tf2 Map

CTF_Staging_FinalAlpha

robotics 19 Jan 2026 CTF

3D Preview

Controls: WASD to move, Mouse to look. Depending on map size, loading may take time.

Description

This is my second map and is called CTF_Staging I got the idea from an old tut from Spaceweasels, in which he showed how you could have multiple intels... So I decided to build a 3 stage CTF map. The idea being that when you return the enemy Intel back to the control point in your base, the next enemy intel spawns in a deeper part of the enemy base that becomes available because of moving doors that only open once the intels are captured..... The video pretty much explains the concept and what I have done thus far... http://www.youtube.com/watch?v=oix_5mxuzyo LATEST UPDATE 1) Intels rooms now have indicator boards informing you what intel has been captured (light steady) and which intel is in play (flashing) 2) Messages now informing you which Intel rooms are in play 3) Done a load of optimizing 4) Player clip done (to the best of my knowledge) 5) Both bases (outside) redone 6) Outside areas now populated 7) Ammo and Med packs placed in middle building and final intel rooms 8) Trees added on clifftops 9) Last intel flag will respawn when captured, so no issues if the server round is set to more than 3.... Latest UPDATE (11/04/09) - A11 Done a few things following the feedback during and after gameday..... SKY This one really hurt - because of the various issues reported with the Starry Night Sky, I have reluctantly substituted it for the only Tf2 stock night sky.....this is only ***temporary** until I get a new one....... TRAIN The sides will no longer kill you :cool1: You can ride on the top of the train.... :blink: The train is slower ::p: More warning bells :woot: Greater warning time :cool1: You cannot stop the train now ;) INTEL 1 Peeps thought it was a little too hard to get, but I disagree - with good teamwork, you can get to it....so, as a halfway measure, once the Intel 1 has been picked up for the first time, then the cavern (and associated air ducts) come into play and stays in play..... SIGNAGE A little confusion - with seconds to win the match, the guy carrying the intel last night ran str8 past the intel delivery room!! Added the following signs (which only become active when the intel has been picked up.....) UPDATES ON INTEL Added score boards on the middle building and on the side of each base. Also sorted the unfair placement of ammo and health - and repositioned it in the middle - I have also built bigger windows which you can crouch jump through... Optimization With the help of a fellow mapper, hints / skip and area portals now placed and it runs (and compiles) like a dream.... Feedback welcome Nosher Original source: https://gamebanana.com/mods/71016 Note: This map was automatically uploaded by a bot.
night 24 Alpha

File Details

Filename ctf_staging_Alphafinal.bsp
MD5 Hash 66fd35fa42...
Path /tf2/map/...

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