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
Vertical is a map situated in a skyscraper.
The goal here was to switch the usual horizontal battlefield for a vertical one. Of course you don't litterally fight on walls but the map is made with several smaller horizontal levels (as floors of the skyscraper) topping each other.
The map has 3 capture points, with red in defense and blu starting from the bottom, making their way up to the roof of the skyscraper and victory.
cp_Lushbowl Version 1.1
Joey LaLand:In order to get better at mapping and learn some things, I decided to start off by taking a pre-existing map made by Valve (Dustbowl) and applying textures, details, props, sound and weather while studying Valve's geometry and optimization work already in place. My first big project was to create a "theme" for Dustbowl; ripping it from the desert and plopping it down into the middle of a forest. This means bricks turned to cobble, metal turned to wood, gravel and dirt turned to grass and mud.
From author warplane11.
By the time BLU learns of the location of one of RED's derelict warehouses in the middle of nowhere, RED is long gone. Reconnaissance suggests nothing suspicious was happening at the warehouse, but BLU decides to investigate firsthand anyway. But when BLU arrives, they find RED is still manning the fort, and they aren't letting BLU take over so easily. But what of interest could anyone possibly hide in those stupid crates?
fixed things to make it more fun and fair
- made the ramp easier to access
- made the deployable ramps easier to use
- lighting improved
- fixed HHH button (admins only)
My inspirations for this map include my eternal fascination with water and light (sure to be explored in my other work), as well as a bit of Xen from HL1. The design utilizes one-way doors at specific choke points to make the most of the map's space, while at the same time allowing for split-second, intense firefights along the lower corridor once intelligence is in the hands of the enemy. In a sense, the "size" of the map changes dynamically, helping to keep the mood and tension levels varied throughout the game. The map utilizes custom textures, normal maps, and particles.
A2 from the author 'ok comp'
A 3 stages payload map (goldrush like) with some CP in stage 2 and 3 to allow the cart to continue moving on its path.The map is taking place in a Angkor-like temple/jungle and is currently in Beta.
This is a copy of Gold Rush before 12-11-08 update. The only significant changes happen with the buildings around cap point 1-2. The left side is an open platform. The attic has a second entrance facing the second cap point and some other wall/ceiling differences.