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
Fixed gravity bug
Fixed water shadow bug
And more fixed for practical
Added fun ghost
Quickly to make all achievements bonus idle room
Secret room for switching on and off Headless Hatman
gameplay like in manor, attack/defence 3 cp christmas themed map with custom textures.
A 5CP map like Well, Badlands, etc. in a desert/industrial setting.
At the beginning two teams are fighting for the middle point, and the winner team must grab the docs and bring them to the final enemy
If the enemy captured the mid point and is carrying your docs, then you can just cap the mid point back and, as i said before, grab the docs and bring them to the final enemy "point".
The capping time is reduced.
Mirrored versions of Dustbowl.
To take popular VALVe made maps from Team Fortress 2 and mirror them as acurately as possible to their originals. Right becomes left, left becomes right, giving maps that all TF2 players know like the backs of their hands a fresh take.
This is kinda a lulz map like most of my maps, but with a splash of serious. The gametypes are recognizable but crazy to be in the same map.
Attack/Defend based map.
cp_port is an Attack/Defend map. RED defend their control points, BLU must capture them. And the water kills you.
Includes a navigation mesh, so you can play against bots! (they are somewhat unreliable though).
From Author Gonfin.
Mirrored version of Gravelpit.
The Concept: To take popular VALVe made maps from Team Fortress 2 and mirror them as accurately as possible to their originals. Right becomes left, left becomes right, giving maps that all TF2 players know like the backs of their hands a fresh take.
From author red_flame586.
This map started out as an attempt to make a 5cp map and re-use the pipeline theme with a visual twist. Conceptually, high ground on both sides, decent sniping sightlines in the back, and ground level flanking routes on the sides.
Beta version 3 of Neox's map.
Winter version. Includes VMF so you can look at it, take what you want, make it better.Update, Fixed capture on the first area so it doesen't get hung up. OK this is badlands as a payload map. This is a Valve Map, I take no credit except for doing what they should have done in the begining. This is a TWO AREA, ONE STAGE payload on the same map. One long route, one short route. The only original part of this map from Valve is the landscape. All the programming is by me. You know, the way the spawns act, doors open and close, the way the payload drops down the silo, etc. By the way, the payload is not a dynamic_prop, but how Valve intends it as a minecart_physprop for camera purposes. I do have some interesting programming for the payloa and spawn areas. If anything download it and use those ideas to help with your map. Play it, have fun, give feed back, maybe make it better.
Mirrored version of Badwater Basin.
Two capture points. The large areas are both Blu and Red and are intended to give players lots of space to move around. Blu focuses more on elevation changes while Red is lots of open space and very little change in elevation. Combat gets much tighter in the three connections, one of which (the Silo the first capture point) is intended to be pretty nuts with 16 on 16. This is designed so that it is a lot of fun, but fairly easy for Blu to get the first point, but much harder for them to push onto the second point to win the game.
This is a very small trading map i made. There are maximum of 24 spawns placed around and the map is meant to be a no-kill trade map (killing just keeps noobs in). I noticed that almost every current trade map pretty looks like fastmade and crappy overall. So i used effort to make the map look nice and in fact it is based on the blueprint of my own house.