Yes I did make a another breakfloor map, the last one was really unbalanced and now this one is only a little I made it Arena (no Control Point) so it would be more like the Counter Strike one, when the players keep on respawning but the blocks don't
Version Alpha 3 Overview: arena_hiddentomb is a very tight Arena map, where RED and BLU can't settle their contract between who holds the right to the ruins, so obviously their first resort is to take it into a fight! This is my first complete
CP_CAULDRON ALPHA 6 (cp_cauldron_a6) Gametype: Control Point (Push) Players: 24-32 Author: Mark "Shmitz" Major Contributors: Scott "Buddikaman" Petty E-mail: shmitz@gmail.com Version: 0.0.6 ___________________________________ Revision Hi
Panamint Springs will be my entry for the contest. The map is based on a village called Panamint Springs somewhere in america: it will have a desert environment. The gametype is the new ctf gametype made for this contest. I though everybody would
Vector (CTF) by Eric "Icarus" Wong Email: ericgfwong@hotmail.com Invade CTF Vector is my entry for the TF2Maps.net annual mapping contest. It's a 3-stage invade CTF map, similar to Dustbowl, but an intelligence briefcase is required to capture
Story : RED and BLU found an amazing lcation for a base: within the virtual reality of the internet! Powered by four of the best supercomputers money can buy, each side set up a base. But the tubes aren't big enough for both of them; so they solved
README ----------------------------- PL_RAILROAD Gametype: Payload Players: 24-32 Scoring mode: 1 point per checkpoint captured Author: Henry P (aka S.W.A.T.Y) Contributors: Robert (aka KIlla) for the Headshot sign texture -----------