Team Fortress 2

Team Fortress 2

MvM Skullcove
74 Comments
Serge Ivanov 15 Jul @ 10:55pm 
This map gives me flashbacks....in a good way? I remember playing a SUPREMELY hard Nightmare wave on this map that just seemed like a never ending procession of giants. Good stuff.
Café Bienestar 24 Jun @ 9:41am 
add this one for the future mvm update ... (?
Mr. Enderman 22 28 Apr, 2023 @ 1:20pm 
in the maps section of the zip file of course
Mr. Enderman 22 28 Apr, 2023 @ 1:16pm 
most maps nowadays do it
Mr. Enderman 22 28 Apr, 2023 @ 1:16pm 
its not that hard
Mr. Enderman 22 28 Apr, 2023 @ 1:16pm 
put it i mean
Mr. Enderman 22 28 Apr, 2023 @ 1:16pm 
then just but it with the dropbox file
Alias  [author] 28 Apr, 2023 @ 1:55am 
When you subscribe you automaticly obtain that ingame. The zips to not contain the bsp to avoid mismatches.
Mr. Enderman 22 26 Apr, 2023 @ 7:35pm 
wheres the bsp file?
Alias  [author] 28 Nov, 2022 @ 9:38am 
i havent made a mode with 181 waves. Thats very likely someone else's custom mission
TON 618 27 Nov, 2022 @ 4:39am 
i see this map in 1 server that has 181 waves but i can't find it anywhere to download it, did u make it or...
Alias  [author] 20 Sep, 2022 @ 12:46pm 
For other maps, this means they either provide the files as well, or you have to extract them from the bsp file manualy. And sadly its only mvm being affected since other maps do not need these extra files to function (as they dont have bots).
Alias  [author] 20 Sep, 2022 @ 12:44pm 
That is the reason why the extra zip file was added, as that contains the files needed to get the missions to properly load.

For a long time there used to be an issue in which not all files inside the bsp got loaded, and i dont know if they fixed it (or at least improved it). But it generaly doesnt hurt to still have those files available.

Regenerating the nav for this map is also going to cause conflicts since the nav had to be edited to get the missions to function properly. Its best to use the original nav file.
ME GUSTA! 17 Sep, 2022 @ 8:50pm 
Do you know how i can get the robots to work whenever i playtest mvm maps from the workshop? They never appear even after i type nav_generate in the console
Tool. 6 Apr, 2021 @ 4:16pm 
Great map, and thanks for the workshop files 👍 I've added it to the fyn.io mvm servers.
Space 21 Mar, 2021 @ 9:55am 
EU server running this map with infinite cash:
https://steamhost.cn/steamcommunity_com/groups/tf2cloud
Domeshots 27 Dec, 2020 @ 1:05am 
Awesome, this map is so much fun on Halloween
Pheenixx<Relentless FireBird> 19 Aug, 2018 @ 2:24pm 
Hello, where can I get mvm_skullcove and mvm_giza maps to host on my server. Thanks
{XAoD} Painis Skinner 29 Jul, 2018 @ 9:15pm 
It's been some time since I commented on this map, I feel the need to clarify a fact about the workshop, yes, the workshop version is ALWAYS synced, however, some dip**** at valve set up the workshop to IGNORE NAVIGATIONAL MESH FILES, EVEN ONES EMBEDDED INTO MAPS!!! You even said that yourself!

There are few ways to bypass that issue. In my case, I NEEDED to use a fastdl copy for my server, been doing that since 2017. It worked. But, I DO know a way to fix version conflicts when doing updates. Rename the map to add a version number, then edit the contents to fix soundscapes and other things. It's tedious sadly, but it works. I've had to do that a few times with other maps. To be safe, I'll do it with the version of skullcove I currently have, because I need an extracted version for my own custom missions. I run a custom gamemode on mvm.

Thanks for posting an epic map, and have a great day!
LIM 20 Jan, 2018 @ 9:38am 
this is a great map and i hope it gets added to the game!!
Alias  [author] 4 Nov, 2017 @ 6:04am 
To directly use the bsp can potentialy cause version conflicts. This is because valve does apply some additional compression to the map. Most maps during testing do not get this compression applied causing the hashes to differ.

This map doesnt have such version, which means that the workshop version is always the same. But with other maps this can cause some problems.
But later on, when a new version of a map could be released, it can cause problems since the workshop doesnt require filenames to change.

When hosting the map, you can actualy uyse the resource files i placed here to fix the workshop problem (they provide the missions, nav and icons). Most mvm maps do provide such package. And its heavily recommended to use that method since it allows the workshop to remain compatible.
Space 3 Nov, 2017 @ 8:42am 
Great map, Love the halloween theme and the default 666 waves!

[Server Running This Map]
https://steamhost.cn/steamcommunity_com/groups/lexons
{XAoD} Painis Skinner 2 Nov, 2017 @ 7:16pm 
I hope you don't mind this way of using this map, but sometimes it works best to use fastdl with mvm maps, meaning to do that with THIS map, i'd need to subscribe to it, and upload the downloaded copy to a fastdl server, AND to my server maps folder, which, by the way, also fixes the nav issue, because it won't be workshop loaded, it will be locally loaded. Also, i haven't tried this map yet, but i have a use for it. I intend to use the workshop map version, but extracted from the workshop to remedy the nav issue.

In any case, if you see the workshop version of this on a fastdl, it is likely due to the workshop issues, and people attempting to remedy those issues.
Alias  [author] 17 Oct, 2017 @ 10:32am 
You might want to look down into the holes into the floor when you hear ghost sounds ;)

Thats where the room is a placeholder for. And the detailing in there is just to make it look a bit nicer for those that were noclipping to it.
Space 17 Oct, 2017 @ 10:24am 
Nice secrect ;) Tho, whats the floating room doing with the cart in it?
Space 17 Oct, 2017 @ 10:24am 
I seem to have found your grave Alias ;-;
Space 2 Sep, 2017 @ 9:12am 
Thank you, will add this to my server soon ^-^
Alias  [author] 2 Sep, 2017 @ 8:54am 
I have updated the links
Space 1 Sep, 2017 @ 5:20am 
I'd love to run this on my server, but the links are broken.
hill 16 Mar, 2017 @ 9:07am 
can you make mission to robot skins please?
ralsei gaming 12 Oct, 2016 @ 7:07pm 
I hope Valve adds this map for this year's Scream Fortress...
❀PatchCatt❀ 13 Sep, 2016 @ 6:09pm 
10/10:steamhappy:
Alias  [author] 7 Jun, 2016 @ 11:55am 
B5 is a heavily outdated version. The last one that was released outside of the workshop was RC1. This one has the normal name of mvm_skullcove
itagamineko 7 Jun, 2016 @ 4:37am 
is this map called mvm_skullcove_B5 ?
Spare_Dime 5 May, 2016 @ 11:59am 
hi i just got it if your good at it let me know by adding me thx
Alias  [author] 12 Feb, 2016 @ 12:47pm 
The gamebanana download is heavily outdated. And it does have the popfiles, but they no longer get loaded by the game. The gamebanana version is however not going to get updated
Misc2008 12 Feb, 2016 @ 12:34pm 
The gamebanana download has no population files
TheSmashWaffle #savetf2 9 Nov, 2015 @ 5:26pm 
I seriously wish this was added
evan online 24 Oct, 2015 @ 10:39pm 
This is one of the only custom MVM maps I've played, and also probably one of the only...good MVM customs I've played too...

I hope this gets added!:tlove:
Woofer 15 Oct, 2015 @ 7:43pm 
3spoooky5me
Woofer 15 Oct, 2015 @ 7:42pm 
10/10 Wod Lik 2 Se Grat B8 m8
Viemärirotta 15 Oct, 2015 @ 11:21am 
Crash could do it. I'd say he's fit for it, known for creating Probed, Trainsawlaser and many else. Now I'm not sure does he do this, but you could ask him. He makes good maps, and he sure has experience in decorating and such.

idk [/sp
Alias  [author] 15 Oct, 2015 @ 8:53am 
Im not sure. Although initialy it was ment to go in both ways once i started on the halloween version i couldnt bother with the non-halloween reskin. Especialy since currently im already working on an other map that is taking all of my mapping time.
I might let someone else do the reskin part, but for that i havent found anyone yet.
Viemärirotta 14 Oct, 2015 @ 10:49pm 
Are you going to made a non-halloween reskin?
Alias  [author] 3 Oct, 2015 @ 7:15am 
2 missions have been added:
nightmare2 and horror2
Both are missions that have the focus mainly on the newer bot types.

Since the popfiles arent packed in the map (since they arent being read ingame to begin with) there is no update note of it. Only the zip files were updated.
Alias  [author] 28 Sep, 2015 @ 9:01am 
The map is small, i know that. That has allways been the design of the map. Extending the lenght at this point would require an entire rebalance of the whole map. And its not even a guarantee to improve the map. The risk of spending the effort to only notice it becoming less good is something i prefer to avoid as i also have mvm_intercept in the makings. I rather spend my effort on that map. Note that this map already is 3 years old.

There is 1 deathpit (in the middle) and 1 pushback zone (that side path on the right near the skull) aswel.

Further i avoided gimmicks since in coaltown i noticed how well a wave 666 can play without gimmicks. Especialy since they arent reliable at all. A ghost that scares players also has the issue of making it possible to break the defense at an instant resulting in a loss which you could not prevent. This wouldnt even be fun and instead be a frustration point. At most i could do this outside of the waves as there it wouldnt harm.
Ed von Schleck 26 Sep, 2015 @ 12:00pm 
Might be a little small for that amount of robots but that possibly can just be the spark that it needs. Making this different from the official mvm maps we are used to
back in gm FeelsGoodMan 25 Sep, 2015 @ 11:25am 
I think this map would be a great addition to mann up, its not too easy and for more experienced players it could be good, i completed it with Snowbåt and Alias and some other pretty experienced mvmers and mapmakers.
DC153 24 Sep, 2015 @ 5:36pm 
need it!
Buster 23 Sep, 2015 @ 12:15pm 
"Throw your support for skullcove!"
*shrugs*
*throws Mad Milk*