Archive for the 'Map' Category

07 Jul / 1:30 pm

Wanted: Canalzone, $100 Bounty

Canalzone was a favorite map by lots of old school Quake World Teamfortress Players. Digital Jedi has decided to post a bounty for all map designer to recreate this masterpiece in the world of Team Fortress 2. If you have any questions on the requirements for claiming the bounty, please e-mail lunk, or stop by #digital on irc.gamesurge.net.

cz_wanted.jpg
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21 Jun / 6:00 pm

Pyro Achievements And Unlockable Weapons

It’s official, the pyro achievements have been released! In addition to the new achievements, included in the update is a suite of new unlockable weapons, The Axtinguisher, The Backburner, and The Flare Gun.

FlaregunBackburnerAxe
These weapons could have taken a number of turns as seen in this concept art.
Flaregun Concept Art
More details can be found on the official pyro pack site.

This update also includes two community created maps, ctf_turbine and cp_fastlane. Having played a couple of games on Turbine it’s one of the most balanced CTF maps out. It’s not as dull and boring as ctf_well and allows the players to move around with ease. I haven’t checked out Fastlane as of this writing, someone let me know how it is.

Turbinecrit-on-scout.jpgFast Lane

Hopefully this release of pyro achievements won’t be so easy to hack. The bug from the last release that allowed players to unlock all achievements and run around causing havoc.

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

  • Added 2 community maps: cp_fastlane and ctf_turbine

Pyro

  • Added alt-fire compression blast to the basic flamethrower
  • Added The Axtinguisher, The Backburner, and The Flare Gun
  • Hadouken taunt now kills people it hits
  • Tuned the flamethrower hit detection to improve detection versus retreating opponents
  • Removed Flamethrower’s damage falloff (was falling off to 25% by the end)

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12 May / 11:30 am

Team Fortress Custom Map CP_Castle4 Released

Vilepickle has been at it again, releasing yet another update to his completely original CP_Castle map. Big thanks to all the time and hardwork you put into these maps. Without you the TF2 community would not be flourishing with such an abundance of high quality, user created, custom maps. You rule Vile, even though you stab me in the back as spy sometimes.

The map cp_castle3 has, at long last, been updated to cp_castle4.  This version fixes many of the troublesome issues of version 3 such as campable spawn doors, overly large stages (stage 3), and adds features like another CP to stage 1.  The map also looks much better than version 3, which should be a welcome change.  If you are running Castle right now or have stopped running the map, I encourage you to check out this version, because it is quite a bit different.

README (full changelist):
http://vilepickle.com/map/readmes/README_cp_castle.txt

Screenshots:

castle4-3.jpgcastle4-4.jpg

http://vilepickle.com/map/screens/tf2_cp_castle

Download:
http://vilepickle.com/map/cp_castle4.7z (7-zip)
http://vilepickle.com/map/cp_castle4.zip (zip)

Changes from Castle3
Continue Reading »

30 Apr / 2:00 pm

CP_Stag Gone Gold!

Our good friend in REV6 and community architect, Vilepickle, has released his final version of CP_Stag. This map was a favorite of Q3F players everywhere and I’m glad to see it ported and updated for Team Fortress 2.

stag-1.jpg  stag-2.jpg

A blogger over at Bad Gamers had the following to say.

Vilepickle’s cp_stag reached final as expected and the minor fixes to the already quite polished b4 were wider corridors in the mid section in order to keep the demomen even more busy with their sticky bombs. If you don’t already have all his maps then go grab the Pickle Jar pack of 6 map delicacies!

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