Here's a few screens from a CTF map I did last year for Christmas. The artpass was done super-fast so I didn't really save any in dev screenshots, might come back and polish it up some more later this year.
Workshop Link if you want to check it out.
Here's a few screens from a CTF map I did last year for Christmas. The artpass was done super-fast so I didn't really save any in dev screenshots, might come back and polish it up some more later this year.
Workshop Link if you want to check it out.
This is a layout and remake of my other map Karnak that I started earlier this year, been spending the past week artpassing it. I've been referencing a lot of older Valve maps for the artpass, mainly Granary and Well, I wanted it to have a classic feel.
As a remake of Karnak it's actually a completely new map, I remade the base layout from scratch and added routes/geo that I wanted to do in the original.
Here's some screenshots of the current version. Download links will be at the bottom of post.
Thats it, you can download it from the Steam Workshop or TF2Maps.
Here's a few gifs I made showcasing the layout and artpass progression of my TF2 map Fortezza.
You can find the map on the Steam Workshop, and TF2Maps.net
Over the last few weeks I've been working on the artpass for Fortezza. Today I finally have it in a state that feels overall finished, minus a few minor details maybe. I plan to release it on the Workshop sometimes within the next few days.
Here are some screenshots of the current version.
Decided to try and get this map art passed for Winter 2024. Got some pretty nice texture assets from a Italian pack KrazyZark is working on.
Working on the map bit by bit and this is, so far, the most complete. Still a lot of work to do.
Forgot to post for a bit. Here is a map I've been working on this past year. It's super inspired by Avanti and Dustbowl. Currently testing it with a vscript VIP mode, but I'm open to converting it back to normal A/D.
Introducing Graveshift! A medieval CTF map for TF2!
- Redesigned spawn area to enable better player flow to other routes.
- Changed routes into mid to hopefully help players rotate
- Changed some height near point so movement onto cap area feels more gradual.
- Managed some sightlines.
- Added a few detail props.
The main issue of the previous version was player routing. Players coming from spawn tended to only use one route to mid, leaving pressure off of half the map and making defending a bit easier than it should be. The was happening due to the old spawn being angled in a way that encouraged players to use the route that was closest to them. The fix was pretty simple, I repositioned spawn so that all routes equally far from it.
The other changes to the map aren't as big, mostly just minor changes around mid to hopefully make it play a little less awkwardly.
Been working on this Koth map for TF2. Main issue with the layout so far is that mid plays very defensively for the enemy team. I think I might have gotten it into a state where it might not be so hard to attack, waiting to see how it playtests.
If mid plays well I'm going to focus more on some of the routes into it. The spawn area feels super underdeveloped right now, just flat with limited options for defending from forward holds.
I really like the overall layout though; I have a bunch of little hills and caves and I like how they interlock into mid. Kinda want to enable more scout movement too, I had a cool double jump to high ground route but I think I may have unintentionally removed it in this version.
Here are the current screens.
Chaos Canyon is an asymmetrical control point map for Team Fortress 2 where teams start with a randomly assigned base. To win teams must hold a majority of control points on the map or take control of the enemy team's base.
My idea for this map was to have the points be situated in a circle, with each point having an attacking advantage on the other. Basically, something like the graph below.
A can attack both the B and C points, but it has an overall advantage while attacking B. My idea being that teams wouldn't have to split themselves between the two fronts, as a few players can defend while the rest focus on attacking.
Rather than sketch out a layout on paper I just went into editor and started blocking out spaces until I felt they were interesting enough to navigate and play on. The first iteration of the map looked like this.