Hourglass is a control point map. It's a remake of the original C&C_Hourglass from C&C Renegade. Changelog for Alpha Three Added textures and detail on underground CP. Added tiberium model and tiberium ground texture. Added minimal detail on
3-PG is very proud to present cp_no_mercy! It was inspired by Left 4 Dead's final section of the "Rooftop Finale" of the "No Mercy" campaign. The key to winning this nightmare is to control all of the different elevations at once, with whatever force
Formerly cp_avanti_district. Name change for simplicity and ease. Thanks to those who offered alternative name options. Avante is a personal take and redesign of the TFC ctf_avanti for TF2. I understand there are a number of remakes out there but
This is my very first map, released for playtesting in a1 stage. This map is based off of the thrill of Gravelpit's final tower capture point, with a unique theme (spytech/island) and only one control point. Custom materials used: Tribes 2 switch and
A Gravel Pit Style Cp map set in a stormy alpine enviroment *Backstory* RED have recently discoved the profits to be made from water the most obvious place to build would be of couse - a water collecting factory atop and around a stormy forest.
This release is a largely reworked and modified of my first try a source mapping. Detailing is half done, and the whole red spawn and last capture point (C) area is subject to change.
THIS IS A 2-STAGE VERSION OF CP_CALDERA //NOTE: why a13 after beta? read the thread discussion! //NOTE2: this alpha is about optimisation,polishing and much improved point A MAP THREAD CHANGELOG from cp_caldera_a12 to cp_caldera_beta
A large map with designed around the idea of a basic maze. The design itself for the paths to take to each control point is the maze part; however, the overall map is not hard to navigate. The point was to give players several ways to ambush their fo