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Though the layout provides itself as a tug-of-war map and is rather simple, the room designs are impressive. Each team starts underneath their respective beds and are immediately faced with their first cappable capture point.

From their the teams are offered three routes of attack. A tunnel, positioned next to a toy block (of the respsective team's color), exists as a direct path to the opposing team's base. Another route is located on the bed side of the toy box and is a rather small mouse hole that leads directly to the middle capture point. Otherwise, many players will find themselves battling it out for the middle capture point, accessible via an open doorway.

There teams will find a capture point located equidistant from either door and surrounded by toy blocks to protect it from wayward rockets and grenades. Each bed room features a toy box, a bed, two book shelves, and a chest.

All of these structures are accessible to demomen and soldiers, with the bed and toy box accessible by the engineer and other classes. Unfortunately in this version, blue team has a clear advantage as snipers can peer into red's base from a far and snipe those coming out of the spawn point.
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A map spanning the size of orange_x, Lazytown Night features a darkened atmosphere with several fixes to bugs present on the previous versions. Along with teleporter exit fixes, the new version prevents teams from approaching the spawn area via an invisible wall which goes to ward off those who wish to spawn camp.

Additionally, the map features sounds from HL2 including screams intermittently as well as head crab noise from time to time.

However, the map is fairly symmetrical in fairness of the game. Points are equidistant from either spawn, allowing the first points to be capped within very close proximity of each other. The middle point is easily accessible to either team and offers a slight height advantage over the incoming rush of players.

A special feature to the map is the quick tug of war game pace that is evident on the map. This, of course, attracts quite a few people to the server.
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A map that has found much favor among the pro TF2 community, mach_4 is an impressive display of map design. The map's structure is very similar to 2fort with the exception of size. the map is nearly 2/3 the size of 2fort yet offers an many new opportunities for the formation of viable tactics. Each team spawns within their respective bases overlookin the intelligence that sits in a cavity on the bottom floor. From there, the team is offered many routes of attack.

The most immediate route remains on the second floor and leads to a sort of battlements area where snipers duel it out. Another route involves a simple staircase that leads to the middle ground outside of the respective bases or the "sewers" area that runs underneath the middle ground. The final option leads from the intel to a bridge like structure connecting either base to the middle ground. The middle ground area offers two structures that stand as obstacles to sniper fire.

One structure, a rock formation, conceals an elevator that leads to the sewers area. The other building like structure contains an elevator that leads to the top whereat many will find a much wanted 100% health pack.
The map was designed to only contain one exit from the intelligence however, some demomen and soldiers may find it preferable to jump out and take to the battlements. With a small environment and many routes to the enemies base, mach_4 has found its way into the favorite lists of many seasoned TF2 palyers as an upgrade to 2fort.
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The most basic of all the orange maps. This map features a large empty area with but a single tower where the middle cap point lies. Only two exits are available to the top: a ramp that hugs the building and is left open to sniper fire from either side or entry from inside in the building via ramps on either side.

The map consists of 5 cap points (4 cappable to either team) and offers very little protection to the first cap points when the round begins. However, the map exhibits a vast playing field allowing for very little unnoticed flanking by the enemy.

Unfortunately, the map is large enough that tactics standard to stock maps are not viable. Most servers that provide this map as part of their rotation typically set long respawn times such that winning rounds is not a fortuitous event.

The environment, with the exception of the spawn room, is simply orange. This, of course, plays strides into releaving the amount of items the GPU/CPU must render during playing time.

Thus, it's popularity is oftern dervied from the fact that many players gain relatively high fps's during large group games and the superfluous amount of space for attacking and running.
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With a scenic orange environment and greyish towers, this map alleviates much work on the GPU's part to render textures and has thus gained popular support from many TF2 goers as a relatively high fps can be achieved.

The map is symmetrical with a total of 5 capture points (4 cappable by any team). The map features an underground route (which is not seen in many orange type maps) that can be accessed from a point between the first two capture points or easily accessible via spawn exit. Unlike orange_x, the map flaunts two impressive towers nearby the spawn points where team members can access them to gain a tactical advantage over the middle capture point situated at the top on the "super fort".

Fortunately, the original designer had the forethough to produce a wall in front of the first capture points (from the beginning of the game) so as to protect teams from needless rockets, grenades, and sniper fire.

It is without much hesistation that the culmination of properly placed obstacles and captures points, as well as the environment, garners much approval from the player base and has become one of the more popular orange based maps, if not one of the best.
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As seen in CS 1.6, this control point map features environments that most CS players know and love. With the exception of the final capture point, all of the cp's are easily accessible by teams and are out in the open. Be forewarned, this map is huge and displays an impressive ceiling.

The attacking team (blue), has a total of 3 exits out of the spawn room, one on top of the door, one on top of the fridge, and another leading to the table in the room. The defending team (red) has but two exits, one leading to the lower cabinet cap point and the other leading to the upper cabinet cap point.

The map does exhibit exceptional design, notwithstanding the table capture point, wherein snipers, soldiers, and demomen have free reign on the unfortunate team members struggling to capture the point. However, the expanse of the map allows for capture points to be captured even with instant respawn timers. Additionally, it allows for the attacking team to pull impressive feats of attack, thereby crippling the defending team's defense.

Though teams ought not to be lured into the prospect of an easy victory since there exist many good sentry locations for the lower cabinet point as well as for the upper cabinet point. Many will find that the map may become unplayable with more than 3 sentries at any given location.

Despite the engineer setback, the map design is sure to impress many tf2 players, both seasoned and new.
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Perhaps one of the more unique maps, funhouse features 3 levels of playing field which teams may utilize for attack and defense purposes. Unlike like standard ctf maps which offer no more than two routes to the intel, funhouse was designed to allow for multiple effective routes into the intelligence room. From the spawn point, players are offered two routes of exit and an additional 2 routes to attack.

The first route leads to the ground floor which branches off to either the spawn room or another area that leads to the "sewers" level or the construction level. The second route from the spawn leads to a room directly overlooking the intelligence and to the construction room (2nd floor).

The sewers on this map is very simple. Two entrances/exits exist on either side of the map only for players to converge to a single tunnel underneath a glass floor whereat players can observe combat above. The construction level (2nd Floor) has a single wide entrance/exit that leads to a middle ground area which contains a small hole to drop down to the ground floor and an overlooking platform. Unlike 2fort or other ctf maps, this map leaves very little room for snipers to snipe and can become very crowded.

However, the map offers many different pathways to the intelligence, that players will find themselves playing at hours to capture intelligence.
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A very simply designed map. This map offers but one route to the enemies base where many will find a substantial resistance to attacks. The twist to this ctf map is that players must cap the enemy's intellignece within their own base.

Upon capping the intelligence, blast doors close off all entrances and kill any teamate within the area with poisonous gas.
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Warpath is a desert themed, environment destructible control point map that offers a very complex tug-of-war game. Players will notice that the round timer reads (by default) 60:00. This is necessary as the map boasts a rather impressive size. Each time spawns in a shed-like room where they immediately gain a view of their final capture point.

The first capture point is located some distance away from the spawn and sits inside a building like structure that remains part of two other structures in the area. Players will notice spawn areas at each of the captures points which serve as the updated spawn points with each capture.

At this first cappable capture point, players will take note of a wall underneath the spawn. This wall, as well as the building next to it are destructible, allowing for a new route to the middle point and the opposing enemy's capture points. From the first point, the road branches off into two different routes, both leading to the middle capture. In this version of warpath, the capture point sits on a bridge and remains uncovered as to allow snipers and others to gain a clear shot at those attempting to cap it.

From there players will find an identical environment to their own. The map design is based around giving each class a fair opportunity to shine and has thus garnered much support from the TF2 community. It can, however, become a burden to capture points as the game progresses and may eventually discourage players from continuing.
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