Recent content by Bloodhound

  1. Bloodhound

    KotH Highpass

    Hello PenPen! Thanks a bunch for the report! I was working on an updated version anyway, so this a really good moment to tell me. It's actually a game issue, but I can fix it with a few nobuild brushes. Thanks fo your effort!
  2. Bloodhound

    Team Fortress 2 Update Released

    Good. And I thought it was my fault.
  3. Bloodhound

    KotH Highpass

    Thanks to everyone who congratulated us that Highpass made it into the Tough Break campaign. And of course a special thanks to everybody who supported the development of Highpass over the past years! So let's take a quick retrospect:
  4. Bloodhound

    Model windowframe001a

    windowframe001a - Made by Bloodhound Just a modified version of the windowframe001 model. I removed the bars and removed the black stains in the texture. Purpose of this mod is a version, where players can jump through. However players can only jump through, if it's turned vertical. I don't...
  5. Bloodhound

    windowframe001a 2015-08-30

    Just a modified version of the windowframe001 model. I removed the bars and removed the black stains in the texture. Purpose of this mod is a version, where players can jump through. However players can only jump through, if it's turned vertical. I don't want credit, you can freely use it and...
  6. Bloodhound

    Mirrored Basement Rock 2Fort 1.0

    NO THREAD Requested by func_dustmote.
  7. Bloodhound

    Highpass RC2

    Highpass is a fast-paced King of the Hill map, which was originally created by Psy. Workshop More images https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc2/screenshots/koth_highpass_rc2_4.jpg...
  8. Bloodhound

    Alpen rc1

    http://archive.tf2maps.net/showthread.php?t=18631 pl_alpen is a one stage payload map using the alpine theme. Current Version: RC1 Map Overview (2MB) (RC1) More Images: Screenshot1 Screenshot2 Screenshot3 I've been working on this since Summer 2011, this is also the reason why there a some...
  9. Bloodhound

    Texture Sandbag Barricade

    Well that is interesting! I guess it was introduced for rd_asteroid? According to the VDC: prop_static, prop_physics modelscale <float> prop_dynamic SetModelScale <float>
  10. Bloodhound

    [Guide] Displacements - Basic Construction

    Me. :P Quite well documented. I would say. ;) https://developer.valvesoftware.com/wiki/Hammer_Face_Edit_Disps#Axis (See Face Normal). Probably even too well documented to catch it all.
  11. Bloodhound

    [Need Help]

    Hello Klarice and welcome to the forums. The most easiest and comfortable way would be to uses Boojum's Ultimate Mapping Resource Pack. He has presets for all gametypes. If you want to understand what was wrong with your entity setup compare each of your entities with the ones set up by A...
  12. Bloodhound

    Team Fortress 2 Update Released

    I guess Valve is one step ahead, Steve. ;)
  13. Bloodhound

    Team Fortress 2 Update Released

    Wasn't there a rule like: "Never rename your map file after compile!"? Well. I wonder what was going on there: Source: file diff from this update
  14. Bloodhound

    Adventures in graphical malfunctions

    You should not be able to join a game server running an older version than your client. But yes, somehow it seems logical since they updated the materials in the last update. Edit: According to the diff on the TF2 wiki none of the player model related materials were changed.
  15. Bloodhound

    KotH Highpass

    RC 1 A Download Thanks to the RETF2 Collective who played a mayor role in developing this release. Also to Xeramon and Rechow who spend hours debugging the map. ;) More infos and images in the OP.