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Mods y complementos para Team Fortress 2
Este catálogo incluye 49.000+ proyectos de Team Fortress 2 procedentes de Steam Workshop. Las entradas pueden ser para servidor, cliente o ambos, e incluir mapas u otro contenido generado por usuarios. Antes de instalar, comprueba la página de origen enlazada, la versión del juego y las dependencias.
chromakey
por 76561198023080790
mapa creado para creadores de contenido de tf2 y Gmod
koth_bigmaze
por 76561199013376414
This is a big maze. It may look plain, but a lot of work went into it. It may be difficult to traverse, but the gameplay is ok.
tc_crafterscore_a6
por 76561198158712354
My third map. It is the factory part of my map trio (tallstorage, frostbay & crafterscore). It is a large factory with a train going to Frost bay (you don't get to ride it). The skybox will be improved & the roof is gonna have more stuff. This is the only gamemode (unless you have some suggestions). No Mannpower or Medieval mode. The layout of the map is a factory, there is also an outside area. 4 points are inside and 2 outside. RED points: Z is the security/surveillance tower, Y is the security checkpoint outside & RED base is an underground parking lot. BLU points: X is where the offices are located, W is the storage/inspection area & BLU base is the loading area outside. There are several conveyers inside leading every which way. The crushers are active, the smelter is timed & I added the ability to turn off certain lights for 15 secounds when you hit the electrical boxes found outside. A funny little coincidence I just noticed is that the BLU points have the same elevation, while the RED points have varied elevations.
The Bowl
por 76561198267561198
The bowl is a high stakes free for all arena, featuring a frog, the pyramids of gazza and much much more. Do you have what it takes to take on the bowl?
vg_idle
por 76561198101185527
A map I made for my server a long while ago. The map is based off of ig_idle, the original map for Impulse-Gamers. Feel free to use this map to your liking. The map was initially made with low-gravity in mind, so adjusting it via console should provide a more fun experience! Do keep in mind this map is unpolished, as I made it almost 2 years ago now.
Smokeside
por 76561198451436507
Ctf don't fit mannpower very well. This gamemode need more verticality, this is why I made this map. (In development)
idle_dreams
por 76561198107607642
I saw this map in a dream. Features: *Scary pit *Uhntss uhntss uhntss baby *Idling *Moving buildings (if you can figure out how) *No doors
cp_Duscot
por 76561198098551381
Duscot valley ... a place where water is the GOLD ----------------------------------------------------------------------------------- source: https://www.youtube.com/watch?v=qnAuUUeF2b4
Avenue WIP a1
por 76561198131158140
THIS MAP IS A WORK IN PROGRESS Avenue is a CTF mixed with attack / defend where there is only one flag both teams are trying to get. To score, one team must take the intelligence from the middle of the map and bring it to the enemy base. When one team scores 3 points, they win. Why is it called avenue? Probably because there's a road going through the middle of the map from one side to the other. Don't worry though, that pesky sightline will disappear as soon as someone grabs the intel. What I want feedback on: - If the map constantly stalemates. (probably) - If the doors that open to the intel are a problem (mainly the sightline) - If players respawning after every cap is a problem ( I did this so that the team who caps doesn't just run back to the the intel first and have the advantage) - Annoying choke points These were things that I could see being an issue. If you have any other feedback, please let me know. Known Issues: - Teams will respawn after winning the round (before the next round starts) This is my first map being uploaded to the workshop. So please, GIVE ME FEEDBACK!
Neptune A2V2
por 76561198044940820
A Robot Destruction Map set on Neptune, the blue planet. This time the mercenaries find themselves in a botany plant. tasked with eliminating the enemies robots. Collect 300 Cores and win! A Tutorial on how to play Robot Destruction and a Top - Down View of the level is viewable in the team's spawns. A Tutorial on Robot Destruction can also be found here. https://wiki.teamfortress.com/wiki/Robot_Destruction
ctf_basic_map
por 76561198025615709
Don't take this level seriously, this is the first time I have tried to create a TF2 level (thanks for everybody that helped create https://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation ). I know the map isn't that great so I won't take any offense if you criticize this map.
koth_windcliff_alpha
por 76561198046838964
After months of learning Hammer and working on this map at the same time the time has come to move on to something else. The map has changed its textures, layout and name so many times that its clay is beginning to crack. All I see are mistakes and things I can't change, because I've gone too far down the rabbit hole. So the best solution is to just let it rest and move on. Current goals Skybox Clipping If people are interested in this map I will build it in to a finished state, otherwise this project will only get a couple updates in the future History of the development The map first came to be as a multiple control point defense map based at the White cliffs of Dover. I planned to mix in some elements from the game World of Warcraft, mainly the area Tirisfal glades (hence the windmills). Original map was way too big and clumsy to the point where I created a new map with the same ideas, but smaller. The original idea was that it was going to be just the layer on top, but then I decided to add some small underground areas like a surf from the spawn to below the point through caverns underground. That was later scrapped as that as well proved to be rather clumsy. The desert texture I came up with when the map just became too small to be the white cliffs. After that the plan was for both of the spawns to be right next to each other, but they would do a loop to the point going 180 with the main motivator being Upward. The struggle with displacements became a huge issue after I had the basic shape down. Because I had packed the whole map into a tight area with tons of playable space it became difficult to try to get everywhere and transform things into displacements (for example the bottom area is still not done with displacements). As well as all the walls and others should be done with displacements it just became too time consuming to go through the all and at one point I quit the project for months. It just wasn't fun to do anymore, because I knew I could just delete the whole map and pretty much make a better one in no time at all, but because I had spent so much time on the map already I really didn't want to give it up. Now in July I came back to work on it and finish it once and for all, but the old map proved to be a real bitch again. Now looking back at the development I know I learned a lot, but the amount of time I wasted on this when I could have learned a lot more doing small projects does sting. The map isn't good, but it is here, because I can't let all of that time have gone to waste. Main things to learn from this is that planning is important and failing is a good way to learn. Special thanks to Lypsykone for help
CTF_ASTEROID6
por 76561198187112951
CTF_ASTEROID6 Update Onion Pack. Selection of maps made with advanced details that make the map more special for everyone to play.
Koth_Ravine_V2
por 76561198107338017
First map Please leave some feedback it would be very much appreciated.
KOTH_VIADUCT HD VERSION ECOLOGIC
por 76561198187112951
KOTH_VIADUCT HD VERSION ECOLOGIC
[KOTH] skytraining.bsp
por 76561198174464682
This is my first TF2 map, i will keep this one updated and feel free to comment if you find any glitchs/bugs. More updates on the map coming soon and i am gonna make more maps also. Feel free to try it if you want
Koth_2tower
por 76561198137804610
I made this as my first map on my own and wold like to see what you think(i made the previews before i updated so they are out of date)
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