A Map for Team Fortress 2

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Single stage payload across a river

River Crossing RC2a Back and forth across the river now available in Red Cranberry RC (release candidate) flavour! So basically what we have here is a single stage (badwater-esque) payload map. those who are thinking it, your right it is another alpine payload map, but there is a twist. (come on, when do I make a map without a twist?) This time the twist is a twisting river going through the middle of the map. Don't worry though, as there are bridges to get that bomb across the river and give red their explosive-present the bomb cart is escorted across a river 2 times on it's way to destroy a convoy train being loaded so it can supply a secret rocket base out in the forest. changelog: rc2a: - fixed a minor bug with one of the areaportals. rc2: - added hatstands to spawnrooms.(model by acumen: ) - changed the clipping for the bridges to prevent people getting stuck against the model when underneath it. - added a new tf2-style texture to the "hl2-style" log piles. - redid the areaportals/optimisations/etc to hopefully cure the low fps that some people report getting. - added clipping on rocks where people reported getting stuck. - added a few row boats to the map (from the swamp pack). rc1: - repositioned the sign at point B to stop people getting trapped between it and the tyre pile. - removed the ammo pack from the shelter at point B. - fixed an asthetic bug with a couple of doors. - made sure all bottles are prop_physics_multiplayer instead of prop_static. - added a few more windows and props here and there. b4: - moved 1st and 2nd points further back slightly (roughly 200 units) - changed unlocking of forward spawn to happen when point D is captured (instead of point C) - added addition cover around point B. - beer bottle models are now prop_physics_multiplayer instead of prop_static. - more details and props b3: - changed textures on some places - added more detailing - fixed red final spawn order - nudged the falling arrow so it doesn't land face up - added smoke effect on bombcart's chimney - you can now shoot through the concrete pipes b2: - displacement tweaking near blu forward spawn - setup time reduced by 15 seconds (now 75 seconds) - given red a forward spawn for points 1 and 2, cutting travel distance by roughly 1600units - swapped the doors around in the ARK building to prevent blu team rushing through it en-masse when attacking the last point - reduced sightlines slightly for the aki acre's sniper nest - rearranged red's rear spawn slightly to encourage people to use the upstairs exit slightly more often - removed redundant exit to red spawn - removed some arrows that i considered redundant, or incorrect in light of other changes - fixed bug where the flying exploded barrels were not flying out when the bomb detonated - added more props/details around the map - added no-builds just outside the upstairs doors of the ARK building to prevent overly powerful sentry positions - made one of the upstairs doors of the ARK building 2way, and prevented people being trapped by the other one closing on them. - on the final point the bomb must now be pushed right to the edge before the attackers win. - given each point a name instead of "cp1" etc. - fixed a bug where the bomb would get stuck on the ramp near the end when retreating. b1: - general tidying up (aligning textures, floating props, etc) - made the red shortcut path lock out on cp2 being captured instead of cp3 as intended - added a path from near the fuel tanker, back up to the final area. - added more arrows to direct red out of the final area - locked the side exit to red spawn until cp4 is taken to help guide red players to the front line - added details to the buildings around the final area - added bannisters to some paths to help guide players - added some objects near the river platform near the 1st bridge to make it more accessible. a3: - binski logging building has had the area around it changed to allow a flanking path around the side of the building - moved redspawn back, changed the old redspawn into a flanking option for blue, using 1-way doors, and a shortcut to front lines for red for early 1/2 of the map. - changed some brush/detail work around the final area, particularly above and around the train tracks - blue forward spawn now unlocks when bridge is capped, and red loses the direct path to the front line at the same time. - changed some func_detail brushwork between cp1 and cp2 - moved the final path_track to ensure the bomb doesn't get caught on the track scaffolding at the end of map - removed the playerclip on the "orange-chute" shed/building - fixed a brush alignment error in the blue start spawn - aki acre roof had an overhang that could be stood on - fixed a clipping issue on the corner stairs around the building near cp4 a2: - more health packs around the map now - players can no longer stand on the ridge of the windows on the bridge above the 1st point - fixed a bug on the end of the track, where the bomb would get caught against an invisible brush and not explode. - changed red lower doors and blu forward spawn door, to be no-draw instead of no-render metal - added visual cue for red's A-B door being locked after B is taken - added a sign to point blu up river when cp3 is taken - roof of small building in corner near 1st point should now have correct clipping to allow people to shoot through the hole in the back. - disabled shadows on the roof of the same building to fix lighting issues. - player clipping border has been reworked. - added more cover for area between bridge point and pen-ultimate point - reduced speed of payload rollback to match the speeds found on valve payload maps - fixed bug on upper red spawn door causing it to open on touch - rising signs have gotten better lighting - prevented being able to build a teleporter inside of the boarded up shed - replaced the wood support models with func_detail brushes around the train tracks - crane in final area has been playerclipped to stop demoman abuse - crane in final area has had shadows disabled - scaled up water to 0.5 a1: - explosion doesn't trigger


  • Ezekel avatar
    Ezekel Joined 10y ago
    47,038 points Ranked 88th
    Posted by Acidpope Pros: GReat idea, damn good design. PPL on our servers love the map. New ppl getting confused when enemies attack them from behind when they come through the water ;) Still in our rotation.Stay on
    cool. glad you like it! what's your server's address? i might pop by sometime :)
    I am the Bananemensch!
    URL to post:
  • Acidpope avatar
    Acidpope Joined 11y ago
    308 points Ranked 49641st
    Pros: GReat idea, damn good design. PPL on our servers love the map. New ppl getting confused when enemies attack them from behind when they come through the water ;) Still in our rotation.Stay on
    URL to post:


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Ezekel avatar
Ezekel Joined 10y ago
47,038 points Ranked 88th
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