A Map for Team Fortress 2

CTF_Pipedream- a fast, fun ctf map!

CTF_Pipedream is a simple, straight-forward CTF map designed as a response to various CTF maps at the time. Turbine was too simple. 2Fort, too turtle. So I decided to try my hand at a ctf map, resulting in CTF_Pipedream. A map designed with all classes in mind, giving each class a place and purpose, yet allowing each class a certain amount of flexbility in how they want to play that class. That was the goal, at least. That, and fast rounds with minimal turtling. So give it a try; you might just end up liking the map.
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  • thalion1138 avatar
    thalion1138 Joined 10y ago
    This looks pretty great, plus its nighttime, yay! Ctf is great, but 2fort is not that amazing, it gets old, hopefully this wont.
    Average Humble Mapper
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Special Thanks
The Joe.to Community
Alpha testing/suggestions
The tf2maps.net community
Tutorials and an endless supply of knoweldge!


Beamos avatar
Beamos Joined 10y ago
424 points Ranked 46278th

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Development Info

RC3 Changelogs -Lots of subtle balancing issues addressed -Lots of clipping issues addressed ======================================= RC Changelogs -Fixed an error where respawn cabinets would not open the way they should -Fixed lighting issues -Removed test entities -Fixed cubemap issues -Changed some barrels to help hide teleporters a bit more RC Known bugs -Some minor clipping errors that allow demomen and soldiers to jump to places they shouldn't ======================================= B2 Changelog (See notes for link to B2) -Fixed various instances of overlapping brushes -Fixed a problem with a door located in red base (pipe room-lobby room door) opening in the wrong direction -Added a way to get back onto outdoor pipes from the grated side of the roof it ends at -Fixed a lighting issue in the vents room with ammo and helath -Touched up various cubemaps and reworked some aesthetics to match new cubemaps -Tweaked various prop solidities -Tweaked the custom texture in the hall leading to the intel room (non-vent entrance) -Removed sacks in wooden cubby in lobby room to make it more teleporter friendly -Added a func_respawnroomvisualizer to protect teleports. This change is heavily subject to removal in ctf_pipedream_b3 -Adjusted barrel props in lobby room to balance (buff) engineers slightly -Changed light color in red vents area B2 Known bugs: -A cubemap error in the red vents -Slightly bright lights in red vents B1: There are some minor texture issues and sentry tracking issues in the map. The sentry tracking issues are evident in the pipe rooms, ontop of the pipe platforms. Building on a platform will cause a sentry to continue firing at a player even if the player passes below the pipe platform. This will be addressed in b2.


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  • 1.5k DLs
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  • 10ySubmitted
  • 9yModified


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