Team Fortress 2

Team Fortress 2

The Worst Map You've Ever Played (Deluxe Recomplete Edition)
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Update: 1 Oct, 2023 @ 12:55am

it's been 3 years... wow.

- now after red recapture, the timer is reconfigured to be lower
im tired

Update: 29 Jun, 2023 @ 11:55am

Super Deluxe New Re-Complete Update Notes:

- 'CP' prefix removed from map name, now just 'badmap_v143'
- New final area, which is a combination of Sawmill, 2Fort, Thundermountain, and the end of Cactus Canyon
- New map ending
- Multiple changes to skybox, now has large characters watching over you, judging your gameplay
- New areas just about everywhere lmao
- Moved all healthkits to new spots
- Adjusted respawnrates to be no longer than 20 seconds
- Forced Respawns added after Cap 4, 5, and 7.
- New map stripped include cp_cloak!
- Significantly reduced filesize and edict count in map, now should run smoother
- Added a radio that plays a DKC3 track in the turbine area
- A powerup has returned in the form of the old Halloween Gift model, there's only one, better hold on to it...
- Train in Turbine area now goes on both catwalks
- Gay tunnel removed, but replaced with Gay Respawn Room
- Updated nav. mesh
i;m sleepy iill add more later

Update: 22 Apr, 2022 @ 2:39pm

- Reduced fully packed file size
- Redid some of the custom audio to fit source engine standards
- Redid nav. mesh
- Updated .bsp to include v2 at the end.

Update: 17 Apr, 2022 @ 10:40pm

Alot.
Let's go over the important things first.

- Most spamton-related things removed
- Cap 3 area redesigned, slightly.
- Cap 5 area redesigned
- Final area completely redesigned.
- Cap 6&7 have additional areas/changes.
- Ghost's now apply milk effect on stun, and do a full stun rather than scared stun.
- TV Bombs have increased damage and radius.
- Piss bomb has been replaced with Milk-based TV bomb.
- Underworld replaced.
- Cap 4 manually rebuilt and events occur faster
- Additional alternate routes added mapwide.
- Lighting changes
- Heavy optimization changes, including items de-spawning after a certain point of the map having been reached.
- Respawn times adjusted
- Capture times adjusted map-wide.
- Nav. mesh rebuilt.
- tr_target assets removed.
- Added some more assets from cp_dustbowl, mvm_mannhattan, cp_orange_x3, sd_doomsday, plr_hightower, pl_goldrush, rd_asteroid, cp_junction_final, cp_gorge, pl_badwater, and ctf_thundermountain.

now for the less important

added omori-related things as request from various map-testers
added a lone picture of ringo star holding thomas the tank engine
made the underworld more confusing
added various ms-paint drawn signs (thank you Postboy!) across the map to improve "map cohesion"
adjusted soundscapes and adjacent sound effects
reduced number of light effects to further limit entity space
added a various amount of custom sound effects (woaw).
uncapped the map timer
adjusted number of spawns and position of spawn points
added a credits room around the first capture point

-----
It's been a long ride, and now this is finished. Thank you for all who contributed, thank you for those who bitched and whined about the map being shit, thank you for those who contacted me about map optimization, and thank you for playing my shitty map, I really appreciate it. - JTS.


Update: 26 Nov, 2021 @ 1:37am

cp_badmap_a16 aka BIG SHOT update notes:

- Quite a bit, this is a BIG one.

MAIN CHANGES

- Setup time increased from 76 seconds to a full 1:45 seconds.
- New assets ripped from rd_asteroid, cp_steel, cp_orange_x3, and trade_plaza2.
- Massive amounts of reworking Cap's (3, 4, 5, & lasts), areas, entrances, flanks, and visuals. All listed points have had capture time adjustments.
- Removed large chunks of not used/not played on area mapwide.
- Cap 3 area's entire point moved forward closer towards the HighHarvest Tower, new "freezepit" added within HighHarvest Tower area.
- RED First Spawn has an entirely new route to get to Cap 4. Replaced old route underneath Hightower.
- Cap 4 area readjusted for new changes, "flood" activates and kills faster than before, and the point is now secluded within a little building in the middle.
- Cap 5 main point area slightly redesigned, It's objectively worse than it ever was before.
- Cap 5 "back-flank" entirely remodeled with a new route, with catwalks above the point.
- RED has entirely new spawn room after cap 4 has been capped, right beneath Cap 5.
- Mad milk removed from "jarate" event during cap 5 tenure.
- Cap 5 Croc Pit Replaced with "freeze" pit for slower deaths and more screaming because it's funny :).
- Cap 6&7 Sentry event has been changed: Removed 3 Sentries to decrease total entity count in map.
- Cap 6&7 Laser changed colors, it's blue now :).
- Cap 6&7 Croc pit changed to Freeze Pit.
- Cap 8 / Final Area has gone through massive redesign, with moved spawnpoints, new areas, new flanks, and just damn near everythings been changed, as well as brought back some assets from earlier version of badmap.

OTHER MAIN CHANGES

- New healthpack/ammo kit areas mapwide.
- Spell spawn placement changed.
- Dance portion of Wheel of Doom disabled.
- Truce disabled.
- Increased amount of rare spells available, rare spells no-longer respawn.
- Soundscape Changes
- Lighting changes.
- Heavy optimization and visual fixes.
- Map is now winter themed, akin to pl_barnblitz but with ice textures.
- Entirely remade Navigation mesh.






HEY EVERY !
FOR TH IS NEW [Shindig], WE GOT A [SPECIL] DEAL FOR ALL YOU [Hired Killers] THIS SEASO n!
FOR [[A LimiTed Time Only!]], YOU! THAT'S RIGHT, [You] CAN BE A [[BIG SHOT!!!]]
WITH THIS NEW FANGLED [Map Update], [[Designed BY The Classics You've Come To Expect! (C)1997]],
YOU AND [No one else] CAN GRAB FREE KROMER TO BUY YOUR WAY INTO mY [[Cungadero]].
FREE [Critical hits], FREE [oouber cha rge?????], AND OF COURSE, [Pain].
WHAT ARE YOU [Standing Around For?] GRAB THAT KROMER TODAY!!!!!

For the entire duration of setup time, Engineer's have an approximately 37% chance to spawn into a blackroom with a telephone and a desk, interacting with this desk kills the engineer(s) and activates a room on the side of Cap 1 with a portrait of Spamton and a pile of [delicous kromer] (just a reskined spell to save entity space). A sound clip plays when it's been activated.
- Interacting with this pile of Kromer adds the following effects to whoever picks it up for 1997 seconds (approx. 33 minutes):
Wearer Max Health Increased by 19,971,997%, later turns into overheal after 19.97 seconds.
120000% Increased Damage Vulnerability (All types) on wearer.
Every Kill Turns Enemy to Gold (supposed to be frozen but hammer fdg is poopy)
Sometimes on hit, all players connected to medigun beams are damaged.
1997% Increased Damage against engineer buildings.
Effects last until end of 1997 seconds or until death, some effects persist after death.

NEED MORE [Unnecessary Garbage]? WELL FOR [3 Easy Payments of $9.99!] WE'LL ACTIVATE OUR [BIG SHOT] EFFECTS FOR THe [WWHOLE FAMILY!!] NOW EVERY [Man, Woman, or Pyro] CAN GET A [Sample], A TASTE OF BEING A [BIG sHOT!!].

Within the Cap 1 Area, theres a set of 10 Bright, White Panels on the side of the control point. This is the [BIG SHOT] effect sign, along with what's stated above, when the desk in the blackroom is interacted with, one of the following effects will activate for the entire duration of the round and for every control point until map/round reset:

In order,

- Max time set at the beginning of the round.
- Red Wins automatically after a short period before/after setup finishes
- Wheel of Doom activates immediately after setup.
- BLU Team has 500% Increase Capture Rate Bonus. (1 Player becomes 5 Players on Point, 1 Scout becomes 6 players on point)
- 45 Seconds are added to the setup time. (Only once)
- Horsemann spawns immediately. (Only once, spawns normally after)
- All Healthkits Disabled.
- All players are doused in [Cum], everywhere. As well as ghosts activate immediately.
- All Ammopacks Disabled.
- Melee only.

Selection of effect is shown on the white panels with a [FUNKY] Kris wiggling over one of them.

OTHER OTHER MAIN CHANGES/NOTES
- Spamton portraits are displayed around Rare Spells, and final RED Spawn
- [BIG SHOT] Effects reset after round reset and or map respawn.
- Max time changed from 21 minutes to approx. 33 minutes (exactly 1997 seconds).
- After telephone has been interacted with, it's no longer possible to spawn in it's room. This room and adjacent effects also disable if no one has interacted with it before the end of setup time.





It's been a long ride for this map, and I'm happy to say this version is it's most functional state. Thank you to everyone who gave advice and or suggestions, I really appreciate it.
Thanks for playing this shitty map. - JTS.

Update: 10 Oct, 2021 @ 2:00am

cp_badmap_a15 update notes:

Happy One Year Anniversary to this shitty map!

- tf_mannpower_logic removed, removing powerups by default and leaving it up to the server host if they want powerups or not.
- Players can now freely switch between teams/spectator mode.
- Engineers have reverted back to standard metal output.
- No longer Ubered on spawn, replaced with "hidden" uber to compensate.
- New area, the entirely of pl_badwater last, functions as the new final area for the current time being, with the control point moved there.
- Updated skybox and soundscapes to be more halloweeny.
- Added more respawn visualizers.
- Updated Nav. Mesh

Anniversary Special Changes
- Horseman now spawns earlier, with the spawn timer activating 45 seconds after the capture of the first control point.
- Monoculus spawns as early as 30 seconds after 7th Control Point capture, and Truce has been disabled, but the timer still stops and the control point becomes inactive.
- Ghosts are 95% faster and now "BONK!" stun along with fear.

Update: 4 Aug, 2021 @ 8:23pm

cp_badmap_a13 update notes:

General updates:
- The previous final area has been entirely removed and the final point has been moved up towards the area before due to edict crash errors and my general dislike of that area.
- New assets ripped from trade_plaza2, and more assets ripped from cp_dustbowl.
- Skybox & sunlight changes.
- Further map optimization to reduce chances of edict crashes.
---------------
Gameplay updates:
- All mechanics from now removed final area are still present in the new final area, with the lasers now being a main part of the area, and powerups significantly more accessible than before.
- Gas Passer effects added to the fluid flood during the Cap 5 area event.
- "Gay Tunnel" will now grant you heals while within it's area.
- Red Spawn rates adjusted for new final area.
- BLU can now build in first spawn in a designated area.
- Nav. mesh updated, bots are slightly better than before but not really.

Update: 23 Jun, 2021 @ 9:45pm

cp_badmap_a12 update notes:

General Changes:
- Lighting and overall map texturization changed to be more like cp_badlands.
- Assets from pl_wutville_event removed.
- New assets from arena_watchtower, pl_cactuscanyon, ctf_2fort, and ctf_turbine.
- Reopened some previously blocked off areas that create new passageways throughout the map.
- Round objective now properly states eight points rather than three.
- Changed several sets of stairs into slopes to decrease total brush count.

Gameplay Changes:
- New entire areas/routes/flanks around the 5th, 6th & 7th Cap areas.
- Red Team Respawn time changed overall.
- Final Area cut down further to be a more intimate experience, also including more routes and entrances.
- Reduced number and lifetime of skeletons.
- Horseman reprises during final area.
- Fixed sounds not playing during map events.
- New Steak Item, tested in Badmap Leftovers, gives the buffs of the Buffalo Steak Sandwich while also turning the player giant for 30 seconds, appears after 2nd has been capped.
- 2nd Capture can now be recaptured by RED in order to halt BLU Progress, whilst only adding a mere 30 seconds to the timer. Additional Recaptures do NOT add time to the counter.
- More signs added across the map to direct players "better".

Update: 19 May, 2021 @ 6:24am

cp_badmap_a11 update changes:

Just a small update, nothing too big.

General/Map Changes

- 4th Cap Area (cp_orange_x3) leading paths and general area reconfigured for map optimization and "gameplay".
- Assets from ctf_2fort & pl_thundermountain removed and replaced with assets from cp_junction_final.
- 6th&7th Cap Area Widened to ease some faulty collision problems.
- Small texture applications and some really minor displacement edits.
- Removed some now-useless lighting.

Gameplay Changes
- Reduced the amount of Skeletons spawned during event.
- 4th Area has new event, occasionally the area will now fill up with water and cause everyone to drown, the timer will stop and the doors will lock. Currently still in development.
- Healthpacks and Ammo adjusted and added around the map.
- Final Area ground changed back to lava.
- Final Area changed some area collisions and new pathway connections, along with more "detail".
- 4th Area Capture Point changed, capture area and time changed.
- Respawn rates changed once again for "balanced gameplay".
- Changed Monoculus Teleport areas.
- Changed the Dance spawns during Wheel of Doom events.
- Changed the Gargoyal spawns.
- Updated Nav. Mesh, bots should be even worse than they were before.

Thank you for reading.

Update: 7 May, 2021 @ 11:35pm

cp_badmap_a10 update notes:

So, there's been a rather massive amount changed in this update, so If I miss anything I apologize,

Map/General Changes -

- New assets stolen from cp_gravelpit, rd_asteroid, cp_junction_final, pl_thundermountain, and cp_orange_x3.
- Several doors and pathways have been either newly made, blocked off, or removed entirely for "gameplay" purposes.
- First BLU Spawn has been extended, with a new exit and new room altogether.
- First RED spawn now has a secondary exit.
- First Area has been updated, new walkways, new health/ammo pickup areas. Sadly, the pl_badwater section has been removed and replaced with health/ammo pickups.
- Capture Points now have "trigger" markers around them, in order to tell when you're actually capping it or not.
- The Skybox, and overall entire map reflected to be more akin to cp_dustbowl, down to the sun pitch, ground textures, fauna, and sound.
- Skybox has been extended and with more props added in to give the map some more "detail".
- Many Development Textures have been replaced to give the map more of an actual theme.
- Many displacement brushes have been modified to improve ground performance.
- The cp_orange_x3 area has been modified slightly to improve game-play performance.
- Fifth Cap area now has a vent system to increase movement between the two levels.
- Some assets from pl_badwater, cp_gorge, and arena_offblast have been removed and replaced with other assets.
- The best part of the entire map now has assets from the worst map in the game, cp_junction_final, you're welcome.
- Final Area changed once again, with the tower from cp_gravelpit added in, new additional spawnrooms for both teams, and the lava is currently replaced with normal desert ground for the time being.
- Some props and lights have been removed since they've been replaced with the new sunlight changes.
- Some optimization here and there, the map is nearly hitting it's limit, and we're gonna keep it going.

Gameplay Changes -

- More health/ammo packs, spells, and all of your favorites spread across the whole map.
- The best part of the whole map now has LASERS in the middle of it.
- Respawn times have been updated and change according to the current available capture point.
- Several Capture Points have been modified through Capture Area, Capture Time, and effects that occur after cap.
- "Loot Island" Updated and you are now rewarded with not only Crits, but with Fire/Blast/Bullet immunity for 35 seconds for leaving Loot Island.
- Horseman spawn times modified.
- Monoculus spawn and teleport locations modified.
- New "late-game" mechanic, Hatch-Rush!, which during the 6th/7th Cap area period, if the timer hits the last 30 seconds, a Hatch opens around the 3rd Cap area which fallen into, gives Godmode for 30 seconds and teleports you to the middle of the current control point, allowing BLU (or RED if they just so happen to be there) the chance plow through every player on the opposite team and those two points and/or get to the last point faster and extending the game longer than reasonably acceptable.
- Time pumpkin removed, sadly.
- TV Bombs have explosion radius and damage adjustments.
- Powerup Spawns moved around.
- New pallet slopes for Demo-knights placed around the map.
- Bots have been changed along with the nav. mesh, with new bot_hint entities spread across the map, still some trouble after 7th but what can you do.
- Control Point now locks after Monoculus Spawn, which is nice, but now makes bots act further wonky.
- Skeletons and the Horseman can now interact with some doors.


Thank you for reading, and thank you for playing. I can't believe this many people have played my shitty map. Thank you all so much. - JTSCactus