Skull Island is a custom map for Team Fortress 2. It was made using the Hammer Editor and
Source Engine. If you have Team Fortress 2 you can download and play the map. Otherwise I've provided a description of the map's progression accompanied by a slew of screenshots.

It features 3 rounds in which the Blue team has to capture two control points (the Red team is on defense). Team Fortress 2 presented an interesting design challenge as the map had to be balanced for 2 teams and 9 classes with unique abilities. Following the game's theme the map is set in a 60's spy base hidden on a volcanic island, and also carries its own unique skull and octogon motif. The map features interior, exterior, and vertical areas, secret passages, and landmarks that create the illusion of size while optimizing used assets.






Round 1



Blu moves from their spawn on a transport disguised as a cargo ship to the first control point on a dock in the center of a village bay.



While it is visually open it is only accessible through the large hut (which provides Red an enclosed area to defend) or a ladder coming up from the far side of the dock, which presents an opportunity for interesting water battles.



The second control point is inside the skull cave. Though Blu has a relatively short route to the cave entrance it will be well defended as Red has an elevated platform above and a sniper deck to shoot through the eyes of the skull. Alternatively Blu can drop down through a hole in one of the village huts into a tunnel that leads to the top of the deck.

Red spawns in a base built into the rock behind the skull cave and can use the water as cover to get behind Blu's forces. At the bottom of the bay players see a glass floor above a control room, which will be visited in round three.


Round 2



Blu spawns at the base of a stairwell that leads up to a bunker where the first control point is.





After taking the bunker Blu has to take the top of a tower at the center of a crater. The Blu spawn leads straight to the opening at the base of the tower and an alternate route around the edge of the crater. The tower gives Red a clear advantage, having an elevated, enclosed area to defend. However, the bunker allows a few Blu soldiers to distract Red by firing down at the top of the tower, even though they cannot get there on foot. The interior of the tower has two ramps that spiral around a pit that drops into a bed lava, so players will have to watch their step.


The inside of the tower has a ramp that spirals to the top, and a sheer drop down into some lava.

In this round Red's spawn room leads straight to the base of the tower, or they can take an elevator that exits through a passage in the floor of a hut near the top. This allows Blu to catch some of them as they head up the tower, and also lets Red assault the bunker from the side. There is also a vent that Red Spies and Pyros can crawl through to sneak up on the Blu bunker forces.




Round 3




Blu heads down from their spawn to an underground section of Red's base to a control point on a bridge that spans a chasm of lava. This is a very unique space because while the cavern is very open the walkable area is limited to the bridges. Blu can head straight for the control point, or can cross a closer bridge (furthest back in the first image) to the far side of the chasm and come back around to attack Red from behind. Looking up from the control point players can see the opening at the bottom of the tower from round two.







Blu now heads to the final control point, a large under-water room with a glass ceiling and two balconies for Red to defend from. The room is large enough though that a single Sentry cannot defend it, and there are several niches for Spies to hide in. Blu crosses the closer chasm bridge to reach the control room, but can also double back and cross the high bridge to reach the Red balcony. From the balcony Red controls a trap door that drops unsuspecting players into a dungeon before they reach the control room. However, if Blu can set up a teleport in the dungeon they can use it as a mini base to attack from.




Visual Landmarks



The map contains several landmarks that help the three rounds seem like one cohesive level. The Ray Gun above the skull in round one can be seen from the bunker in round two. The pit at the bottom of the tower drops down to the lava chasm in round three. The glass ceiling above the final control point looks up to under the bay of round one. Further, the octagon supports are repeated and mirror the octagonal village huts.


Scripting

Many events had to be scripted for this map, including:

Control points that, when captured, advance the game to the next round

Six spawn rooms (three for each team) that are only active for the appropriate round and have doors that only open for the correct team

Round timers, including set-up time and gates that open when the round begins

Water and lava systems

An elevator system, complete with doors that only open when the lift is ready

A trap door that drops players into a dungeon, triggered by a lever on a higher platform

Placement of health and ammo pick-ups

Signs that change with each control point capture to direct players in the right direction