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Team Fortress 2 Mods & Plugins

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cp_2points [ORIGINAL!]

cp_2points [ORIGINAL!]

автор 76561198316337105

My first map!

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ctf_convoy_v4a

ctf_convoy_v4a

автор 76561198076403312

This map is not mine. It was created by Jahrain back in 2008. Gamebanana page here for v2: https://gamebanana.com/mods/70635 This version includes a few fixes over the original: - Disappearing walls visual bug fixed - Respawn room visualizers fixed - Wheels no longer stop after 8 minutes - Rockets cast shadows properly - Improved optimization overall (minor fps benefit) As well as some minor additions: - Added a small kill sound when you die to one of the vehicles - Added better collisions to the rockets when walking on top of them - Lighting tweak The reason for the jump to v4 is I initially released a v3 which had broken cubemaps and wheel sounds, which broke hitsounds around the map. Those are removed and the version necessarily needed to be bumped. v4a includes a navigation mesh for bots

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The Backrooms

The Backrooms

автор 76561198109331391

If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in. God save you if you hear something wandering around nearby, because it sure as hell has heard you. Lost? Disoriented? That's the point. When subscribed, you can find the map at the following directory; Steam\steamapps\workshop\content\440\1771712394 In order to have the map be playable, move the map file to this directory; Steam\steamapps\common\Team Fortress 2\tf\download\maps Original map created for Gmod by yapyeerdolee. Edited and ported to TF2 with permission. Check them out. https://gamebanana.com/members/1406073

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CP Orange Summer

CP Orange Summer

автор 76561198072525808

A revisited version of the classic orange. Inspired by a previous own map cp_orange_manaos. This time I added new structures at the bottom of the map, as well as a new 4 structures arround the tower, plus a subway floor with a crushing pit that works as a trap. With the extra bonus of having a beach ball lying around ready to play with. cp_orange_summer.bsp I spent a lot of time polishing the map, don't forget to vote for it if you like it. If you find any bugs or suggestions feel free to leave them in the comments. Greetings from Argentina - Bisonte :)

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Flourmill [ARENA]

Flourmill [ARENA]

автор 76561197961226805

Arena_Flourmill is a night time arena level based around an old Flourmill. The level is broken into three main zones, and has a Health Kit hook that is based around the Water Wheel zone. If players are willing to take the risk, they can collect health when the Water Wheel opens up. The control point in this level is flanked by vertical spaces on each side, but plenty of cover for players to duck underneath from incoming fire. Players can also use some of the paths creatively to flank their enemies and turn the tide of the match. Notes: The level is currently in Beta 12 (arena_flourmill_b12) and has not had a final version at this time. Known Issues: The water appears to fade to black for unknown reasons.

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2Fort classic

2Fort classic

автор 76561197987274137

[h1] 2Fort from the Team fortress classic! [/h1] map name ctf_2fort_classic [b] This is a port right from tfc! i didn't make it from scratch, i redid the technical part, lighting and add some things. [/b] lift works the same as in tfc, doors changed a bit to avoid confusion Capture zone is in the basement, not on the balcony ( for balance ) added healthpacks and ammopacks. I maked a VOX announcer and flag, like in tfc! ( sounds from this mod: https://gamebanana.com/sounds/29732 ) Instead of turrets on the ceiling at spawns, i made a hurt triggers.

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Badwater Optimized

Badwater Optimized

автор 76561199009527331

This is a modified version of pl_badwater with a bunch of tweaks to increase performance, improve loading times and decrease file size. The layout of the map has not been changed. [b]IMPORTANT:[/b] To play the map after subscribing, type "[i][u]map workshop/2984477094[/u][/i]" in console. [h1]CHANGES[/h1] - Made the chairs blue in the first BLU spawn. (cosmetical change but still) - Added distance fade to some props. - Added occluders. - Removed some insignificant props. - Optimized lightmaps. - Reduced the file size significantly. [h1]NOTES[/h1] This map is supposed to be a community fix. This map has no gameplay changes, only visual ones. The map has been compiled for both HDR and LDR with cubemaps built afterwards. If you want some feature to be added, feel free to use the comments. And, of course, all credit for the original map goes to Valve.

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Conveyor

Conveyor

автор 76561198005831324

this is a tidy up of a map I submitted to the 2016 tf2maps April fools contest, I've come back and made some changes so it sucks slightly less. It's still a bad map but at least it's not horrible now. :v Almost every floor moves the player! the only place that won't move you is the control point! Below all the conveyors is a pit of lava. Every 15 to 30 seconds an updraft of fire will happen, both lifting everything up and setting players on fire! [h1]How do I run this map?[/h1] To load maps from the steam workshop in tf2: 1. Get the url (web address) from the page (in the steam browser, right click and press "copy page url" and paste the address somewhere), find the numbers that make up the last part of the url and copy them 2. If you don't know how to open the console in Source engine games, navigate to the options menu, goto keyboard options, click advanced, tick enable console and press the ~ key to open console. 3. Open up the TF2 console and type "map workshop/[i]insert map number here[/i]" without quotation marks in the text box at the bottom of the console. Press enter and the map should run. For this map, you type "map workshop/1061056960" This works for any map on the workshop. Latest version is _v2, please remove all old versions and update before reporting bugs. tf_bots will crash TF2 if they try to cap, so I suggest you don't run them on this map, I have no idea why this happens but it does.

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CTF Ahau

CTF Ahau

автор 76561197997215992

Check out our jungle + Mayann map, CTF Ahau! It is the CTF variation of the original KOTH Ahau, made by all the same contributors. The map has additional routes to an underground chamber where the intelligence is kept. The visual features of the map include a large cenote, excavation operations conducted from each of the team's bases, many torchlit ruin interiors, and jungle foliage all throughout the exterior areas. Please leave feedback in the comments below! We want this map to be the best it can be!

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Arctic

Arctic

автор 76561197998247932

Winner of [url=https://www.youtube.com/watch?v=37Jxzb94rNU]STARs KotH contest[/url], Arctic features the King of the Hill gamemode and was designed to be played in a 9v9 Highlander format. While the primary focus lay with this specific format, A

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Trade Minecraft Cliffside (sunny)

Trade Minecraft Cliffside (sunny)

автор 76561198018561983

Another quick map I created and play tested in a week. It has about 30 spawn points, causing the map to have a near random spawn location system. Also some objects get shuffled around at map spawn allowing for random layout changes every game. http://tf2.gamebanana.com/maps/183910

1,481 загрузок Подробнее →
ctf_hyperline

ctf_hyperline

автор 76561198062721414

CTF Hyperline is a new map for the Mannpower gamemode. Deep in the mountains rests the Hyperline Research Facility. Being extremely isolated and high altitude it is only accessible by dirigible during the 2 weeks in June where the weather is stable enough to approach. In this map you will find, a complex multi-layer facility, enter-able blimps, surf-able ramps (no mods needed, works with the default physics), and high speed routes that will have your heart racing in no time. Master this map and you will be near unstoppable. Contributors (mostly from frontline assets): lightbunker textures - Sky telephonepole props - void crate tarp props- Zobot barbwire/barbspool- props Bapaul radio prop - Populus table/telephonepole props - SediSocks

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koth_coalplant

koth_coalplant

автор 76561197977081885

Koth_coalplant has a bit of a strange history. It started out as koth_ashville, made by Mackey, a competitive TF2 player. That map is a staple in highlander and saw some play in 6v6. He then asked me to make a 5cp version of the map, which became cp_ashville. That map was kind of a stinker, but it looked alright, so I reworked it into a koth map (again?). Koth_coalplant is pretty cool, but could always use feedback!

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koth_hatmans_maze

koth_hatmans_maze

автор 76561198007466271

This is a halloween themed KOTH maze map where there's capture point in the middle of the maze. This map is not meant for serious play, but for casual fun. Features: -Horseless Headless Horsemann hunting players within the maze -Skeleton's spawning from the graves, hunting players. If you capture the point, spawning skeletons will be on your team. -Ghosts appearing within the maze. -Spellbooks scattered all around the map. Rare spellbooks spawn in random locations. -Explosive pumpkins Tips: -Teleport, Blast jump and Minify spells can be used to get on top of the maze. -Some classes like heavy can use explosive pumpkins to knockback themselves on top of the maze. Note: -This map has no spawn rooms, but enemy team cannot build sentries or put stickies in your spawn area. -Keep in mind I haven't tested this with server full of players (only with bots) so I don't know how it all works out. Installation: To get the NPCs (like skeletons and horsemann) and bots move in this map, follow these steps: 1. Create server, open this map 2. Open developer console (You need to enable it from the options first) 3. Type sv_cheats 1 4. Type nav_generate (This might lag your computer for a few minutes because it generates navigation meshes for the map. After that the map will restart automatically.) 5. Type sv_cheats 0 Now the NPCs and bots should be able to navigate within the maze. Other than that, no installation is needed.

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Manndarin

Manndarin

автор 76561197970680672

The robot invasion arrives at Hong Kong - hold your position outside Mann co headquarters! Features a simple design, with robots choosing between three different paths when they attack. It's quite an old map as it was made just after the Mann vs Machine game mode was released. Thanks to everyone that has played it over the years. Currently the Steam Workshop does not support navigation and population files, and is pretty much a glorified advertisement platform for mvm maps, so make sure to get the full map from here if you are interested: http://tf2.gamebanana.com/maps/168726 OR from here: http://archive.tf2maps.net/downloads.php?do=file&id=5216 Subscribing to this downloads the map file only (bsp file) to: Steam\steamapps\workshop\content\440\524979950

1,507 загрузок Подробнее →
Favela

Favela

автор 76561197995064139

[url=https://tropic-crisis.tf2maps.net/] [img]https://i.imgur.com/a4z6H0O.png[/img] [/url] Favela pits BLU against RED over a cache of Brazilium. The teams must deliver the Brazilium to their dropsite in order to energize vital equipment with the coveted Brazilium power. A single-flag CTF utilizing KOTH timers, somewhat like Special Delivery. Combat is fast paced and engaging. It's a challenge for defenders to hold their dropsite. The flag frequently changes hands, pulling the combat between bases. Special collab with the original creator of CS_RIO

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The Backrooms

The Backrooms

автор 76561199185467763

much like the original, yellow everything, random wall placements, etc. the only differences are that there is no entites that will try to find you, there are sometimes a lot more people lost, and instead of escaping, you preferably want to kill eachother. but how do you get there? obviously the yellow building in between the bases. to open the map first click the subscribe button then go into console and type in "map koth_backrooms" without the quotation marks

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VSH Thorne

VSH Thorne

автор 76561198101099843

[h1]VSH Thorne! All new Boss! All new attacks! All new way to keep yourself up at night![/h1] Deep within the Romanian mountains lies the tainted keep housing a wicked vampire lord known only as The Countess. The Countess has been residing in this hold for centuries terrorizing the locals, livestock and tourists. Just about no one is safe from her grasp. However, the mercenaries have been commissioned to take her out at all costs to stop her from continuing her dark reign! [img] https://i.imgur.com/vUU8yQ4.png [/img] Fight against an evil Vampiress that wants you to stop breaking into her castle and bothering her! Experience the shame of being attacked by acrylic nails! Mind the corpses and please wipe your feet before entering. [img] https://i.imgur.com/6tgtksy.gif [/img] [img] https://i.imgur.com/9z8g3oC.gif [/img] [img] https://i.imgur.com/wcaOKjC.gif [/img] [img] https://i.imgur.com/TcHQok1.gif [/img] [img] https://i.imgur.com/BXQQd6H.gif [/img] [h2] SLASH [/h2] [img] https://i.imgur.com/G7Ge71t.gif [/img] Tear through enemies with ease! Rip through solid metal! (Other various materials like cloth or whatever also allowed) [img] https://i.imgur.com/L2AkwF4.png [/img] [h2] DASH [/h2] [img] https://i.imgur.com/rpD0YyL.gif [/img] Get behind enemies at the drop of a hat! Feeling sickly? Run quickly! [img] https://i.imgur.com/sFgvyDv.png [/img] [h2] WEIGHDOWN [/h2] [img] https://i.imgur.com/CvxTHSv.gif [/img] Descend from above! Crush all below! [img] https://i.imgur.com/JbjQxVd.png [/img] Wanna try the map out? [h1]steam://connect/216.201.73.74:9000?appid=440[/h1] Aars custom server is up 24/7! Just paste this in your web browser and press enter! Project Lead, Countess Design/Concept, Portrait, Prop Concepts (Portrait, Coffin and Throne), and UI art (Ability Icons) Spektral VSH Mode, Programming, Countess Abilities and UI art (Boarders) Lizard of Oz Map Layout, Design, Detailing, and Optimization Erk Map Detailing, Map Design, Promotional Thumb, and Deer Appreciation Phe Countess Model/Texture/Rigging, Boss Art Assist, and Countess Statue dotflare Countess Animations Coolchou Zhao Coffin, Throne, and Portrait Frame xB33 Particles, FX Artist and Promo Screenshots CheesyPuff Voice of The Countess Kylie Rutzen Voice of the Mercenaries McGuinnsBook Writing for Voicelines The Rat Man Give_tf_weapon script Yaki Assorted Cave Assets V1 Fall Oak Trees v2 Void Medieval Props (Expansion Pack) and Prefabs 2.3 Gadget

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cp_crustbowl (Dustbowl Rework)

cp_crustbowl (Dustbowl Rework)

автор 76561197977233962

[b]You know how you can buy bread that has the crusts already cut off? Call that Dustbowl, and call Crustbowl the full delicious crusty bread with the lovely extra bits still included.[/b] Joking aside, this map is a half meme, half serious effort to make Dustbowl a little more enjoyable. Crustbowl achieves this by adding new flank routes, adjusting game logic, and nudging exisitng areas slightly all in order to increase the variability of Dustbowl, and hopefully make it more interesting to play. [h1]Full list of changes:[/h1] [b]Stage 1:[/b][list] [*]Moved resupply cabinet in BLU spawn to prevent the only cabinet being spammed by RED through the door, and added a second cabinet closer to the long secondary exit to encourage BLU to use other spawn exits. [*]Moved hut with ammo and health pickups away from BLU's main spawn exit and further towards the first control point. This closes off some of the open space to block RED snipers locking the area down, decreases the spawn-camping capability of RED, and gives BLU some easier access to ammo and health pickups before they get on the control point. [*]Added a new flank route connecting the tunnels between the two control points, which ends near to RED spawn. This is useful for all classes, but especially for flanking spies to get behind RED and take out snipers on top of their spawn and engineers hiding behind the silo. [*]Added new doorways and additional cover around the second control point, with small ammo and health pickups behind cover. This should give RED more defensive options, and allow them to try and knock BLU off the point from a distance. Engineers should be able to place buildings more comfortably, but not be impervious in their position. [/list] [b]Stage 2:[/b][list] [*]Added new underground flank route that takes BLU from their spawn into the building under the first control point, giving them an alternative to the very open and easily locked down main entrance. [*]Added small windows into RED's main defensive control point building. Should allow smart BLU players to shoot into the windows and disrupt engineer nests, if they can safely line up their shots. [*]Adjusted health and ammo kits in the smaller building near BLU's spawn to reduce RED's ability to sustain a hold on the roof, now having one medium ammo and health pickup each. [*]Added secondary door to relatively unused section of building below the first control point. [*]Added new tunnel flank attacking the second control point by extending existing tunnel, giving BLU more options for assaulting entrenched engineers. [*]Added small health and medium ammo pickups to the side tunnel attacking the second control point, so BLU can sustain longer without retreating as far for supplies. [/list] [b]Stage 3:[/b][list] [*]Extended area of play around the first control point to include behind the main building in the courtyard. BLU now has a new setup gate that opens up there that lets attackers go around the middle building entirely. [*]Closed one of the windows in the middle building, to limit RED placing sentries in the windows and completely blocking BLU's main spawn exits. [*]Added new supply room in the route between the two control points with health and ammo, useful for RED defending the first control point and BLU when trying to push through to the next area. [*]Added one-way shortcut door to BLU spawn that connects to the staircase to the underground flank route. This door opens once the first control point is captured. [*]Added a new connecting room between the tight corridor and the open cliff side area on the final control point. [*]Added a medium health kit to the tight corridor area, so BLU can better sustain and hold the area. [*]Added a large underground alternate route that connects the existing tunnel to the ravine under the final control point. This area contains health and ammo, and links up with the ravine, the missile tunnel, and the bunker building looking down the tight corridor area. [*]Added a raised platform area to the final control point, with steel beams bridging the gap between it and existing raised platforms across the ravine. [*]Added stairs that connect to the raised walkway overlooking the final area, so RED can more easily get players into this position. [/list] [b]General changes:[/b][list] [*]Added a hard limit of 8 minutes to the round timer. Rounds cannot be pushed over this timer. [*]Slowed down capture times on all control points, so that RED has time to respawn and try to prevent a capture after a push. [*]Other health and ammo pickup changes, some new added and others moved slightly to accommodate the above changes in map layout. [/list] Special thanks to [url=https://steamcommunity.com/groups/crazyGFL]The Crazy GFL[/url]! They're a fun and friendly group with a TF2 server that has a variety of gamemodes and fun plugins, and helped a lot with testing and providing feedback. (shameless self-plug but [url=https://www.twitch.tv/jofiah]I also stream TF2 and other games on Twitch[/url])

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Dustbowl (Zombie Fortress version)

Dustbowl (Zombie Fortress version)

автор 76561197960408823

This map was designed for the Zombie Fortress SourceMod Plugin created by Sirot. (does anyone still play that?) I originally released this map in 2011. I'm only 12 years late getting it to the workshop. Watch out for screamers. You've been warned! Check out the video in the screenshot section to see how this map should be played. Objective: The survivors (Red Team) must try and capture all 6 control points without being killed by zombies (Blu Team). Gameplay -Game starts with %90 Survivors. Survivors must try to capture all 6 control points alive. -Zombies have respawn points all around the cp that is currently in play. -Control points take 60 seconds to cap. -There is no setup time in between areas like normal dbowl. Just one round, with all 6 control points to capture. -The environment is now very dark and spooky with scary music that changes, the further the survivors get.

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Turbine, With a Twist!

Turbine, With a Twist!

автор 76561197992534591

Well... I know I'm not gonna announce the elephant in the room... feel free to express your hatred in the comments, I understand.

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VSH_DR_Bank

VSH_DR_Bank

автор 76561198024535976

[h1]CURRENT VERSION - V13[/h1] [b][url=https://gamebanana.com/mods/74492]GameBanana .com rating of 8.67 / 10.00!![/url][/b] [b]About The Map[/b] This is a bank themed, TF2 Deathrun map where red team have to break in, steal the item deep in the inner vault and get back out alive. Blue team must use the traps defend the bank from the red invaders! [b]This is the "vsh_dr_" version of the map! If you need the "dr_", see here - https://steamcommunity.com/sharedfiles/filedetails/?id=454119813[/b] [b]Features[/b] [list][*] 19 triggerable traps with additional automatic traps. [*] Themed player motivator, deployed after 2 minutes of the first door breaking. [*] Idle blue players are killed after 30 seconds of round start if they have not moved from spawn. [*] Idle red players are killed once the first door has been broken. [*] Anti-Rushing systems to prevent rushers from getting too far ahead of blue. [*] Upon beating the course, red players have 30 seconds to pick between 3 win options: [list][*] "Humiliation" which has 11 possible humiliating scenarios [*] "Mini Game" a luck based game, or [*] "Street-fight" a 1v1 Battle to the death! [*] Alternatively should red NOT pick one within 30 seconds the map will force a red win.[/list] [*] Full 32 player support [*] Two trial effects! [*] Hidden bonus [*] Blue Hint system that allows Death to see the kill area for some traps. [*] Dynamically adjusting delays - The lobby door that triggers the alarm changes its HP based on the number of red players alive when the round starts. [*] Easy mode! If there are less than 6 red players at the start of a round, some traps are disabled![/list] [b]3rd Party Content:[/b] [list][*] Beetle's "Pacific Small Flower" - http://tf2maps.net/downloads/pacific-small-flower.452/ [*] ChickenLover's "Time Bomb and Dynamite Box" - http://tf2maps.net/downloads/time-bomb-intel-replacement-and-dynamite-box.467/ [*] Chaofanatic's "General use lava effects 1.0" - http://tf2maps.net/downloads/general-use-lava-effects.431/ [*] DasMatze's "Gold bars" - http://tf2maps.net/downloads/gold-bars-lockers-and-a-giant-bank-vault.473/ [*] Various props from the "Construction Theme Pack" - http://construction.tf2maps.net/ [*] Delivery Van models from the "TF2 Emporium Vehicle Prop Pack" - http://tf2maps.net/downloads/tf2-emporium-vehicle-prop-pack.440/ [*] Maxxy & OPyatta's "TF2 Gabe Newell" - https://steamcommunity.com/sharedfiles/filedetails/?id=124849648 [*] Rexy's "Cracky Pop Vending Machine" - http://tf2maps.net/downloads/cracky-pop-vending-machine.573/ [*] Rexy's "File Cabinets 1.0" - http://tf2maps.net/downloads/file-cabinets.576/ [*] Vig's "Decker Props Pack" - http://tf2maps.net/downloads/decker-props-pack.450/ [*] Void's "Computer Screen Bank 1.0" - http://tf2maps.net/downloads/computer-screen-bank.625/ [*] Void's "Nuclear Waste 1.0" - http://tf2maps.net/downloads/nuclear-waste.381/[/list] [b]Other Links[/b] The extended development thread can be found here - https://steamcommunity.com/groups/GmodTech/discussions/3/610574106416505228/ This map is also on GameBanana.com - [url=http://tf2.gamebanana.com/maps/182962]http://tf2.gamebanana.com/maps/182962[/url]

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Applejack

Applejack

автор 76561198166982173

[img]https://i.imgur.com/1cNmfkk.png[/img] Misquotation, its not something to take lightly, one slip of the tongue could spell disaster down the line. For example the very well known expression " An Apple a Day Keeps the Doctor Away", is not the full phrase... "An Apple a Day Keeps the Doctor Away, But an Orchard Attracts Shady Corporations with Hired Guns! " is the full quotation. [img]https://i.imgur.com/Kgr2YiO.gif[/img] With a classic style of detail including the new cozy ambience of a apple orchard, tested by tf2maps,Aar gameday's and UeakCrash gameday's to make sure that the gameplay fits for a classic ctf, with all the sillyness of ctf! [img]https://i.imgur.com/MLWR5v5.gif[/img] =========================================== Rhamkin - Level Design, Artpass, Optimization Coolchou Zhao - Assets Square - Signs, Textures FGD5 - Vehicle props, Furniture props Void - Slaughter assets =========================================== [img]https://i.imgur.com/HwtGwJR.gif[/img] If you enjoy the map and want to see it in game then make sure to vote for it! So how do you like them apples?

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Snow Station [BETA]

Snow Station [BETA]

автор 76561198000823482

[THIS MAP IS STILL IN DEVELOPMENT] If you wish to help out by suggesting ideas and changes to improve the map let me know. Ever piece of feedback will help me out, so the smallest things are always important. If you dont like something or you like something let me know. This map was apart of a 72 hour contest, I continued to work on it after doing a big rework to C. The map is in its final-ish stages but feeback is still welcome to help make it the best. The map is set in a Alpine/ Snowy enviroment. The Red team have set up a base in the ravine with their main base at the end, Blu must fight there way through Red defence and capture all the control points. Blu time arrive on a train and work there way trough the ravine. You can find more of the map devlopement at: http://forums.tf2maps.net/showthread.php?t=22807 [url=http://tf2maps.net][img]http://i.imgur.com/FrxDeQL.png[/img][/url]

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