Buncha stuff from ages ago
the original logic of player destruction before it was turned into a server plugin (and before it was made official in the game).
something like february 2015
the rd robot ents eventually got models:
a map i thought would be the talk of the town with all its spinning dancing tf2 character models on april fools day, and it works in a local server, but if you run it on a dedicated server it crashes everyone instantly
i got asked to join a surf map collab (you make 1-2 stages of a surf map, and all the authors pool their content together into one big map), but it was a "april fools joke theme" , so i made the two ugliest stages i could possible make.
surf_froots stage CORN (Corn is a fruit !! )
video playthrough, the music in the background is a soundscape in the map. a 'corn rap' i found on youtube and then destroyed with volume adjustments so it blows out your speakers.
surf_froots stage GRAPES -
tf2 yu gi oh map circa 2008, discontinued within like 2 days lmao
from arena_harvest_spooky april fools map, you can apparently use animated images as your map loading screen image
an in-game picture from arena_just_the_worst - video walkthrough View: https://youtu.be/WAiQlTt4mww
the effect is bad color correction + a screen overlay that warps the view
this 2011 surf map of mine opts to use a fake sky texture https://gamebanana.com/maps/141822
just so that it can use the one and only real-sky-texture for a 'security camera'
graphical error too much geo on bad gpu
at one point i didnt know how to make displacements so i made 'cliffs' out of brushes
a sphere of tightly bound geo that looks broken
i was trying to make a tool to import spyro geometry into source engine:
here is the info on my website http://mikeegan.ca/webtools/autoextruder.php
steam related but still kinda relevant
i once tried making a hl2 mod that was a recreation of jak 2 for ps2
video gameplay of that 'mod' from 2011 : View: https://youtu.be/7OjECTi4PfA
the earliest known tf2 mapping pic i have of my own maps
all the little blips out on the water were env_cubemap(s) because I thought to get reflections working youd need to place at each location reflections should be calculated from - ie, 40 env_cubemap per brush, lol
one of my first tf2 maps, i didnt know how light brightness settings worked so id use many-many lights instead:
i was working on a scooby doo on zombie island map for a while..... a long while actually....
scooby doo on zombie island hl2 mission one: castle fight
scooby doo on zombie island hl2 mission two: daphne's interview
i dont remember what this is:
or if i even made it, sorry if im stealing someone else's thing
using prop_dynamic_create on a custom built weird map from 2009:
NOT MY MAPS but wanted to include them for posterity:
koth_mindfuck , i think by @fubarFX
surf_dicks , a map where you surf along some cylindrical ramps
these displacements in ctf_doublecross are weird
this place in cp_jareths_labyrinth https://tf2maps.net/threads/jareths-labyrinth.18938/
hl2 maps be like