Hello people of the TF2 division of eGO! Some of you may know me for BoosterH4X, Hide the Box, or that noob who keeps trying to entertain everyone by sticky jumping and killing himself in midair during the dead time before eGO Hour or scrims start. Well, I am proud to say after months of learning the ins and outs of Valve's Hammer Editor, I have decided to get started in designing a payload map!
Now, my skills in the map editor I'd say are intermediate, as I've only created one practice map (which was a CTF), but after reading numerous amounts of tutorials and putting them to the test, I've finally got the skills to put out a map in which I think would be out of this world. I'll give you a little taste of what I hope to release when the map is done. That is, if I have the patience and dedication to do so
THIS MAP ALSO NEEDS A NAME! SO IF YOU HAVE ANY IDEAS, PLEASE POST IT HERE!
Map: Payload
Objective: BLU team takes bomb cart to RED base
Stages: 3
Checkpoints: 7
Current map overview:
The BLU team has built a base on the beach of an large landmass owned by RED. BLU wants to take them out of the competition by blowing up their land, while RED is striving to keep it alive and going. In order for BLU to complete their objective, they must take their cart from the beach, over ditches, through mine shafts, in the waters of a treacherous cove, and finally, to the base of RED operations to take them down once and for all. This map may contain elevators, one way, and one team doors, plenty of nooks and crannies, possibly some rocking music if you make it to the third stage, and if it looks anything like I drew it out to be (all on paper, lol) it should be a great map.
Stage One is pretty open. It will consist of the beach with a watchtower near BLU spawn where soldiers and snipers I guarantee would enjoy, a few buildings and a ditch. There is also a tunnel that leads on to the end of the stage.
Stage Two is where we find the mine shaft. Primarily Pyro and Demo territory, although Heavy can benefit here as well. There will be a lot of tunnels to rampage through, but still keeping them close to the cart. The first cap here is suspended over a long bridge. Eventually, you will end up back outside.
Stage Three will be open, but compact, in which nearly every class can take down the others with skill. This is where we find our cove, a few tunnels, and a small bridge that will take you to the destination of the bomb.
Yes, this is also going into the Mappers Only forum, but some of you don't read it
Now, my skills in the map editor I'd say are intermediate, as I've only created one practice map (which was a CTF), but after reading numerous amounts of tutorials and putting them to the test, I've finally got the skills to put out a map in which I think would be out of this world. I'll give you a little taste of what I hope to release when the map is done. That is, if I have the patience and dedication to do so

THIS MAP ALSO NEEDS A NAME! SO IF YOU HAVE ANY IDEAS, PLEASE POST IT HERE!
Map: Payload
Objective: BLU team takes bomb cart to RED base
Stages: 3
Checkpoints: 7
Current map overview:
The BLU team has built a base on the beach of an large landmass owned by RED. BLU wants to take them out of the competition by blowing up their land, while RED is striving to keep it alive and going. In order for BLU to complete their objective, they must take their cart from the beach, over ditches, through mine shafts, in the waters of a treacherous cove, and finally, to the base of RED operations to take them down once and for all. This map may contain elevators, one way, and one team doors, plenty of nooks and crannies, possibly some rocking music if you make it to the third stage, and if it looks anything like I drew it out to be (all on paper, lol) it should be a great map.
Stage One is pretty open. It will consist of the beach with a watchtower near BLU spawn where soldiers and snipers I guarantee would enjoy, a few buildings and a ditch. There is also a tunnel that leads on to the end of the stage.
Stage Two is where we find the mine shaft. Primarily Pyro and Demo territory, although Heavy can benefit here as well. There will be a lot of tunnels to rampage through, but still keeping them close to the cart. The first cap here is suspended over a long bridge. Eventually, you will end up back outside.
Stage Three will be open, but compact, in which nearly every class can take down the others with skill. This is where we find our cove, a few tunnels, and a small bridge that will take you to the destination of the bomb.
Yes, this is also going into the Mappers Only forum, but some of you don't read it






















