
Now that you have examined valve maps closely, we can move on. So that teleporters are still useful but a team won't lose if they lack one. We need to make sure in our map people don't walk for ages to reach the frontlines but spawn points aren't immediately in the line of fire. There are other gamemodes, but we want to focus on these. In these each team tried to capture all control points on the map.ĬTF, like TwoFort where each team tries to capture the other's intelligence and bring it back to their own.Īnd Payload, where Blu tries to push a bomb cart on rails to red's base, and Red must stop them. Now, there are three basic gamemodes we wan't to make our map to be. In some areas the lighting is ambient but you can still see fine. Notice the lighting, it's allways clear, never too dark. If you don't want to make a official looking map and just want a silly idle/trade map you don't need to do the next few steps. See how those maps are made? We wan't to follow a similar outline, so keep that in mind. In the map you allways know who's territory you are in. Notice how each side is made, red uses mostly natural materials like wood, blue uses industrial and concrete materials.

So you want to make your own TF2 map? Well first stop for a moment, and look at some official valve maps.
