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A 3-stage payload map for TF2

Map name: pl_cranetop Author: Cybris (cybris at Description: A 3-stage Payload map for Team Fortress 2 Technology: Standard textures and models, some extra textures

Known issues: Last CP has the wrong color during 5 seconds of setup time. Probably Unfixable (it's a fake CP). The Bomb doesn't go back down from the last tower. Fixable with a complicated entity setup.

Version history:

-- Beta 8 -- Fixed grayscale issue by deleting the color correction entity Fixed monorail cart passing over ducked players Fixed getting stuck on the large girders in stage 3 Fixed some bad displacements Fixed getting stuck behind the barrels in the round room in stage 2 Fixed a hole in the upper floor of stage 3 Fixed the custom chalkboard texture showing up in other maps Added small side rooms at stage 2 cap 2 to defuse that chokepoint Added a small tunnel between stage 3 rocket room and the upstairs area Added a bit more cover from snipers in stage 3 Remade the stairs that lead to the rocket tower Used a different cart switching method for stage 3 More performance improvements for stage 3

-- Beta 7 -- Fixed grayscale display on map restart after stage 3 BLU win Fixed the cart moving backwards too fast Allowed more time for the server to change carts to eliminate the floating bomb bug Moved stage 2 last cp a bit. Should be easier to capture now Added entrances to stage 2 last cp room from the air vent area Deleted the electric transformer room in stage 3 because the route was redundant Deleted a redundant entrace to stage 3 from the BLU side Slightly shortened the stage 3 mining tunnel Added a bit of cover to RED spawn 3 so not everyone gets sniped when exiting the spawn room Changed the area under the rocket room a bit, providing some space to hide spies or teleporters For visual feedback the monorail cart is now destroyed when the crane picks up the bomb Lots of performance improvements for the last room

-- Beta 6 -- Rotated the rocket tower and shortened stage 3 track Enlarged the fenced area in the volcano Readded steps to the upper ramp in stage 3 rocket dome Reconstructed the upper stage 3 right side room with more cover Added a room and two small tunnels to stage 3, deleted dropdown vent Added another CP to stage 3 - it's fake (8 is max), but works mostly like a real one Added more cover to stage 3 volcano dome side entrances Moved the BLU blackboard so that it actually gets read Fixed a faulty one-way door and added "Dead end" signs in stage 3 Fixed getting stuck on the cart at the switch to the monorail Fixed invisible stairs being solid in stage 2 sewers Fixed faulty stairs in stage 1 wooden warehouse Fixed a small spot from where you could jump over the RED spawn wall Converted some func_details to displacements or world brushes to free entities

-- Beta 5 -- Brutally reduced the number of entities to avoid "ED_Alloc: no free edicts"

-- Beta 4 -- Added a third stage Added a mission briefing with text and screenshots Added in-game instructions on crane operation via chalk boards Lowered spawn times except on last CPs of the stages Redesigned and enlarged back entrance room and back door to stage 2 Enlarged small steps in the entrance hall at CP 6 Enlarged small sewers at stage 2 RED spawn and added more signage Enlarged RED spawn exit area on stage 1 and added some detail and a wall Slightly moved stage 1 tracks so players can get between the cart and RED spawn Added even more clips to doors, stairs and railings Fixed getting stuck below the warehouse Fixed dead end sewer pipes not being black Fixed more occurences of getting stuck when being pushed by the payload Changed some stairs to props Made a number of optical changes

-- Beta 3 -- Fixed engineers being able to block spawn exits with teleporters Fixed cart going past CP A3 without capping Fixed bomb not dissappearing when it explodes Fixed BLU spawn class-changing zone not extending to doors Added more clips to doors Added cubemaps for the office area Added another plank to the bend Added glow to most lights Made sewer pipes easier to enter Moved a blue arrow sign that was slightly misleading Made a number of optical changes

-- Beta 2 -- Fixed cubemap problem by uploading the correct file this time ;-) Added Hydro-style arrows Added railings to the crane ramps Reduced respawn times Added some cover to the tunnel leading underground Moved spawn points away from the door in stage 2 RED spawn Added health and ammo to the small watchtower Closed redundant wooden warehouse access Added a board to the crate stack at the big bend Moved CP A3 so that noone can get pushed through the blast door Added more clips to prevent sticky door frames Added a trigger_push under the payload touchdown zone The crane fence now dissappears on capture Fixed players getting stuck on the payload Fixed stickies not bouncing off the payload Fixed stickies not bouncing off the setup doors Fixed cameras not looking at the correct CP Fixed being able to stand on the fence at the large watchtower Fixed beaing able to sticky jump on top of the milk building Fixed visualizer textures Fixed incorrect CP names Compiled with HDR and built HDR cubemaps Made the lights brighter Made a number of optical changes

-- Beta 1 -- First release



  • Arthurp avatar
    Arthurp Offline
    Member Joined 8 years ago
    232 points Ranked 13635th
    Report post
    6 years ago:
    When will there be a final?
    farly new to mapping
  • DarkSlayer443 avatar
    Member Joined 7 years ago
    383 points Ranked 9353rd
    Report post
    7 years ago:
    Pros: Awesom map, just played it on a full server, had me thinking 'did valve make this map?' very good feels to it and most importantly great gameplay. Cons: Stages 1 and 2 (mainly 2) can be confusing the first few play throughs, and stage 2 gives the impression and feel it is the final stage. Improvements: This map is dam near perfect Notes: Perfect length, love the bomb transitions and a professional feel to the map. great work, keep it up :)


    Mapper avatar
  • DontWannaName avatar
    Member Joined 9 years ago
    1,596 points Ranked 2664th
    Report post
    7 years ago:
    I used to have this on my server but I took it off since the last stage is way too big for TF2. Im waiting for the next version to fix the spacious area. Make it small and I will re-add it.
  • Sgt.Sausage avatar
    Member Joined 8 years ago
    Report post
    7 years ago:
    I just got back into this map and still loving it.

    Just a quick question are you still working on it or are you done with it. I hope not because this is such a great map


  • JC75 avatar
    JC75 Offline
    Member Joined 9 years ago
    6,322 points Ranked 630th
    8 medals 0 legendary, 1 rare
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    Report post
    7 years ago:
    Suberb map,i love the idea,i love te style,its awesome!Please make more similar!

    PS i found a bug,if you crouch on the monorail,in the end of monorail track you will apparently get stuck in something.
  • RoyRMS avatar
    RoyRMS Offline
    Member Joined 9 years ago
    272 points Ranked 12177th
    Report post
    7 years ago:
    Hey dude ur map was just showen on our forum & maybe will be used on the server so check this out we gave your credits! cheers. l'ANG3
    Bananite avatar
  • JerichoJ avatar
    JerichoJ Offline
    Member Joined 8 years ago
    Report post
    7 years ago:
    The main thing I have noticed is a lot of people on blue stage one never ever notice the underground (far faster and superior) tunnels to their left, no matter how much I spam their existence.

    Is there some way to start some people staring straight at them? Or to label them "UNDERGROUND TUNNELS, TAKE ME!" If blue fails to perform on this point it is almost always due to missing this fact.
  • Sgt.Sausage avatar
    Member Joined 8 years ago
    Report post
    7 years ago:
    Great map B8 IS fun.

    I think you should add some better signs or something because people just never know where to go and sometimes that's the only reason why we lose sometimes.

    I dont no why the maps not that complicated if you play it a few times i have memorized it.

    Otherwise great just some balance issues but i will play more and tell you where these issues are.


  • JerichoJ avatar
    JerichoJ Offline
    Member Joined 8 years ago
    Report post
    7 years ago:
    Hey, Your map is by far my favorite custom map, it is now in the rotation on all slaughterhouse servers. Thanks a lot for making it.

    The only big issue still facing it is once a team gets very good at cranetop, they will quickly learn to make their first order of business a rush behind enemy lines, to spawncamp. Today on every stage, a team of 3 blu pyros and 3 medics ran around and pinned the team in the base long enough that engineers could begin building level three sentries, and heavies could just line up outside to lay down suppressing fire. Everyone was heavy and trying to get out to no avail, ragequits abound.

    The map Needs multiple protected spawn exits (like blu gets at stage 1) and the ability to spawn without being in the line of fire. It's no fun to not get out of spawn for a round.

    I love the map though, its so complex, every time I play I find a new great spot to try out.
  • Sgt.Sausage avatar
    Member Joined 8 years ago
    Report post
    7 years ago:
    Good job i looked at it and looks much better cant wait to play it but some servers still have b6 hopefully some will get b8 up.

    Looks like you fixed alot of stuff, glad to here this map is getting better make b9 one of the last betas so spend alot of time on this next one and really polish it and you will be good to go.




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Key Authors
Cybris (rg)


cybris avatar
cybris Offline
Member Joined 8 years ago
518 points Ranked 7343rd

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Development State
Maximum Players


Date Added
8 years ago
Sep 10 2008 @ 9:28pm UTC
Date Modified
7 years ago
Jan 31 2009 @ 10:19pm UTC


9.5 Expert+
Critic Rating
9.8 Expert+

Ratings Breakdown

Overall 9.5 18 7.7 to 10


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