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Team Fortress 2 Mods & Plugins
Damm
por 76561198042508387
A two sided MVM map: Robots attack from two seperate sides, and converge into the middle. Download the map with nav mesh and popfiles here: https://tf2maps.net/downloads/damm.4306/ this map was created for [url=https://tf2maps.net/threads/tf2maps-and-potatos-mvm-servers-present-mappers-vs-machines.32358/]Mappers vs Machines by TF2maps and Potato's MVM Servers[/url]. Map help, lighting and texturing and playtesting: Phenomene MVM popfile help: Richtofen Special Thanks/Playtesting: Sult4n Hoctap Doomsday Orange if you encounter bugs with the map or the popfiles, post about them in the thread below. sometimes I host the map for playing. If I am, look for a server called "MVM Damm Workshop" in the server browser.
Spellway
por 76561198041265792
An ingenious mad scientist once used this mansion as a laboratory to conduct nefarious experiments on plants involving equal parts magic and several million volts. Whatever the case, he's dead now, and it's time to fight over whatever's worth stealing before this place gets repossessed. Spellway is a halloweeny reimagining of [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1962574007]Spillway[/url] - a mirror-symmetry KoTH map now given a wildly asymmetrical fresh coat of paint, and some funky on-capture mechanics to boot! [h2][b]CUSTOM SOUNDSCAPES DO NOT WORK IN WORKSHOP UPLOADS![/b][/h2] For a version with functioning soundscapes, check [url=https://tf2maps.net/downloads/koth_spillway_event.9935/]the thread on TF2maps.[/url] Created by [url=https://steamcommunity.com/id/squishy_derg]pont[/url], [url=https://steamcommunity.com/id/iiboharz]Iiboharz[/url], and [url=https://steamcommunity.com/id/thisisyrr]Yrrzy[/url]. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2592293663][img]https://i.imgur.com/yhOCWWj.png[/img][/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2858316394][img]https://i.imgur.com/DGnzx7t.png[/img][/url]
Trade Minecraft Anvil (Rain)
por 76561198018561983
lately several people have been using my maps, but some of them say that maps like river are too big. so because of the size of river many people get low frames on the map. after some thinking i have chosen to create my version of the popular map trade plaza. i started at 8pm and finished the map at 5am. later i added some patches to fix some exploits and bugs. http://tf2.gamebanana.com/maps/177345
pl_dustbowl
por 76561198412332387
Ported from GameBanana: https://gamebanana.com/mods/71796 OC: https://gamebanana.com/members/408730
CP Trailblazer [72hr]
por 76561198160705016
Trailblazer is a 3cp map, similar to cp_powerhouse. Created for the 2017 summer 72hour jam. Thanks to void and the contributors to the autumn mini-pack specifically for custom content found in the map TF2Maps development Page: https://tf2maps.net/downloads/trailblazer.5055/
Koth_Neighborhood
por 76561198094658895
Initially I wanted to capture the flag, but then I decided to make the king of the hill. So if you want I can release a ctf_ version.
Meme Machine
por 76561198103184938
The winner of the April Fools 2016 Mini Contest, I present to you Pd Meme Machine, a mirrored, symmetrical player destruction map! Kill enemies, collect fuel units, and deploy them at the fuel station to launch the rocket! Once a team finishes capping all of the fuel units, they must capture the central control point next to the rocket to claim their win, or else it is a stalemate! However, there seems to be an invasion of the memes, so watch out for them. The map currently now has 8 events, and I can not add any more or else I go over the entity limit! I would tell you what those events are, but it's way more fun when they are a surprise! With about 90 hours for the contest version (Beta 1) and about 58 hours for the Jam entry (RC 1) put into the map, logic, and custom content, I'm glad to be at this stage. It seems to have played very well, and I literally freaked out when I saw Crash and every else enjoying the map (I've never really had a successful map before). Thank you to all that played it during April Fools Day, and to those that gave me feedback. I will continue work on this map until it is the best little joke you'll ever play. Now get out there and collect some FUEL UNITS!
Demo 2Fort (ctf_demofort)
por 76561198050162688
[h1] Trailer 2fort but Real [/h1] Created off of the recently released "ctf_2fort_demo" map that was used for the game's trailers, this version of 2fort is a hybrid that aims to finish the trailer version of the map while at the same time retaining enough of the final version to be playable. From cattails in the water to elevators to remade signs and old computers, Demofort has everything for your indev-nostalgic needs, including a custom built bot nav mesh! So what are you waiting for, dummy? Download Demofort today! [h2] (Mostly) Complete list of differences and their sources (as applicable) [/h2] * tf_cattails detail texture from the file sources, as called for by blendgroundtograss002 * storage room 1st spawn on Red and Blu sides * barn 2nd spawn on Red side * spytech 2nd spawn on Blue side * barn elevators, now with proper textures! * blu courtyard? Nah, blu warehouse * inverted computerwall005 series, as seen in trailer 1 * cream and pastel blu side tile floor, as seen in trailer 1 * saturated red side tile floor, as seen in both trailers * bold B white blu logo as seen in trailer 2 * fancy B basement blu logo based on the old red one * TFC Blu basement logo to go alongside the Red one * alternate colored spytech rails on Blu side based on the spy scene in trailer 1 * new team colored lockers in both basement resupplies * remade world map texture based on the trailers * fixed the old sack model's texture being missing * remade old plaintext red and blu signs * restored old white computer textures * the beloved green exit sign * recreated the old resupply locker * Blu basement is now... Bluer (based on trailer 1) * Old computer room rafters * Old sewers, now with fancy team-colored sewer grates * Old brush bridge, now with enough brushes to max out the brushsides in hammer * glasswindow002c is now foggier * reimplemented old brush plaintext signage around the map Update 2: - Fixed bot navigation being broken in Red Spawn - Attempted to fix bot navigation for the sewers, but bots still struggle to escape the water - Mild texture placement tweaks - Mild vvis optimizations - disabled some out of bounds props' collisions Update 3: - Bots can now escape the water - Added invisible clipping to the underground rockwall models - Updated the skybox texture to smooth out the colors - Replaced the grass with the original 2006 texture - Replaced lilypads with the older texture - Replaced some brushwork with props - Replaced gravel car with a grain car prop by KrazyZark - Increased amphibian activity
Gold Rush - Engineer vs Zombie
por 76561198048156332
Gold Rush - Engineer vs Zombie is an edited version of the classic Gold Rush designed for the Engineer vs Zombie gamemode. The first version was made almost a year ago, but I recently updated it based on community feedback. Major changes include a shortcut from first stage to last stage and from last stage to second stage, removed clipping from Red spawn in second stage and added props to make jumping easier. The map features many hiding spots and places to defend, making the map fun and allows players to change up their gameplay by choosing different spots. This map is meant to be played on the Engineer vs Zombie gamemode on Lazyneer's Server. You can find the servers by either searching for server with the tag "lazyneer" in the server browser or view the servers here: http://lazyneer.com/servers/ I take no credit for making the map itself, all I have done is edited to work well with the Engineer vs Zombie gamemode.
Millstone
por 76561197970341330
Hell has frozen ages ago but some of the halloween spirit still lives in this map. A new version consisting competitive changes from UGC league and Halloween changes from few years back are now incorporated into the same map. As well as everything that has changed within the past 3 years since! The map has been chrismas spirited with smismass theme and some bugs were fixed 17th of December 2020. - Played two times in UGC Highlander league. Season 20 & also in the grand finale! Map was also played on season 22! - Won 2nd place in [url=http://tf2.gamebanana.com/maps/184060]gamebanana.com winter worlds mapping contest[/url] - Original map for the official Halloween themed map [url=http://steamcommunity.com/sharedfiles/filedetails/?id=531384846]Hellstone[/url]. However, this map is very different from that regarding how it plays and has extra ways in and out. - Was played on Highlander Experimental Cup on 16th of Dec 2018! [url=http://exp.rgl.gg/Public/Articles/Default.aspx?a=1178]http://exp.rgl.gg/Public/Articles/Default.aspx?a=1178[/url] Map by ICS [url=http://tf2maps.net/threads/festive-payload-cart.26116/]Festive Payload cart[/url] by [url=http://steamcommunity.com/id/MaccyF/]MaccyF[/url] [url=http://tf2maps.net/threads/gift-box-models.26110//]Gift box models[/url] by [url=http://steamcommunity.com/id/botrytis/]tyler[/url] Big thanks to Chicobo, brick, Dr. Alto H. Clef (you know who you are), Kumori, End3r, icewind1991, exa and everyone of the UGC map test team for helping out to shape the map for the better! Also to everyone who reported issues, thanks!
SRB2 2.2 Greenflower zone Act 1
por 76561198983403844
This map is a port of the first level with a spawn area inspired and ported a segment of the final level from the fangame called: Sonic Robo Blast 2 (SRB2). Side note: This map originally didn't have a specific gamemode, but now it has a gamemode, also the rings no longer uses the entity called item_healthammokit. This map port of the first level and the inspired and ported a segment of the final level for the spawn area are based on the 2.2 version of the SRB2. This map includes Vscript one of the them increased a bit the jump height & speed of the players. I try to be as accurate as i can to the original map of the fangame even place every object that should be on the level (except enemies, monitors and the tokens, because i don't know how i could implement the special stages in the map without probably causing a edict problem again ). All of the assets and songs used are from SRB2 (except for the Resupply Cabinet of course and also i discover that one song isn't from srb2 at all its from Earthworm Jim 3D) by the way i did some edit on some models but it is still not made by me, its still from SRB2 Filename: srb2_gfz_act_1_v10 I hope you like it.
MVM Turbine
por 76561198117657002
MAP HAS BEEN UPDATED ONCE AGAIN, SUBBING WILL GIVE YOU OLD VERSION USE THIS LINK FOR NEW VERSION https://github.com/JohnsBriefcase/Maps/blob/master/mvm_turbine4.zip?raw=true It's turbine but it's been converted into an mvm map by me. It's got two different bomb paths, a completely new area, and it has four difficulties ranging from normal to expert. Make sure to go into the README which tells you how to install it (extract all first of course) and also some notes for those who want to make custom missions. Also, you can go check out the halloween version of this map also made by me. Updates: -Actually fixed cubemap issues -Added a door for the tank -Rebalanced a few things here and there -Added a new advanced2 mission -Renamed hard mission to intermediate
Circle The Wagons Achievement Map
por 76561198092788308
Load this map(It's name is "achieve_circle_the_wagons"), join BLU, and start hitting the dispenser. It should only take a couple of minutes, but if you are impatient then you can type "+attack" into the developer console after waiting for players to end, then you can pause the game and do other things while you wait. If you're intrested in how it works, the dispenser is constantly taking damage from an enemy sentry behind it which is constantly being refilled with ammo. You are under a resuply cabinet effect so you will never run out of metal. EDIT: You can type "map workshop/703996766" to join it (Thanks noobantivir!)
mpl_losthorizon_b10
por 76561197968191400
Welcome to the multiple payload game mode! The blue team pushes all the carts in this mode. Red has to stop them. Once the first two carts are captured, the third cart becomes active and then blue pushes it to their final victory. (this is the same map
Urchin Underpass
por 76561198100026789
A remake of one of the maps in the new game Splatoon, this KOTH map is sure to make your head spin. With the chaos. Featuring music from the talented Daniel San GMR: https://www.youtube.com/channel/UC7WTMBubdeaBKmOW8-wE5Vg P.S. Happy B-Day Javi!
[VScript] Bomberman Battle Game
por 76561198011580196
Want to take a little break from TF2? How about playing a few rounds of primitive-janky top-down view Bomberman... in TF2! Be the last man standing to win, collect powerups and avoid enemy explosions on the way, as the arena eventually shrinks in size. Supports up to 32 players, but in my personal opinion, it's best played with 4-16 players. Based on Super Bomberman, inspired by BomberMod Redux by Alex Turtle (a remake of SLAG Gaming's BomberMod). Thanks to: 42, ficool2 and Mikusch for major suggestion/development guidance 42, Mikusch and Sandshark for putting up with me several times to playtest this thing All of the above, as well as the general https://redsun.tf/ community for joining in on playtests and pointing out issues Controls (also displayed in-game): ATTACK/JUMP to place bombs ATTACK2/RELOAD to change camera mode (should it show the whole map or focus on you?) CROUCH to toggle the annotation showing where you are A known issue is that if the map is forcibly changed during an active round, every living player's view entity will not be reset, causing them not to be able to see most entities on any other map until they manually reconnect. This cannot be fixed right now. Maybe some other day.
2Fort at 3am
por 76561198220559891
2Fort with deformed classes. I did not make these models, they were made by [url=https://www.gamemodd.com/tf2/skins/packs/5603-dforumd-clasess.html ]THe_ScOuT39 on GameModD.[/url] To play this map click on "subscribe" and type " map workshop/2995601735 " into console.
Koth_Slaughterhouse
por 76561197993688957
RED and BLU fight over control of the old back alley slaughterhouse in hopes that they can make Miss Pauling's job much easier. This was an entry into the "TF2maps.net 2015 Summer 72 hour contest." All custom models included in the map were created by me as well.
koth_watermill
por 76561197973000611
A small king of the hill map in the visual style of sawmill. The control point is in a building surrounded by water on all sides, it can be accessed through several bridges, or a hole in the roof. Originally published @ : https://tf2maps.net/downloads/watermill.887/
Skin Screenshot Map
por 76561198112389120
A map to show off your skins Skybox Texture: http://css.gamebanana.com/textures/2381 Screenshots by W, gregoryzero, and wackyline! To use the map, type into console "map workshop/[email protected]". (censored because of badword, replace @ with a
Stallberg
por 76561198040769881
The recently built factory is impeding on the small hamlet of Stallberg and BLU has had enough! Reclaim your town, and destroy McJOHN Water once and for all! Single stage Payload in the style of Rottenburg/Gorge. If you want to give it a look in-game, type "map workshop/1849111469" in the console! TF2Maps thread: https://tf2maps.net/downloads/stallberg.7715/ Custom content used: - Fubar's quality plumbing set Special Thanks to: - TF2Maps Community for helping me out with an endless stream of issues - Friends for some neat ideas - Touhou 17 soundtrack for giving me something to listen to while developing RC2 CHANGELOG ----------- 13/12/19 --------------------------------------------- - Fixed pasterwalls at last and second using wrong textures causing lighting issues - Fixed missplaced texture within the building at third - Introduced a small extension to the building on second. This should block a nasty sniper sightline into RED's building from incredibly far away and should also introduce a new, cute way of getting to the highground via. the Detonator, as scout etc. - Added bulletblockers to the capture point models to prevent stickies to be hidden in them. - Fixed the cart making the screen shake at third under unfortunate circumstances - Made the cart move slightly faster at second - Slowed the cart down when going uphill at third to give the enemy team slightly more time - Decreased explosion radius of Payload when winning the game as BLU. RC3 CHANGELOG ------------ 19/12/19------------------------------------------------- - Updated the cliff area around second and the cliff area around the building at first. While I personally believe both variants look worse, the large gap between the rocks and the lack-thereof on the other rockwall that was commonly making players think they can access the rocks should help communicate to players that they cannot walk on them. - Fixed up some prop-fade distances - Fixed func_brushes being in gameplay spaces, preventing stickies from sticking to the ground. - Removed the platform sticking out from RED's first spawn into the stairs upwards - it was very awkward to move around and honestly has no reason to be there. - Added a func_nobuild for teleporters at the platform around the cliff at last - Made the collision around the rocks much more closely resemble the actual rocks. - Fixed the cart getting stuck on the bulletblock2 brushes around the cap-models - Fixed a few more lighting issues - Fixed lack of clipping around the cliff area of Last.
Drudgery
por 76561197999747149
Drudgery is a 5cp map, created for both matchmaking and public play. It takes place in a power station in the midst of a jungle clearing, on a decidedly overcast day. The area is surrounded by trees, and a set of waterfalls, leading together to an aquife.
tr_walkway (hitbox fix!)
por 76561198305181178
Simple patch of tr_walkway_rc2. Puppet bots are changed to tf_bot and added vscript to implement moving. - Added DPS checker! - Changed puppet bot to tf_bot to let them use correct hitbox - Fixed missing flamethrower model - Fixed heavies couldn't spawn properly You can play this map by typing "map workshop/3664662069" in console simply.
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