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Mods y plugins 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.
7's Short Egypt KOTH V1
por 76561199030102934
A very small king of the hill map I made for fun and tested with bots. Any feedback is appreciated.
Dual Point
por 76561198831714443
Dual Point - KOTH Main Gimmick: The gimmick is that the main point consists of two levels you need to capture or defend, so if an enemy player is on the top level, but you're on the bottom, then the point cannot be captured. Note: This is my first map published, so give some critiques or something!
Doublecross but night
por 76561199072535821
Made in seconds using lightremover ray temnih gopnikov
rd_lunararea_a8
por 76561197996510175
my first robot destruction map themed on the moon has two paths to the intellegence created in four days
Koth Harvest Expanded Roof
por 76561198975339647
Koth Harvest but with an expanded roof for rocket jumpers and sticky jumpers
Koth_Messiah
por 76561198878804894
i got bored and made this also my first map
Battle Islands
por 76561198844350753
A few islands with cap points. Probably one of the most simple Control Point maps!
Koth_Vent [map jam project]
por 76561198291818161
KOTH_Roomwallpointwall
por 76561198428344242
A poorly built King of the Hill map fit for any mediocre community server! (Except it lacks everything that a community server map should have...)
koth_orangelol
por 76561198128667984
My first tf2 map, more of a test map that I thought would be fun to play on
Koth Flipped
por 76561198235986872
Koth Flipped is a king of the hill map(WIP) with many dev textures.
cp_2pointsmp
por 76561198142088478
the map cp_2points by "MLG PROGAMER1999" but its Mannpower Original Map: https://steamcommunity.com/sharedfiles/filedetails/?id=1190178790 Credit goes to MLG PROGAMER1999 ( https://steamcommunity.com/profiles/76561198316337105 )
RED's TowerFORT
por 76561199054618502
This is my first workshop map and its an Arena mode dev texture style map. There are 2 towers for snipers to snipe from and a big ammo and health crate on a small tower that soldiers can rocket jump too. Spies are hard to get kills against real players but against bots its pretty easy. I Hope you enjoy!
CTF_RAPIDCORE (BETA)
por 76561198187112951
WazzimaGiygg - The NukeGiygg Why is the map image not available? https://steamcommunity.com/groups/wazzimagiygg/discussions/0/4246299157479409063/ Attention.Read this topic before post commentary: https://steamcommunity.com/groups/wazzimagiygg/discussions/0/3609015230778680110/ The map is not 100% error free, however it is an incredible game to be played. Developed with the intent of map developers in Team Fortress 2 to be encouraged to create their maps not only for this game but for any game! Visite my page in steam: https://steamcommunity.com/id/pedrohenriquecardonaperes/ WorkShop Team Fortress 2: https://steamcommunity.com/id/pedrohenriquecardonaperes/myworkshopfiles/?appid=440&sort=score&browsefilter=myfiles&view=imagewall GameBanana account: https://gamebanana.com/members/1651727
CTF_NUTSACKLAND pre pre pre pre pre pre aplha
por 76561198120404708
the lands of nuts in 2teufort. nuts nuts. niuta
KOTH Processing Plant B4
por 76561198233105632
Patch Notes: >Now in beta 4 baby!!! >I know the Naming is a little weird. Its suppose to be beta 4 but I'm a dummy when it comes to renaming files >Big boy changes to outside areas of the map -Added textures to 99% of the map, still need to figure out what I want to do at bottom of map(near health shack) -Closed off bottom routes to middle. Did this to shift map focus more towards the lobby and inside areas -Moved over spawn closer to top routes to reinforce previous point -Fenced off middle corridor to mid from spawn to divert traffic and close of that sniper sight line -Got rid of middle ramp below the point to divert traffic -Remade the middle into having the point now be a shack instead of 2fort bridge. I did this because point was too small and weird to navigate/ defend -Removed trucks in middle that allowed players to go to other teams battlements -Added crates in middle for cover -Added stairs and walkway in buildings before the point -Added a sniper room in building listed above. I made it similar to harvest sniper spot -Raised health shack outside for a risk reward type area for flank (subject to change) >Big boy changes to inside areas of the map -Going into upper turbine rooms added a wall so players can't easily go to other spawns -Added healthpacks and ammo in that walled off area, so players can fall back to it just in case -Added door way in lobby to mitigate sightlines, and add more cover for players to hide behind -Changed out medium ammo to full ammo in large (subject to change) -Added door leading to the point from lobby -Added glass to upper part of turbine room to see action in the lobby -Added glass to one way door in lower room to see action in the lobby >Some known issues that will get fixed in later patches -Weird texture clippings throughout the map -Certain textures not lining up properly -Weird ground lighting issues -Window props being see through in some spots -Respawn door no entries not lining up >Some author notes and closing remarks for future -The map has come a long ways but it still has a bit to go, if you are some random who wants to help map test feel free to add me on steam or discord exponent4#6236, and once added I have a discord server that I will invite you to. -I wanted to shift the focus of the map more towards the lobby/ inside areas because well it is a processing plant, and trying to make the point a reward for winning the lobby fight. This something I am going for but may or may not work in game. So I had to make the decision to start closing off and trimming the bottom/ outside parts of the map to get goal. Then I wanted to make lobby more interesting by having the doorways there to make it more into an arena type feel to it. -A little time line of things to come for the map: I am giving myself a deadline of June 1st, due to me working at a summer camp and I won't have access to my computer. But besides that the next few updates are going to be light reworking and mostly heading into the detailing phase of the map -Just a few insights for some future things to be added to the map are: =Potentially closing off the fenced off corridor to mid to be similar to the hallways on koth_lazarus =Adding walkway/ slope thing from health shack to the point, making easier to get back to point if not playing a movement class =Adding 3D skybox (might take a hot minute to figure out) =Potentially making spawns bigger and/or shifted over to give more insentives for players to go into lobby =Adding interesting easter eggs around the map
Stone aging
por 76561198963085027
Take a (somewhat) magical journey back to the stone age.. is what I would say if there wasn't a giant control point in the middle of it (this is my first map please dont hate on it too hard if something is wrong with it please tell me but nothing like "Bruh this is cring ngl XD lmao". Thanks in advance).
ctf_sgeo
por 76561198114969913
is the new map i'm working on! (but i can't work on this map for a while because my vmf file get corrupted :<)
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