Search results

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.
  1. tovilovan

    Repacking your maps

    The cmd method never ended, but the ingame method was fine (maybe 1 min).
  2. tovilovan

    Repacking your maps

    How long should this process take? Mine's been chugging along for about a half hour for a 60 mb file. The ingame method worked!
  3. tovilovan

    Snakewater final

    http://archive.tf2maps.net/showthread.php?t=14835 by tovilovan Final version out now! Snakewater is a 5-cp map set in an alpine lumberyard environment similar to Sawmill and Thundermountain. The gameplay is based around competitive play, but similarly to maps like Badlands and Yukon it should...
  4. tovilovan

    CP Snakewater

    Thanks a lot everyone!! No, I didn't, in fact I specifically avoided using the _final suffix in case it would be needed. I suppose Valve want all custom maps to have the _final1 suffix just to be sure.
  5. tovilovan

    CP Chinook

    Hey! With Snakewater finished up for the upcoming ETF2L season, I've got another treat for you. Here's cp_chinook! https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a1.bsp Currently in a1 version, I've tried to create a straightforward 5 CP map, but playing around a lot with the...
  6. tovilovan

    CP Quay

    Beta 2 released! The biggest change is mid, which has been heavily reworked. Download link: https://dl.dropbox.com/u/2447457/cp_quay_b2.bsp.bz2 I'll get screenshots up in a couple of moments.
  7. tovilovan

    CP Quay

    I don't mind a text block at all, in fact that's exactly what I need: someone to tell me exactly what they feel when running through the map! I agree that the map might be slightly confusing at first, but I personally feel like it's mostly about being unfamiliar with the map, as you say. The...
  8. tovilovan

    CP Quay

    Quay ( /ˈkiː/ ) is a regular 5cp map designed by chojje ( /ʃɔ'jɛ/ [↘↗] ), set in some sort of harbour/quay area. It's being designed for competitive play and will keep working with the height differences that I've been experimenting with in Snakewater. Using areas that will allow you to get...
  9. tovilovan

    TF2Maps.net Contest #8 - KoTH, Sponsored by STAR_

    From my experience of competitive mapping, there's no way you're gonna create a map liked by the competitive community without any sort of competitive experience. You're just not gonna be able to 1. anticipate what competitive players expect and 2. understand what they mean with their (often...
  10. tovilovan

    KotH Idioteque

    Alright, playtesting has been successful and I will now proceed with detailing and finishing up the last balance issues.
  11. tovilovan

    KotH Idioteque

    Updated to a3: https://dl.dropbox.com/u/2447457/koth_idioteque_a3.bsp Changelog a3: Signs added Increased lighting on mid Added slide doors to left side attack route Added some sightline blockers
  12. tovilovan

    KotH Idioteque

    I have one file that I always edit for this kind of screenshots, happened to be taken on egypt :O In the meantime I released a2: https://dl.dropbox.com/u/2447457/koth_idioteque_a2.bsp Changelog a2: Dropdown above mid replaced by a massive pillar (think obsidian, spooky shit :O)
  13. tovilovan

    KotH Idioteque

    What about this change, gentlemen: https://dl.dropbox.com/u/2447457/cp_egypt_final0005.jpg ?
  14. tovilovan

    KotH Idioteque

    He's probably middle age, and hardly a ninja. Yeah, I'm a bit concerned that it might be a bit too powerful, except the fact that you're very exposed to snipers in that position. I will definitely pay attention to how it plays out, and probably do some tweaks to add some risk to the reward.
  15. tovilovan

    KotH Idioteque

    The map features moving platforms, fat italian plumbers and a big boss fight towards the end with a giant mutant turtle.
  16. tovilovan

    KotH Idioteque

    This time I have absolutely no excuse not to participate - might as well get started straight away.
  17. tovilovan

    KotH Idioteque

    I'll just leave this here. KoTH map - the key idea is giving all 9 classes opportunities to have fun, and working a lot with the most beautiful feature of TF2: height differences. Map name may or may not be subject to change. Thanks to 42Pandas for useful feedback.
  18. tovilovan

    Brushes editing themselves?

    The corners were quite logically placed, but making it two wedges fixed the issue.
  19. tovilovan

    Brushes editing themselves?

    Every time I close down hammer and start it again, or when compiling, a certain vertex edited brush always edits itself, moving one of the nodes a few units y-ward. Anyone had this problem, and how do I fix it? The brush isn't particularly complex, but the brush is always edited in the same way...