Snarkpit Maps Archive

Team Fortress 2 cp_plot_v2.1

Star map!
The level is a large underground based control point map for team fortress 2. It supports up to 32 players and is very balanced and detailed. It also features some vertical fighting.

Changelog
v2.1:
-Added new route to last control points
-Fixed players getting trapped in spawn rooms when point ownership changes

v2:
-Made center control point take slightly longer to cap
-Made last points take slightly longer to cap
-Fixed dying in spawn rooms on change class
-Added directional signs
-Center control point now adds time to the clock on cap
-Added new route from point 2 to 3 and point 4 to 3
-Added extra entrance to point 3
-Shortened point 3 sniper balconies
-Added cap point cameras
-Made the 2nd spawn area enterable only if the team owns the related point
-Made 3rd spawn rooms exit only
-Tweaked ammo/health amount and placement
-Added and fixed other minor things that I cant remember

Team Fortress 2 cp_waterfall_v2

by DEAD
All Three Conrol Points in 1 round.
Blue team wins by capturing all three Control Points before the time runs out. Red team wins by preventing point C.

Change Log v1 => v2

1. Added Mountains vertexs
2. Added Delay 7 seconds. Opening gates, after capture Control Point "A"
3. Added 1 small medkit on Control point "B"
4. Added base model on Control point "C"
5. Slowed waterfall
7. And other ...

Team Fortress 2 ctf_outset

by dewdle
This was my entry to compo25 over at TWHL. The idea was to remake a map from another game/engine, so I chose to remake outset island from WindWaker. (Which, if you haven't played it yet, is a great game :D)

As such, there are a few things I'm going to set straight first before you comment. Firstly, the original was singleplayer, and as such I've done my best to optimize (a lot, believe me), but any continuing issues you might have are probably due to how open it is (which I wont change).

Secondly, sniper's aren't as such a big problem as they might seem, mainly due to the layout. Also, I've also only tested at 4v4, which worked well, not sure about gameplay above that.

(I've also taken the liberty of adding in extra bits not in the original, mainly so that it fits into tf2 and also so that the layout works better)

Team Fortress 2 cp_cowpath

by fishy
Beta
My vision of what the classic tfc warpath should be like for tf2.

Team Fortress 2 cp_carpo

by fishy
Beta
A small map, set inside of some sort of mining complex. A simple setup that uses only 3 control points.

Team Fortress 2 RJ Rocketeer (TF2)

Rocket Jump - Rocketeer

Author: John 'CowNaetion' Petricini

Website: http://www.bystudios.info

AIM: CowNaetion

Version: TF2

Difficulty: Easy

This map was originally made for Fortress Forever.

I converted it to TF2 cause it works as well. If

you like this, try Fortress Forever at

http://www.fortress-forever.com

It's a free mod that follows after Team Fortress

Classic (TFC).

A no 'grenades' map, difficulty ranging from easy

to a few intermediate jumps at the end. Map is big

enough to accomodate four players simultaneously

so there is no waiting in line. Nice aesthetic

theme kept through the map so it's easy on the

eyes. Great map for beginners. If this map gets

enough play, I'll consider making an advanced one

since there will be interest. Thanks!

AIM: CowNaetion

ICQ: 13765693

MSN: priority5@hotmail.com

Y!: murderball_inc

URL: www.bystudios.info

Team Fortress 2 cp_goldfinger

by SpiKeRs
Star map!
TF2 map set in an abandoned industrial estate, taken over by an evil mastermind! The gameplay is slightly different to the stock TF2 maps, in that there are two capture points, which you can take at any time (they never get locked).

Team Fortress 2 cp_RACE

by RedWood
Beta
Race is a point domination map wear both teams start off side by side and race down 2 parallel but separated halls to a central room containing the capture point. This point will have a long capture time and will quickly reset to zero if not stood on. Once the first point is captured doors will unlock allowing access to the second capture point. The second capture point will be lead to by a second set of parallel halls. These halls will be team restrictive but not inaccessible to the other team. The second set of halls lead to the outside area. Both teams halls start at the same end of the outside area witch is split by a pit witch falls back to the beginning of the map. At the opposite side of the outside area is the second capture point. This point will most likely have a much shorter capture time due to the fact that i see it being much harder to defend.
The theam is the standard TF2 team with special emphasis on Red vs Blue being a broadcasted sport. Hence the bleachers and numerous cameras.

Map is subject to change.
I have even been looking into making it a point capture one round and the next round have it be a point defend. (if its even possible)
I even have a excellent opportunity to add a third cap point.

Team Fortress 2 tf_to_be_decided

by fishy
Beta
A simple 2fort style ctf map for TF2 that I've started on, to familiarize myself with the spinky new content. There's still only one base, so I haven't uploaded it anywhere yet. I'll stick it somewhere for people to try out as soon as I've put together a playable version.

Team Fortress 2 rctf_push

by Ch402
Beta
This map is a new take on CTF, however im unsure if this has been done, i claim it to be an original idea on my part at least, and hope it catches on.

Rather than running to the other base to steal the flag, the player must pick up the flag from their side and try to get it to the other team, similar to one flag ctf in other games, this method grants players the opportunity to cut off the opposing team and proceed themselves, creating more strategic options than one flag.

The map itself, Is suspended above water on top of 2 rocks, fitting with the themes and styles of TF2, the bases are in places which seem stupidly awkward, propped up high on rocks.

Cover is plentiful however restricted from being "too" covered, barriers are curved on one side to make attacking a little more awkward for pyros, and the map fully exploits rocket jumping and double jumping with the scout (ie, barriers can be double jumped, health in out of reach places, alternate route for soldier or demo whilst not being specifically better)

NOTE::NOTE::NOTE::NOTE

I KNOW IT HAS BUGS

I started and finished this edition today.

Current bugs are as follows

'purple checks'

Falling into water gets stuck too easy (i intended it to be an alternate route to people who could use mine jumping, it will take 2 or one if you are realy good timing)

Still awkward gameplay in certain areas such as under the base, because this is currently only a visual aspect

when i create lighting the check problem should be fixed.

Team Fortress 2 KotH_Twisted

Star map!
Updated! Enjoy this new, bug-free (I think) version of Twisted. Version 4, now with a sky and no spawning into an enemy's base.

Been a while since I've been here, but I'm still alive. (Cue Portal credits)

Twisted is a cell shaded style King of the Hill style map. (Cell shaded so that I could get the idea on the web faster)

Gameplay:

Each team has a timer pre-set to ten minutes, when a team captures "The Hill" the corresponding timer is activated. The time pauses when the opposing team captures "The Hill" as well as the opposing teams timer starts.

Each teams timer never resets until one team wins the round; thus, the team how holds the hill for a combined total of ten minutes will win. (This goes along the ideas set by Valve about insuring games will not last an excessive amount of time.)

This build would have been done sooner, but I overloaded vbis in the process and had to painstakingly remove many brushes.

Your comments are appreciated and may be helpful in future maps, but adding more architecture on this map is out of the question.

Please note: The map is hosted at MegaUpload, so you will go through a portal ad page.