![]() Retains TFC-era VIP logic, but interestingly contains payload signs.Ī scrapped symmetric KOTH variant of Badwater's first point, mirroring the hill for both bases and placing its control point at the top of the hill (and making the tunnel simply run between both bases). Hunted from Team Fortress Classic, but given a visual paintover to match Team Fortress 2's aesthetics.Ī redesign of Hunted from TFC to fit TF2's gameplay sensibilities (as Dustbowl2 is to TFC's Dustbowl). Gold Rush, but with forward spawns for BLU for each time they capture a point. Not only designed around TFC's flag-based version of Control Points, but even uses ladders. Hidden in the map's visgroups are designs for the map as a payload map and as a 2CP map.Ī very early version of Gold Rush, initially designed as a remake of TFC's Dustbowl. Its center point resembles (and would later inspire) Double Cross's bridge, but its layout otherwise is entirely original.Īn early version of Powerhouse with a fair number of gameplay differences (most notably, each team's spawn being at the back of their final point's room) and a less-revised artpass.Īn early block-out for what would later become DeGroot Keep.Ī version of 'walkerfort' with symmetry along the back of the fort, giving BLU two different fronts to attack RED from.Īn early version of what would later become Mercenary Park. Unmodified from its official release aside from being saved with a newer version of Hammer.Ī collection of game entities (control points, resupply rooms, game logic) intended for a 5CP mapĪ near-finalized version of Gorge with minor technical differences.Ī work-in-progress version of Degroot Keep with its layout finalized but its artpass still in progress.Ĭp_medieval_artpass, but mirrored along its hill, giving each team a castle and control points to defend.Ī scrapped blocked-out 5CP map. Mostly only blocked out, but contains some foliage along its ground.ĭustbowl's map source as intended for release with the Source SDK. The final point of cp_caves (only!) with its walls rounded out using displacements.Ī map containing (clear?) cuts of other levels, including old WIP sections of cp_mountainlab, cp_2fort's basement, potentially an old structure for cp_gravelpit's C point, and part of cp_wellĪn early version of what would eventually become Mountain Lab as part of Valve and TF2Maps' Artpass Contest. Much of the map is set underground, hence the name.Ī later version of cp_caves using displacements to give its cave walls a more natural structure (except at the final point). Both sides of the map are present and bear a more similar layout to the final map, but the middle point layout still bears differences to the map as released.Īn early version of Valve's attempt at artpassing cp_contest, but mostly unfinished. Potentially intended for promotional material.Īn early version of RED's base in Badlands with a drastically different layout for their final point (and a less different layout afterwards).Īn early version of Badlands, but further along than cp_badlands_base_ik1. a colored line indicating the team of each track).Ī tiny map depicting a chess board surrounded by TF2 set-pieces (including parts of 2Fort's base facades). The second stage of Pipeline with a few small differences from the final (ex. Presumably a test map for TF2's scrapped Bounty Mode, in which players could complete objectives to earn currency that could be used for MvM-style upgrades. Same concept as arena_trainyard_02, but with a completely different layout here, the track between both bases is curved. Hut at bottom of path to C is centered to be mirrored.Ī basic Arena map centered around a building along a straight train track between both teams' spawns. The pathways to original RED spawn and A point are deadends. Teams start on the left and right of the last point. ![]()
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