Added a bridge from the upper path near spawn to over the point for Heavys to drop from
-Changed Health and Ammo locations a bit
-Sniper sightlines reduced overall
-Added a shack under the back house with metal, for Engineers
-Various small fixes
Basically, this is a PL map that combines three of TF2's themes: desert,industrial/well, and alpine.
A 5 control point, attack/defend map. Blu have to capture point E to win, points A through D each add more time to the clock and make E easier to capture. Red must defend until the time runs out Red have the use of four teleporters to take them closer to points A and B or the option to run via C and D respectively. This luxury is removed once A and B are captured.
At mapstart only A and B and E are available for capture, once both are taken C and D are unlocked.