Tf2 Casino City Special

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Team Fortress 2 Classic is a re-imagining of the 2008-2009 era of the original Team Fortress 2, of which is what we consider the 'Classic Era', featuring old features that were scrapped and worked upon, or new content such as new weapons and gamemodes. Such gamemodes consist of original core TF2 gamemodes ranging from Capture the Flag to. Download Today and Get $10 mycash® and 5M credits at mychoice® casino. Get real-time updates on your account with the all-new mychoice® rewards loyalty app. Plus, get $10 mycash® and 5M credits to play for fun at mychoice casino when you download the app today!

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Retrieved from 'https://wiki.teamfortress.com/w/index.php?title=Category:Maps&oldid=2776833'
Tf2
“I built that.”
This page contains information about a custom map that is not an officially released Team Fortress 2 map.
All released Valve and Community-made TF2 maps can be found on the list of maps.


Let's waste 'em!
The Scout
Waste
Basic information
Map typePayload
File name:pl_waste_v2
Version:2
Developer(s):Eric 'Icarus' Wong
Link(s):GameBanana
Waste's payload.

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Waste is a Community-made map consisting of a new game mode in the form of a Payload that is capable of being pushed by either team. It plays similarly to other 5-Point Control Point maps, such as Well (Control Point), except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide Health and Ammo pickups not normally present on the main Payload track.

In Waste, unlike other Payload maps, both teams must attempt to escort the single Payload to the enemy base in a 'tug of war,' and can only win if they push it all the way to the enemy's final terminus.

There are also Arena and King of the Hill versions of Waste.

  • 2Locations
  • 3Strategy

Introduction Video

Locations

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Terminals 1 & 5 (Headquarters)

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Eventually the track winds down into the heart of the enemy operation and the final terminus. Attackers assault the enemy headquarters from multiple levels.

Checkpoints 2 & 4 (Factory)

As the track winds down to more tighter spaces indoors, control over the higher perches becomes more critical. Naturally, these perches are occupied by defending Engineers that need to be taken down before hand, and replaced with attacking Engineers to secure a foothold in the enemy base.

Checkpoint 3 (Courtyard)

After the setup gates are open, there is a large arena where the Payload lays at rest in the middle. Multiple access points are available to both teams: the high ground with plenty of pickups and Sniper cover, or the sparsely traveled sewers for stealthy players.

Strategy

Checkpoint 3 (Courtyard)

  • Spies can sneak behind the enemy by using the bottom sewer path, allowing them to attack Engineer nests and Sniping positions overlooking the central checkpoint.

Screenshots

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Custom maps
Arena
Backlot·Hardhat
Capture the Flag
Capture the Flag
Atrophy·Convoy·Fusion·Overlook·Stockpile·Wildfire
HAARP·Premuda·Vector
Control Point
Conifer·Dusk·Furnace Creek·Glacier·Stoneyridge·Zinkenite Valley
Antiquity·Croissant·Obscure·Orange X·Warmfront
King of the Hill
Achievement Idle·Bagel·Coalplant·Moonshine·Traingrid·Trainsawlaser·Wubwubwub·Trenchfoot
Mann vs. Machine
Area 52·Barren·Brugge·Casino City·Coastrock·Doppler·Isolation·Production·Quetzal·Waterfront
Payload
Alpen·Cashworks·Cranetop·Eclipse·Fifthcurve·Morrigan Alley·Waste
Payload Race
Animus·Highwind·Panic·Rollout·Scoville·Solitude·Hunted
Territorial Control
Training Mode
Other
Retrieved from 'https://wiki.teamfortress.com/w/index.php?title=Waste&oldid=2494402'