Trepid : contact - maps - mods - links
 
Trepid Maps
ff_cz2
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Game: Half-Life 2
Modification: Fortress-Forever
 
This is a remake of the Team Fortress Classic map, cz2, for the Source Mod, Fortress Forever. It is included with the mod, so you can play it when you install FF. The source file will also be included starting with FF 2.1.

The gameplay of cz2 consists of capturing command points using flags. The point system is based on how difficult each command point is to capture. Essentially, you get more points for capturing and holding points that are farther from your base. Once you capture all five command points, they are reset and your team gets a lot of bonus points.
 
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ff_hunted
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Game: Half-Life 2
Modification: Fortress-Forever
 
This is a remake of the Team Fortress Classic map, hunted, for the Source Mod, Fortress Forever. It is included with the mod, so you can play it when you install FF. The source file will also be included starting with FF 2.1. Also, hunted is getting a huge overhaul in FF 2.1; mainly performance tweaks, but also quite a few important layout changes.

This is the first Source map we made. From the outset, we decided to make each area as unique as possible. While this sounded like a cool idea back then, it has since been a problem with the map due to high system requirements. However, the version to be included with FF 2.1 will fix as many of those issues as possible.

The gameplay of hunted consists of a team of bodyguards escorting a VIP to safety while a separate team of assassins try to kill that VIP.
 
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ff_waterpolo
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Game: Half-Life 2
Modification: Fortress-Forever
 
This is sort of a hybrid remake of our Team Fortress Classic map, waterpolo, for the Source Mod, Fortress Forever. It is included with the mod, so you can play it when you install FF.

What's meant by "hybrid remake" is that it's mainly based on our waterpolo map, but it also has tweaks based on a similar TFC map, pigskin. We kept most aspects of waterpolo, like the pool of water, the out of bounds marked by lasers, and the simple layout. But it's also bigger without respawn rooms, which is more similar to pigskin.

The objective is to take the ball from midfield into the enemy's goal. Before each round begins, an invisible wall keeps the players from fighting their enemies. Once a 15 second timer counts down, the invisible wall is removed and the round begins. Also, each team has a goalie, which is an invincible civilian who runs faster than a scout and deals unagi damage.
 
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foucarville
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Game: Brothers in Arms: Road to Hill 30
 
Foucarville Blockade is a level Jon made as a contract level designer at Gearbox Software for the "Brothers in Arms: Road to Hill 30" game and it is one of the early levels in the game.

In the level, you make your way up to a church to defend it. In order to get there, you have to take out a machine gun nest on the main road. While defending the church, you get bombarded by German mortars and must then take out that mortar squad.



 
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3v_island
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Game: Half-Life
Modification: Team Fortress Classic
 
Smack, from Clan 3v, had been trying to find someone to make him a map of some type of desert island for an AVI for their TFC clan. Hah, well, after enough people told him they didn't have time he somehow managed to come asking us, and we didn't see any reason why we couldn't whip something up for him.

So, it needs to be understood, that this isn't some map meant to be played conventionally. I mean, it's completely playable and has enough spawns for 32 people for all four teams, but the map kills the Half-Life engine. The water in the map is as big as the X/Y grid in Half-Life, so that should tell you all you need to know performance-wise right there; throw in the models we put in the map, and once you get a handful of people in there it's time to get 3fps. Since we were told that performance wasn't an issue, hah, we didn't worry about it. This map was made so that they could shoot some clip in their video, and it was fun to make a map and not worry about performance. So, if you wanna check it out, go for it.

Oh yeah, the map will crash Half-Life if you run Half-Life in Direct3D.
 
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ahhhish
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Game: Half-Life
Modification: Team Fortress Classic
 
Don't wanna, can't stop, ahhhish!

We dubbed this map style "jousting," and it's pretty easy to see why. The main goal of the map is for a Red and Blue player to try and kill one another in mid-air. All you do is run off of a ramp, and then try to hit your opponent. Arenas 1 & 2 don't have any movement based restriction, but Arenas 3 & 4 are "air strafe free." All that means is that you're movement left and right movement is confided to a corridor that spans the distance of the two pads in Arenas 3 & 4. There's not really just a whole lot to explain, but the map is really fun.

Special thanks to Kaleign from kalmaps.com for helping to come up with the idea for the map.



 
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bahsnah
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Game: Half-Life
Modification: Team Fortress Classic
 
Well, this map idea was thought up while wolteg was in it's _r01 version. It's another map we've made using the mztfc.wad created by MikeZilla. Anyway, the basic idea of the map is this...

Your team has to control command points with idols found in your respawn and then pay tribute to your command point idols with gold stolen from the enemy base. The point system is setup so you are better rewarded for traveling farther with idols and gold, for example: you earn more points for capturing the command point closest to the enemy base. You also receive points every so often for holding command points which use the same kind of point system as capturing command points in that you earn more points more frequently for holding the command point closest to the enemy base. The gold is also using this point system, except in a sort of opposite way in that you earn more points for capturing gold on the command point closest to your base.

It probably sounds a lot more confusing than it actually is. We suggest playing it if you're confused, because once you play it...it won't be confusing. It's quite simple and really fun once you get the hang of it. So get to it already...

 
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kingsoldier
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Game: Half-Life
Modification: Team Fortress Classic
 
So, after doing some entity work for the secrets in skayoo we made a couple of little goofy maps that made the implementation of that secret the focal point of the map. Ok, so that sounded all confusing.

No doubt there's already alot of king of the hill maps out there, and ours probably isn't too much different. The gimmick in this map is that the King gets incremental bonuses for being the king, such as quad damage -- if you can manage to stay up there long enough. As long as someone from your team is the king your team will get points every second they're up there, but the king will get a personal point for each second.

This map took all of 30 minutes to make. We just had so much fun playing around with the map that we spent a day to tweak it the way we wanted. We asked someone who has done custom models for us before, Dragline, if he'd be able to make us a custom crown and he really came through. I mean, the model alone is reason enough to play the map. Hah, the model is just cool cause it would be some lame flag without it. So, big thanks to Dragline.

Anywho, we played this for hours when it was just us, that's how much fun we had on it, and it was still good fun when we played it with about 8 people.

Ya know what? Just get it, and play it.
 
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kominikay
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Game: Half-Life
Modification: Team Fortress Classic
 
In it's very early stages, kominikay was aimed to be a hunted style map. The setting, as it appears in the pictures, is of a small mountain town. Narrow streets and alleys are gonna mean the bodyguards takin' a bullet to the eye to keep the president alive.

We didn't work on this map all that much and it never really got off the ground, but the RMF is available if you want to check it out.
 
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memnate
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Game: Half-Life
Modification: Team Fortress Classic
 
After playing memnite with other people, it became clear that with low player counts, the action is very spread out. So we decided to split it into two maps: one map with only the Tower Ring and another map with the Cave Ring. We then turned it into the night for these two maps.

The Ring Control gameplay is different from any other map you've played, except memnite, but it's still fairly simple. Red and Blue fight for contorl of the Ring, while Yellow snipes everyone. Red and Blue can use jump pads to jump up high and through the ring. Flying through the air like this is where the sniping is a lot of fun.

Memnate is the Tower Ring from memnite_r. The snipers spawn inside the tower and then they can teleport up to windows so they can snipe the Red and Blue players. All the action takes place in a huge, wide-open, outdoor area with a few things to take cover behind.

Anyway, download it and have fun.
 
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memnite
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Game: Half-Life
Modification: Team Fortress Classic
 
Memnite was the first map we ever released for TFC. We thought it was pretty good at the time, but lately we realized that we should re-work and refine the map a little bit. So, that's why we decided to make memnite_r, which means it's the revised version. And we definitely did just that. We fixed and changed many things to be better. The respawns are no longer some goofy rooms, the textures look better...even the rings look better. This revised version is just an overall better map than the original, in our opinion.

The sparking idea for the map was seeing a picture of some "skeeball" type map, and that's what gave us the inspiration to make a map where you have to "go through" something. Memnite was probably what started our trend for making really big maps -- probably too big, but whatever.

The gameplay is fairly simple: Blue and Red fight for control of rings while Yellow snipes everyone. Sniping in this map is definitely a lot of fun as you kill the Blue and Red players flying through the air. And trying to cap the rings is a lot of fun because of the flying. Basically, the flying-through-the-air part is where the map is a lot of fun.

Enough talk, check it out for yourself.
 
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memnute
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Game: Half-Life
Modification: Team Fortress Classic
 
After playing memnite with other people, it became clear that with low player counts, the action is very spread out. So we decided to split it into two maps: one map with only the Tower Ring and another map with the Cave Ring. We then turned it into the night for these two maps.

The Ring Control gameplay is different from any other map you've played, except memnite, but it's still fairly simple. Red and Blue fight for contorl of the Ring, while Yellow snipes everyone. Red and Blue can use jump pads to jump up high and through the ring. Flying through the air like this is where the sniping is a lot of fun.

Memnute is the Cave Ring from memnite_r. The snipers spawn inside the tower from memnate and then they can teleport up to windows in the Cave of Memnute. From the windows, they can snipe the Red and Blue players. All the action takes place in a huge, wide-open, cave area with a big rocks to take cover behind.

Go ahead and download it to start the fun.
 
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murk
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Game: Half-Life
Modification: Team Fortress Classic
 
For starters, murk is just a synonym for "dark." The idea for this map was basically created by those maps from Quake 3 with the bouncing pads that are used to get around everywhere. Most everyone has said the map is reminiscent of Richochet, but that certainly wasn't in our minds when we were tweakin this map out. The whole point of the map is for up to six Hunters (soldiers) to knock off as many Unfortunates (civilians) to help their team win. This task is greatly complicated by the fact that you have to do this while working your way around all these pads. Oh yeah, and the Unfortuantes are invincible and have quad damage -- so, Hunters are gonna be runnin for their lives. Just, get the map so you can know exactly what we're talkin' about.
 
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shoobuh
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Game: Half-Life
Modification: Team Fortress Classic
 
Well, it's finally here...shoobuh is complete. There's not much to say that's would be different from the r01 and r02 pages. This is the biggest map we've ever made, and we think it's the best looking map we've ever made.

This is a CTF map with a twist. You can cap the flag in your team's respawn room, or in the enemy base for 2 points and 10 seconds of quad damage. This simple addition to the map caused quite a headache in tweaking it out, but we think we've found just the right settings.

Earlier, when I said this map is the biggest map we've made, I meant it...seriously. This map takes up all of the space in Hammer, witht he exception a couple of empty areas in the corners. We also didn't go too high and low with the map, but it is rather tall, overall. This is mainly due to the pits, but the map does have some height either way.







 
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skayoo
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Game: Half-Life
Modification: Team Fortress Classic
 
After a month of hard work (actually more like 2 months if you've been counting since b1 was released), Beta 3 is ready for release. We've made some great changes for b3, like to the computer status lights, info board, messages...oh and of course, the yard has had quite a few changes. The sniper/battlements were completely remade, while still staying somewhat true to the original layout. We also made a few other changes to the yard, like the extra room across the now-walkable arches from the "original" sniper/battlements areas. We also added in the Control Center, but we aren't gonna tell you how to get there...you'll just have to figure that out on your own. So anyway, Beta 3 has been released.

Skayoo is a cool map. It's not like any other map you've played before. Don't go into this map expecting normalness.

The basic idea behind the map's gameplay is to take over the enemy base. You do this by tampering with the enemy computers using their Access Card. There are multiple methods of taking over, which you can see a list of in the map description text file.

Skayoo does have a semi-normal CTF-style gameplay to allow semi-normal TFC gameplay. Even that's not the typical CTF, though; instead, you steal Source Code from the enemy computer lab and upload it to your lab's Source Code computer.

This is by far our favorite map that we've ever made...or that anybody's ever made, for that matter. It's impressive to us that we made this map, so we hope it impresses everyone else who plays it. If we never make another TFC map, this would definitely be the grand finale. In our opinion, it truly is an amazing TFC map, so we hope you enjoy it.

For their work on the custom models, thanks to the following people: Unfor, Dragline, Nine, and Senor.

Something to consider is that we are unable to open TFC, goto the console, and type map skayoo_b3, because TFC crashes. We can create a server on skayoo just fine. But apparently we really are reaching the limits of the HL engine here, so just be aware of that.

Also, expect to see a video for this map soon. Well, I say soon...but who knows when we'll make it. But we're definitely going to make a video of this map.

Yeh...
 
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waterpolo
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Game: Half-Life
Modification: Team Fortress Classic
 
This is one of those arena-style soccer maps. As the name implies, it's theme is a game of waterpolo. Well, you're not swimming in the water or anything like that, but you do have to keep the ball in the designated body of water -- which does lead to close calls when you're trying to land in the water. There's a set of beams that show ya just where ya can't go, even though it's obvious what's water and what's not. Along with the Blue & Red teams trying to score, they each have one goalie who is a quad damage and invincible having president that will rule you if you're not careful.



 
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wolteg
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Game: Half-Life
Modification: Team Fortress Classic
 
Wolteg is a push map for TFC. You take the ball from the middle yard area into the enemy base on the cap point. There is a message sytem instead of the colored lights that most push maps have.

The name wolteg came from the song Get Low, by Lil' Jon. Most of our map names don't have any meaning, other than being gibberish that we always say. In a way, the gibberish words do have a meaning, but they're more of an inside thing. Wolteg, however, is not gibberish, it's just Get Low backwards.

Anyway, download the map below, see some screenshots, or even watch the run through video that we made with the first release of wolteg.

 
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wunmogin
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Game: Half-Life
Modification: Team Fortress Classic
 
This is a sniping map for TFC. It was started after seeing the Brooklyn Bridge and thinkin' it would be cool to make really big bridge in a map. And then, I was watchin' Last of the Mohicans and heard the waterfall later on in that movie, and thought it would be cool to use that waterfall sound for a waterfall in a map. So, that's what this map is...a bridge and two waterfalls. It is a big map with high r_speeds, lots of steaming waterfall sprites, and really loud waterfall sounds. All of that makes the map have a really good feel to it. Anyway, stop reading this boring stuff and go play the map. As I mentioned, this map has high r_speeds, so don't try playing this on a slow machine.
 
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ww_memnate
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Game: Half-Life
Modification: Wizard Wars
 
Basically, it's the conversion of memnite for Wizard Wars. The big change here is that this is only one ring area from memnite. We're also doing the same for the TFC version. Anywho, along with memnate, we'll be releasing memnute which is the other ring from memnite. Everything has been re-textured, and the respawns have been completey re-worked to look not-stupid. Like ww_wolteg, you can expect to see the first release of this map along with the next public release of Wizard Wars.
 
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ww_wolteg
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Game: Half-Life
Modification: Wizard Wars
 
Wolteg converted for the mod, Wizard Wars. Changed the theme from outdoor-sy to a snowy mountain area. Expect to see the first release of this map with the next public release of Wizard Wars. Sub-sequent releases will follow, if necessary changes are needed.
 
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bc_irid
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Game: Half-Life
 
This was just a map made to pass the time. The map was included in the BumperCars MOD and was in early alpha versions, but there there were some "issues" with the map that had it excluded from the public beta release. The issues are basically how cars react when on sloped surfaces, and irid's bottom area is slanted towards the middle section. So, lacking the desire to make the changes the map was left as-is.
 
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ts_qwijibo
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Game: Half-Life
Modification: The Specialists
 
A small dueling map that was made for a mapping contest for The Specialists. We didn't release this map for awhile cause we basically forgot about it. The map is pretty cool to play on with a handful of people -- so, it doesn't have to be a dueling map. There's some entity that exists in The Specialists, but isn't fully implemented yet so this map is just meant for about 6 - 10 people to run around and deathmatch it up.
 
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cs_emporium
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Game: Half-Life
Modification: Counter-Strike
 
This is the first official Trepid map, but definately isn't the last. It's a complex map of a brick warehouse. But, it's not your ordinary warehouse that you've seen a hundred times in Half-Life and its mods. This is different from all the others, and most likely better.

We used some TFC textures along with CS textures and our own textures. The textures really work well with the lighting. We didn't take too much time in adding detailed lights, but they do the job well. Actually, the detail isn't our main priority in this map...it's the gameplay that we were worried about the gameplay, when we were making this map.

There are plenty of escape routes, while keeping the basic layout of the map. The Counter-Terrorists start in a corner of the warehouse, while the Terrorists start in the opposite corner. While there is a path through the middle, the CTs can't run through it because of a busted button to the main gate. So, the CTs have to go around the sides of the warehouse, but they can break off into different routes--which makes for good strategy. After the CTs get the hostages, they have a quicker escape route, because they can come back through the main gate, since the button on the other side works.

There are enough spawns points for a 32-player server. Enough talking, just download it, and play it for yourself...
 
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de_emporium
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Game: Half-Life
Modification: Counter-Strike
 
This is a modified version of cs_emporium_done, turned into de_emporium. Basically, that means we changed the play mode from rescuing hostages to bombing/defusing. But, we didn't just change the play mode.

We also changed the layout of the map, making it more efficient. Instead of having about twenty different ways to go, there are now only about five different ways to go. We just got rid of lots of things in the map that seemed unnecessary.

There are enough spawn points for 32 players. And, the map is made in such a way that you can rush like crazy or move slowly with strategy, having fun either way. But enough talk, just download and play it already...
 
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tre_await
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Game: Half-Life
Modification: Counter-Strike
 
This is just another one of those little goofy maps. It was started a day or two after tre_toss, but wasn't completed until after the first release of memnite came out. The whole point of the map is that it's seperated by a set of doors. These doors stay closed until someone pushes the button. After the button is pushed there is a 10 second coutdown until the doors open. There's a 15 second delay before the button can be reset again, and then it can be re-pushed to close the doors. Nothing too special. Like I said, just a goofy map.
 
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tre_toss
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Game: Half-Life
Modification: Counter-Strike
 
So, I was just sitting at my computer the other day and I told Jon that we needed an he-style map. The idea is that you can only throw HE grenades at each other. It promises to be lots of fun online and LAN alike. It supports 32 people and you can just whale away on each other. WHALE...away.
 
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