This is basically the few maps I've managed to complete.
As much as I hate to admit it, though, "complete" in most of these cases comes disturbingly close to "Daikatana".


You haven't run away screaming yet? Wow... Anyways, here goes:


Hazy.zip, for use as skybox in the map 2vert19.

Hazy goes into /tfc/gfx/env/, so make sure you put it in the right place.

The map just isn't the same with the default sky (I.E. cliffs), so whatever you do, get the sky if you're gonna play 2vert19!
Speaking of 2vert19, it's probably the only map I have being played, and it's also probably the only map I have being played that I DON'T consider finished, hence the "19" in the name. The general idea behind this map was that to get to the flag, you had to run. A LONG time. I hate game-start scout-rushes and this seemed the best way to eliminate them; make REALLY tall towers with flags at the top. But no map would be complete without a few secondary entrances, and while I haven't included what's nearly the norm (read: sniper nest entrance), it was planned and may be in a future version of 2vert. For now, though, there's a water entrance with something of a twist: unless you're fast as hell or can live with a 13 story fall to the floor below, you're gonna need help to open up the grate in the water. The secret passage to the enemy flag room is protected by a grate activatable by both teams (button is in the flag room) but the grate closes after 4 seconds, and the trip from the button to the grate takes at LEAST 3 seconds as a scout. It's a long swim upwards once you find it, but you bypass the roughest part of the map: the ramps.
Also I know how annoying scouts are, and I love built-in deathtraps in maps (think Fragpipe in Quake2). So to satisfy my sadistic side, I included what I've come to call the Deathwalls in the middle bunker. My map may have a very small outside area, taken up mostly by the bunker structure, and two buttons outside the bunker cause ground-level walls to "clear out" anything inside it. Basically, you get crushed. Hard. Fast. With cool-looking walls. Many thanks to Amorphia for the help with the ceiling in the bunker, and for the retexturing of the Deathwalls.

PanzyDM2 the quick-hit DM map based off a Last Man Standing map from Unreal Tournament. Rather popular upon release (probably due to my overhyping it), it contains low-grav, quad damage, invincibility, a unique all-team grenade resupply (you get it, your whole team gets grenades, you included!), and my very own Hand-Over-Hand ladder (never used in any TFC map whatsoever, except in mine!). Sue me, I like gimmics.

Movement, a movement training map I whipped up real fast. Unlike most training maps, YOU have to give yourself the challenge. All this map is is two hallways and a jumping course (normal, unassisted jumps). In the hallways, YOU must run through to the other side while spinning in circles. The aim? To get to the other side without touching the walls. Touching the walls will send you straight back to "start". "Start" is a bad term though, because both halls are next to each other. The trainee chooses either the path on the left (wider, so easier) or the hall on the right (a little more narrow) and tries to go through. As mentioned, there's also the jump path, which is nothing real complicated, but with a few jumps that'll make your head spin.



More to come.......





Maybe.
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