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  1. Ezekel

    US Gameday - Saturday November 14th

    cp_undercrypt_b8 Thread: http://tf2maps.net/resources/undercrypt.910/ Download: http://tf2maps.net/resources/undercrypt.910/download?version=1347 (might already be on the server)
  2. Ezekel

    undercrypt - update to b8

    i've gone ahead and made a raft of changes, including reducing the height variation at mid, redoing second, creating another access into mid and relocating the exit for the forward spawns oh yeh, almost forgot, i also increased brightness on interior light sources by 20% too
  3. Ezekel

    CP undercrypt

    i've gone ahead and made a raft of changes, including reducing the height variation at mid, redoing second, creating another access into mid and relocating the exit for the forward spawns Read the rest of this update entry...
  4. Ezekel

    undercrypt b9

    Ever wanted to fight over control of capture points in the basement of a cathedral? well now you can! Fight for 5cp supremacy in the depths of the crypts of red and blue teams, in a map that delivers an environment never before seen in TF2!
  5. Ezekel

    CP undercrypt

    undercrypt - 5cp map set in and around 2 crypts Ever wanted to fight over control of capture points in the basement of a cathedral? well now you can! Fight for 5cp supremacy in the depths of the crypts of red and blue teams, in a map that delivers an environment never before seen in TF2!
  6. Ezekel

    CP gothic

    ok i've made a number changes. layout changes can be seen at A and C. at C i've pulled the CP position back a bit and changed how red access the area: at A i've opened up the area more. Most noticeably i've removed the stair case in the middle of the capture room and made A sit between 3 tesla...
  7. Ezekel

    CP gothic

    I'm not 100% sure, but I think Gothic came first (~2010)
  8. Ezekel

    CP gothic

    Thanks for the heads up. I'll look into doing this on the next version
  9. Ezekel

    Gothic - gameplay changes and some detailing changes

    lotsa changes: http://tf2maps.net/threads/gothic.17366/page-4#post-294728
  10. Ezekel

    CP gothic

    lotsa changes: http://tf2maps.net/threads/gothic.17366/page-4#post-294728 Read the rest of this update entry...
  11. Ezekel

    CP gothic

    so hey... i've made quite a lot of changes recently, some cosmetic, some gameplay and some both. i've redecorated CP B so it's less boring looking (no more giant blank wall, and put a forge by the point instead of the crates that were there) i've also changed how blue team enters B, giving a...
  12. Ezekel

    Underhanded b4c

    http://archive.tf2maps.net/showthread.php?t=12440 Underhanded b4 Undermining all foes! currently available in Strawberry Beta flavour! A new locale has emerged in the constant search for those fabled pits of gravel. In the mounting desperation, fuelled by the ever growing gravel shortages...
  13. Ezekel

    Moonlit b6

    http://archive.tf2maps.net/showthread.php?t=18868 My dynamic payloady thingy not much to say yet, except that it's got some roll zones and an elevator. i'm gonna be setting up something else too if i can get it to work. fingers crossed - that something else is the underworld. the cart may...
  14. Ezekel

    Multi Stage Canyonfodder b8

    http://archive.tf2maps.net/showthread.php?t=16197 not much to say really. a 3 stage cp. the name is one i've wanted to use on a map for a while. the major landmark of the map is a large antenna, inspired by the ones dotted around the islands in Just Cause 2. now it's in beta
  15. Ezekel

    Gothic b9

    http://archive.tf2maps.net/showthread.php?t=17366 a steel type map set in a castle/fortress that's in the process of being gutted to house some sort of device. originally i wanted to have a dracula's castle sort of feel with a dr. frankenstein's lab for the final. things haven't turned out...
  16. Ezekel

    CP Canyonfodder

    so i've made some changes in the pathing to hopefully give red better flow in stages 1 and 2 also i've amended some of the pick ups too i've switched the ambient lighting colours to that of dustbowl and some clipping tweaks i've made that door we were looking at less relevant by removing...
  17. Ezekel

    CP Canyonfodder

    hey egan. thanks for the feedback you've given. overall, when i was playing on stage two, i was feeling the same about that doorway. it's out of place, and if anything makes attackers not stick to the bomb when it gets past that point of the map. it's a hangover from the cp version, and...
  18. Ezekel

    CP Underhanded

    hey steve, i'm not entirely certain where it would be now, but it was on the contest rules thread for the CTF mapping contest from about 3 years back
  19. Ezekel

    CP Underhanded

    fixed the forward spawns so that they aren't accessible before you cap mid and become inaccessible when you lose mid. flagged the rain at mid and at the final CPs as weather.
  20. Ezekel

    CP Underhanded

    so it seems i've gone through a phase of revisiting a few of my older maps and updating them. turns out the last release on this was in 2010 if you can believe that... hadn't realised i had been mapping for that long. anywho, i've made quite a bit of a layout change that should hopefully...