I've only had the opportunity to play two full rounds, but this map is great!
The moving flatbed mechanic works well and leads to close, exciting...
Pretty slick interface, FireSlash!
Though I've been away from mapping a while, wouldn't you simply name your map cp_courtyard_conflict? (Note the use of the second underscore)
Just a quick suggestion:
The "toll-booth" gate that opens when the second point is captured should be removed. As a defending medic, I was trying...
There is a lot of potential in this concept; I can't wait to play it on a full server!
As with all new concepts, especially variations of CTF /...
Just went through all entries. There's some very nice work, and it was tough to decide a #1. Tipping my hat to Nameless for the scenic views!...
Get help, man.
Team Fortress 2 : Zombie Fortress
Asylum - zf_asylum_b1
* Title: zf_asylum_b1
* File: zf_asylum_b1.bsp
Superb work, drpepper! There was significant redundancy in the map submission system.
They're embedded in the bsp, just use pakrat to extract them. Fyi, the textures are modified HL2 door textures.
A ha! cp_schism lives on in multiple incarnations!
Looking forward to trying out the new gametype, too ;-)
Not adding much, but crouching collision boxes have gotten larger, this is fact.
Came here to post this, but now just to confirm it. I've got it working in asylum (see sig) for the tower bell.
Ahem.... Chrono... ;)
A welcome, responsive fix. Thank you Valve!
This update has affected map navigation to a noticeable degree. Maybe I'm ticked because this reduction in crouch-jump height has altered the...
I never bothered to download this.
This is incredible.
You are incredible.
Great work eerieone, and to everyone who participated!
zf_asylum_b1 has been updated!
Whoa whoa whoa, you don't have to do that. You can reveal non displacement faces of a brush by toggling the 'Displacement Solid' button in the...
Here are my three lighting "scenarios" that I utilize (not including light_environment):
- High linear, high...
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