Team Fortress 2

Team Fortress 2

356 ratings
File Size
34.440 MB
Jun 24, 2020 @ 5:06am
Oct 11, 2021 @ 9:40pm
2 Change Notes ( view )

Subscribe to download

In 1 collection by ICS
ICS TF2 Maps Collection
16 items
For Halloween 2020, heres Erebus. Ambush has been haunted and creepified. Welcome to your doom!

Features that the map has:

- 3-stage 2cp map, three rounds (or less)
- Unique theme based around dark scenery
- Ghosts that scare the life out of you
- Explosive pumpkin bombs
- Ghosts turn off lights within the map at indoor areas
- Burning lava falls
- Ghosts also drop spells that you can use to beat your opponents
- Portals to Hell, getting in is easy, getting out alive is not. Cap point and enter to Hell to fetch some special rare spells!
- Skeleton king and its ghost henchmen trying to take your life in Hell. Escape through portal!

Map by ICS
Some models by Hakk1tus

Taking feedback and ideas, please vote and leave a comment if you have some. Thanks!

Map current name and version: cp_ambush_event_rc5
Popular Discussions View All (1)
Jul 10, 2020 @ 3:57pm
Play it now on a server
< >
ping issues Oct 31, 2021 @ 9:27am 
Wutville but Halloween
Quade Oct 22, 2021 @ 12:10pm 
Bad map for pub gameplay.
Payload Carts !!! Oct 22, 2021 @ 12:03am 
the arrows on this map confuses me
i keep going back to red base in stage 3
nodis Oct 19, 2021 @ 2:38pm 
"Short capture time shouldnt be an issue if you watch the point." The thing is it's really fucking hard to find the points, except for a few arrows. Most other maps have a feel of where to go, not this map. I somehow found myself getting to the final point without even seeing the 1st one.
Dogman15 Oct 16, 2021 @ 3:50am 
I dislike how Delfy implies that Valve updates community maps and writes the patch notes for changes to community maps.
DeepMind Oct 15, 2021 @ 8:52pm 
lmfao wtf is this map the blu team wins like 98% of the time.
ICS  [author] Oct 10, 2021 @ 7:39am 
About adding more time per capture. If its indeed a case of uneven teams then the time on last stage can be long. However, the map is designed to work so that teams are even. In this case both teams have equal chance to cap and to defend the point. Or just give up one and build defence for the last. Over time as players learn to play the game, that obstacle will most likely be lowered a lot.

I will keep monitoring the situation, but so far the map works as intended. Thanks for all the feedback. Please keep it constructive.
ICS  [author] Oct 10, 2021 @ 7:39am 
Responding to some of the feedback.

About capping time: It is intentional that it is what it is. If the teams are uneven or the team hasnt played the map before, it can be challenging. I've seen steamrolls of capturing all or not being able to get a certain point. Its been variety of games. Once people learn the map, times are balancing a lot. I've seen successfull defends on most points too. But if you end up with 15 mins or so to the last stage and are stuck there that time, perhaps the team isnt as good as it seemed to be? It varies a lot from each team composition. However, you have one objective. Either cap the point of defend it. If you are doing something else, thats on you. Short capture time shouldnt be an issue if you watch the point.

Ultrawup Oct 9, 2021 @ 4:29am 
I love the way this map looks, and the layout feels kind of Overwatchish (with how the high ground and flank routes are laid out) which isn't bad, but the map as a whole feels kind of... compressed?
It feels like a Dustbowl size map shrunk down to half the size, the control points are really close to both spawns which makes points A really hard to defend and points B really hard to attack, which is probably why the capture timers are so short and the rounds end up being so long.

Overall I'd probably give this a 7/10, looks great but feels a bit weird and could play better.
Ismac Oct 8, 2021 @ 5:26pm 
This map is cool can you add some lava splashes to the bottom of the lavafalls please?