tf2 Map

2fort Fixed-up

robotics 19 Jan 2026 map

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Controls: WASD to move, Mouse to look. Depending on map size, loading may take time.
2fort Fixed-up for tf2 screenshot
2fort Fixed-up thumb 1 2fort Fixed-up thumb 2 2fort Fixed-up thumb 3 2fort Fixed-up thumb 4

Description

Created from Valve's SDK version of ctf_2fort by [HvC]Terr Rather than core map changes, this "fix-up" version contains balance/symmetry tweaks and bug fixes for ctf_2fort. Alpha-1 changes: 1. BLU's fencing is lowered to avoid a visible gap 2. Lowered floor under sewer-stairs to allow flames to be extinguished 3. BLU can no longer block off the spiral doorways with dispensers 4. Tires hanging from the interior walls in each base do not block players 5. The "high corner" of the central water zone is smoothed down. 6. Made the stack of train-wheels in BLU's front-yard solid 7. Added a barrel to RED's front yard to improve mirroring 8. Removed ability to stand on an invisible ledge on RED's front tower often used by demomen 9. Spies can now hop onto the crates near the top of RED's sewer-stairs, to mirror BLU's barrels in the same position. 10. RED's indoor wagon-wheel decoration is now non-solid. 11. Flames can no longer go through the bridge floor Alpha-2 Changes: 1. Revised some of the no-build areas to prevent exploits. 2. Added a light to RED's sniper deck to help dampen sniper-contrast advantages. 3. Fixed Sandman balls getting stuck in center of sewer pipe(s) 4. Made it equally possible for a scout to FAN-jump up to the second floor via either base's grate. It's still tricky, though. 5. Fixed invisible ledges in each team's central balcony building. 6. Fixed hang-ups on walls of each team's upper-grate room. 7. Made light-fixtures on each team's balcony (blue floodlights, red light-on-a-stick) intangible, given the difficulty of making people reliably slide off the RED-side light. 8. Gave BOTH teams a spectator camera to see the other team's balcony. 9. Fixed it so flames cannot go up through the bottom of the bridge. 10. Made the power plugs in the intel rooms non-solid. 11. Lamps posts along edge of middle water are now all non-solid. Beta-1 Changes: 1. Balanced each side's abilities to lob grenades through holes in their roof and upper walls. 2. Improved the layout of the area under the sewer stairs where you can extinguish yourself. 3. Made an soldier-campable light-fixture non-solid. 4. Removed/Added "security cameras" to correspond with actual dead/spectator views. 5. Increased door activation distance for side-spawns to make sticky-bomb spawn-camping less viable. 6. Fixed sky texture issues (Different skybox texture than default.) 7. Added a few more areaportals in RED base to follow BLU's example, and portals in sewer-pipes. (Perf comparison testing still required.) 8. Added small player-clip zones to the bridge-roof edge for scouts. 9. Added small player-clip zones to the sniper-deck ledges for spies. 10. Added player-clip zones to prevent soldiers/scouts from hiding in the upper central tower on RED's balcony. 11. Made several signs non-solid. 12. Made some brush-faces "nodraw". 13. Built cubemaps For discussion and planned fixes for later versions: http://forums.steampowered.com/forums/showthread.php?t=897563 Original source: https://gamebanana.com/mods/70372 Note: This map was automatically uploaded by a bot.
ctf 2fort Beta

File Details

Filename ctf_2fort_fixup_b1.bsp
MD5 Hash 1a394bba56...
Path /tf2/map/...

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