Oh man I got a lot of maps. I got more posted maps than anybody else on the site infact. Though there are only some ones worth mentioning.
So lets go down by release date.
2014
Canals (KOTH) Sept 15th
When you think of bad maps, what comes to mind? Flat, overscaled, open areas with little of value or interest? Well Canals has you covered with its flat, overscaled, open design. Featuring a useless back area (later turned into an easy to camp building) and a tiny building with the point in it. And the cherry on top was that the map was mirrored, but spawns were rotated, meaning that an odd sightline was created for one spawn, but not the other.
2015
Theory/
Caves (CTF) Jan 23rd - 25th [72HR Contest entrant]
Overscaled, flat, and open, though not to the degree of Canals (At least for Caves). Theory was a very early entrant into the 72HR contest that kicked 2015 off. It was absolutely massive, and very flat and open to boot. It had an odd raised mesa at Mid, and very little of value elsewhere. After a test, I remade the map to be better in every area. This remake was Caves, a much improved version of Theory, that had a bit too in common with 2Fort. While Caves was a huge improvement on Theory, it was still an awful map and certainly did not get far in the voting phase of the 72HR Contest.
Raise (A/D CP) Jan 27th
Not one to wait around for competence, I started on my next creation immediately after finishing Caves. Raise is without a doubt my worst map ever. It's bad, extremely bad. I'd say the best part about it is that the download is gone now, so nobody will ever see it again. I hope.
Underbid (TC, yes, THAT TC) May 11th [Adopted Map]
So a few months pass with various mediocre maps. I figured, if I suck at making layouts, might as well take someone elses. So I took a look at the Orphaned Maps Repository. There were various maps from all kinds of people, of all kinds of qualities. Though like the idiot I am, I find the one Territorial Control map in the entire place, and try to pick it up. Bad idea, very, very bad idea. But on the plus side, I got Idolon to rerelease his
Dosh texture.
Fasterlane (5CP) Never finished [Remake]
What do you do after you tackle the most complicated gamemode in TF2? You try to fix big issues with an official map with less than a year of experience. After
polling the TFMaps community for what they thought was wrong with the map (
Twice actually). I decided to try and do it by myself. Bad idea, very, very bad idea. But on the plus side, messing with Fastlane taught me the importance of looking at official maps for gameplay advice when you're a novice mapper. So, I thank Fastlane for that, it's not the bad map I made it out to be in the two polls I made, even if it has problems.
Moonrock (CTF) Jun 2nd
Taking what I learned from Fasterlane into mind, I made my first somewhat decent map. Now Moonrock is not good by any stretch of imagination, but its design shows a far higher level of competence than anything I put out before it. Also my first Workshop map.
Driveby (KR) Jun 9th
Kart Racing! After TF2 added bumper cars, it was an odd little fascination for the TFMaps community for a bit to make the best kart racer. It was a decent map, if a bit boring, but the ultimate thing that killed it was the inability to disable powerups. This sounds boring at first until you realize how much of a pain the Parachute powerup is. Shame too, I would love to make KR maps occasionally.
Route 22 (A/D CP) Sept 14th
A desert map, and my start of attempting to make those kinds of environments in one of my maps. Route 22 was a concept that never really turned into anything. I was more enamored with the thought of the detailing that I forgot to make a good layout for it. It's a concept I want to revisit someday, even if now Overwatch has pretty much the same idea I had in Route 66.
Terranunis (CTF) Sept 21st
Inside a briefcase was the reason I decided to continue mapping, or at least that's what Terranunis said in it's attention seeking OP. I know now that my will for continue to do the things I like is far bigger than any nylon briefcase would dream of shutting it's locks over, but that's a story for another day. Terranunis was a slightly better knock at CTF after I made Caves, and started the phase of me being creative with my names. As for the map, mostly mediocre...
Eturnius (3CP) Sept 28th [Dynamic CP Contest Entrant]
Named after my eternal will to continue mapping, Eturnius was an early entrant into the DynCP contest. Made by a guy with basically no entity smarts, it was bleh. The dynamic elements were nearly non-existent, and the rest of the map wasn't much further from that. More boring corridors than a middle-class hotel. Though Mid was kinda okay, and it featured my first foray into Alpine detailing.
Gulf (A/D CP) Dec 2nd
Originally started as a TF2C map, Gulf quickly found it's way onto TFMaps servers, and ended up giving everyone
the boot. Despite this early setback, Gulf was a map on it's way to becoming playable, Until a TF2 update made the map break completely. After remaking it into a far worse version, I dropped the map.
2016
Qase (A/D CP) Feb 20th
HAHAHAHAHAHAHA. Though for anyone who played this map, I bet you were waiting for me to talk about it. My second worse map ever, and a huge demotivator for me. Qase was the perfect example of me having gained no skills in layout design, as it was just about as the same quality as my early maps. The map even looks bad in screenshots, and it doesn't get any better in game.
Eturnius (Arena) Feb 25th
Haven't we been here before? Well no, because this map may share the name with my earlier DynCP entrant, it is completely different in layout and gamemode. Eturnius was an evolution of an idea I had been experimenting with Arena mode where I figured "Hey! People don't like Arena mode for being too slow, so why don't I make round end quickly!" And I accomplished this by removing alternate pathways and railroading players into a big Mid battle, which devalues classes like Engineer and Spy quite a bit. Later versions of the map featured an Arena Respawn twist, which turned the rounds into marathons because it only took one person to turn a minute round into ten minutes. At some point the Eturnius name and Autumn theme I brought into this map are something I want to bring alive again, but for now it lays dormant, waiting patiently for me to finish up newer creations.
Bellick (Arena) Jul 17th [Detailed in 72HR Jam]
Now we're getting closer. Bellick was a much later take on Arena design, featuring player choice as a forefront of it's design. No longer railroaded by constricting map design, Bellick fared much better in playtesting. After pushing it through a few versions and seeing the 72HR Jam start, I decided to detail the map for the jam. About 40 Hours later, and the map was detailed. It's not the best detailing job I've done, in fact in some areas it's not even passable. And the worst part is, is that I messed up the absolutely beautiful settings I made for my
Grand Pink skybox, a very colorful Badlands recolor.
Relax (KOTH) Apr 1st [Uploaded months later]
A joke map intended for the April Fools contest. Relax's joke was the.... well, lack of one. It was simply a rather calm alpine map. With the exclusion of Pumpkin Bombs, nothing really went on in the map. Simply a very
beautiful night lighting, with a much more mediocre detailing pass on it. It ended up missing the contest deadline because the download for it broke at the last second.
Sunrise (PL) Aug 27th
From Muddy comes a simple Single Stage Payload map. While it's not the biggest innovation in PL gameplay out there, it's a reasonable decent map. Featuring some gameplay changes from me and a
gorgeous skybox from
Owly Oop, Sunrise was the one. But not really, because while BLU spawn might have been gloriously decent looking, I never came up with a better B point, and eventually left the map on sad terms. Maybe I should have collabed with DaDema all along.
2017
Dawn (Arena) Jun 21st
My body aches, my head pounds, what has happened since I left? After a long hibernation period, I came back to mapping, older, a bit smarter, and after adopting an Arena map from
Berry, I threw her layout out (Sorry Berry) and made my own. Without a doubt my most playable layout yet. I've been in the middle of detailing it for a bit now.
And that's a write-up on a few of the maps I've made over the nearly three years I've been a burden and a bit of a help for this site.