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		<title>TF2Maps.net</title>
		<link>http://forums.tf2maps.net/</link>
		<description>Dedicated Site for custom TF2 Maps, Tutorials and Resources</description>
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		<lastBuildDate>Thu, 02 Sep 2010 21:24:15 GMT</lastBuildDate>
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			<title>TF2Maps.net</title>
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			<title>The Highlander Mix-Up Match is HERE!</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14947&amp;goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 18:10:53 GMT</pubDate>
			<description>Image: http://www.teamfortress.com/images/posts/ETF2L_small.png  (http://etf2l.org/2010/09/02/the-highlander-mix-up-match/) 
 
Just a quick heads up:...</description>
			<content:encoded><![CDATA[<div><a href="http://etf2l.org/2010/09/02/the-highlander-mix-up-match/" target="_blank"><img src="http://www.teamfortress.com/images/posts/ETF2L_small.png" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /></a><br />
<br />
Just a quick heads up: <a href="http://etf2l.org/2010/09/02/the-highlander-mix-up-match/" target="_blank">our exhibition match</a> with pros and pubbers is going to begin shortly. If we're being honest, we're 10% excited, 90% terrified. You should also be terrified, because our usual MO is to take notes of everything that happens during a match, then make changes to the game in bitter, small-minded retaliation. If Dave Riller can't kill someone because they're hiding behind a wall? Guess what? That wall's toast in tomorrow's patch. And if I get killed by too many Scouts, then there'll be no more Scouts, in any game, ever. Double jumps will be a fond memory in your grandad's head. Trust us on this. We have connections at Nintendo. Mario will develop a sudden desire to wear lead weighted boots.<br />
<br />
Head over to <a href="http://etf2l.org/2010/09/02/the-highlander-mix-up-match/" target="_blank">the ETF2L page</a> to see how you can watch the fun.<br />
<br />
<a href="http://www.teamfortress.com/post.php?id=4289" target="_blank">Source: TF2.com</a></div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=21">Team Fortress 2 News</category>
			<dc:creator>tf2.com</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14947</guid>
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			<title>Help with terrain</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14946&amp;goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 17:22:10 GMT</pubDate>
			<description>Hey, this is my first time using hammer. However after several days I feel that I have got the hang of alot of the basic functions. I have infact...</description>
			<content:encoded><![CDATA[<div>Hey, this is my first time using hammer. However after several days I feel that I have got the hang of alot of the basic functions. I have infact already drawn out, and started on making my first map.<br />
<br />
My question is what is the best way of making terrain, and how should I go about doing it. <br />
<br />
By terrain I mean the uneven ground, and the rocky cliffs. I tried using the displacment tool, but the results were pretty poor. Some advice for a begginer on making terrain would be nice.<br />
<br />
For anybody who's intrested here is the start I made on my map (Blu base)<br />
<br />
<img src="http://img709.imageshack.us/img709/1491/blubase.png" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
Thanks in advance ;-)</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12"><![CDATA[Mapping & Tutorials]]></category>
			<dc:creator>Okrean</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14946</guid>
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		<item>
			<title>Problems with Visualisers and Particle Systems</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14945&amp;goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 14:48:02 GMT</pubDate>
			<description>(this is for my artpass entry) 
 
First up, the respawn room visualisers on the blue spawn arent solid for either team, red can get into the blue...</description>
			<content:encoded><![CDATA[<div>(this is for my artpass entry)<br />
<br />
First up, the respawn room visualisers on the blue spawn arent solid for either team, red can get into the blue spawn. But the visualisers have the same settings as the red spawn ones (except the associated spawn room entry is different, of course). I checked the spelling for that and its fine.<br />
<br />
Second, my info_particle_systems in the skybox seem to duplicate themselves.<br />
<img src="http://i1018.photobucket.com/albums/af301/scuzgob/problem.jpg?t=1283438726" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
There should be two but theres four. Whats causing this and how do i stop it?</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12"><![CDATA[Mapping & Tutorials]]></category>
			<dc:creator>soylent robot</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14945</guid>
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		<item>
			<title>Interesting Rooms</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14944&amp;goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 09:37:30 GMT</pubDate>
			<description>quick explanation of ph if you dont know what it is: 
 
Prophunt Is a mod on tf2 where blu are any class except scout or spy (defult class it choses...</description>
			<content:encoded><![CDATA[<div>quick explanation of ph if you dont know what it is:<br />
<br />
Prophunt Is a mod on tf2 where blu are any class except scout or spy (defult class it choses is pyro - mainly best as you can burn props. but you cant use some weps as some classes). Everytime a blu attacks they lose hp (so they cant spam). The Control Point gives you full hp, but you can only use once every 90 seconds. Red are scouts with a skin of a random prop (thats included in the map). The object of the game is red hides and trys to last all the round. The last person alive on red team gets a gun (for fareness).<br />
<br />
Anyway in prophunt maps usually have secret ledges/spots. Some maps have secret rooms.<br />
<br />
I want a secret room in my map but i dont want to copy one already made. Any ideas?<br />
<br />
ones already made are:<br />
ice room<br />
Music room (this has flashing lights in xD)<br />
Brainslug room.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12"><![CDATA[Mapping & Tutorials]]></category>
			<dc:creator>Cactus</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14944</guid>
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		<item>
			<title><![CDATA[[Guide] Tips and tricks with vertical space.]]></title>
			<link>http://forums.tf2maps.net/showthread.php?t=14943&amp;goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 06:22:47 GMT</pubDate>
			<description><![CDATA[Preface/disclaimer: Over the past few months I've tried to create one or two helpful tutorials for the community, but more often then not the topic...]]></description>
			<content:encoded><![CDATA[<div>Preface/disclaimer: Over the past few months I've tried to create one or two helpful tutorials for the community, but more often then not the topic has already been covered. If that happens to be the case here (I did some searching and didn't turn up much, I also figured Grazr's guide to scale doesn't infringe on this and vice/versa.) then I offer my honest apologies, and will probably replace this tutorial with a single tear :P.<br />
<br />
<font size="5"><b>Introduction</b></font><br />
Vertical space is a tricky thing, a two edged sword, two one-way mirrors facing each other, a source of endless metaphors. In essence one must use it carefully. Since our birth as a human species, most homosapiens have come to an amazing conclusion. Our eyes are next to, not above or below each other. This leads me to my next stunning conclusion in which I unleash the truth about FOV(field of view) and TV(tunnel vision :P). I have created a picture to demonstrate.<br />
<br />
<img src="https://dl.dropbox.com/u/4058811/Tutorials/tunnelvisionexample.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<i>Fig. 1.1: Fred looking out</i><br />
<br />
Here is Fred. Fred is adventurous. Fred is looking out into a snowstorm, but Fred doesn't see much. What is important about Fred though, isn't what he sees, but <i>where</i> he sees. It's important to note that this picture isn't exactly accurate, but generally speaking I'll say it is.<br />
<br />
Now the important thing about Fred's field of view is that it's namely horizontal. Because his eyes are next to each other, he analyzes the world horizontally more then vertically. So, if there is a soldier running 256 units above Fred's head, he wont notice it for a much longer time then if it was running next to him. In fact, if the soldier was running even higher then 256 units above Fred's head, Fred would have to crane his neck to see the soldier, therefore taking his eyes off the battlefieldsnowstorm in front of him, and making himself more vulnerable to threats on his plane (the ground he's standing on).<br />
<br />
Furthermore, if Fred really wants to win, or get a good kill/death ratio, he's going to probably have a good case of TV, and possibly an advanced Simpsons complex. <font color="LemonChiffon">(futurama is better)</font><br />
<br />
What to take from all this? <i>Humans, thus players examine the world much more horizontally then vertically, so they will see what's ahead and to the side of them much more then what's above or below them. That's why monitors and TV's (noun, this time) extend out much more horizontally then vertically.</i><br />
<br />
<font size="5"><b>Common Vertical Space Ailments (and Cures)</b></font><br />
TF2 is very receptive to vertical space in maps; it's very easy for several player classes to navigate up and down as they would on flat ground. Sometimes though, many maps make simple mistakes that make navigating up or down in a map very cumbersome, difficult, and generally aggravating for the player.<br />
Here are some examples:<ul><li>Not enough routes between levels (there aren't enough ways to get up to level 3, and down to level 2)</li>
<li>The distance between levels is too big.</li>
</ul>One of these has an easy fix, and one of them also has an easy fix. For the first of the two (the most common I see by far in a map) mappers often get excited about using vertical space in a map. Often they get so excited that they decide to make a map that is more vertical then horizontal. This presents two challenges. First, players will have to look up and down a lot to assess the battlefield, courtesy of the aforementioned eye placement in humans, and second that the mapper in question may forget to add several routes between levels. <b>To solve the second one, add an intermediate level between the two, or shorten the high level in question to better fit the lower.</b><br />
<br />
<font size="5"><b>Dealing with Height Levels: Routes</b></font><br />
<br />
<img src="https://dl.dropbox.com/u/4058811/Tutorials/tut_verticalspace0000.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<i>Fig. 1.2: A significantly lower level (192u in this example)</i><br />
<br />
When a player is on a level significantly lower (128u+) then another, they are at a large disadvantage when fighting anyone above them. There is a way to null this disadvantage, and even use it to good effect, but it takes one major thing: routes. A map with a lot of vertical space needs a lot of routes between that vertical space. Treat a pit with several routes (3-4) in and out of it. One way routes don't really count. It's important to do this so that players in the pit don't feel scared to go into it, as they know there are multiple ways out. Having a lack of routes (2-) makes any lower area much more disadvantageous, and a higher area much more advantageous and easy to camp. <br />
<br />
To take a Valve example, look at the lower route into Cap 2 of Stage 3 of Dustbowl. This lower level features only two routes all classes can take (all classes must be able to take a route for it to be a route). Thus, it's significantly more dangerous to navigate then if it had another exit leading up to perhaps the long hallway connecting CP 1 to CP 2. Players realize this, thus the lower section of CP 2 Stage 3 of Dustbowl rarely sees much player traffic.<br />
<br />
<img src="https://dl.dropbox.com/u/4058811/Tutorials/cp_dustbowl0000.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<i>Fig. 1.3: The Valve example</i><br />
<br />
It is also important to provide routes to most playable areas around a lower/upper area. I have a screenshot to use as an example:<br />
<br />
<img src="https://dl.dropbox.com/u/4058811/Tutorials/tut_verticalspace0003.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<i>Fig. 1.4: Four routes out, two sides covered</i><br />
<br />
This lower level arena/bowl section has several routes out (4), but doesn't cater to the platform to the right of each ramp up, shown here:<br />
<br />
<img src="https://dl.dropbox.com/u/4058811/Tutorials/tut_verticalspace0001.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<i>Fig. 1.5: The deadly platform</i><br />
<br />
Thus, while the player can leave using any of the four routes provided, they may find that any players standing on the upper level that <i>doesn't</i> have platforms are in a good position to kill them as they run up, acting as a disincentive for the players to enter the pit, and possibly creating dead, or at least negative space in the map.<br />
<br />
<font size="5"><b>Specific Cases</b></font><br />
There are a few setups for vertical space that are quite popular among maps, so here is a list of those I know of, problems they often encounter, and possible solutions.<br />
<br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td>Setup </td><td> Attributes </td><td> Problems </td><td> Solutions </td><td> Classic example</td></tr><tr class="alt1"><td>Bridge </td><td> Certain classes can jump up onto the bridge, but can only run across it (2 ways), and yet be shot at from any number of directions (often determined by what's on the bridge, and how high it is relative to the rest of the map) </td><td> Smaller bridges passing over lower routes give players walking above a massive advantage over players walking below </td><td> Remove the bridge, fill in the space where players above can shoot those below, add health below, make bridge open with a wall on one side (explosive splash damage), etc.. </td><td> Badlands bridge</td></tr><tr class="alt2"><td>High path next to a lower alley </td><td> This allows for <i>two</i> map routes, next to each other, at two different heights </td><td> Players from above rain down fire on those below, the advantage those above have on those below is determined by the width of the lower alley (thinner = more vulnerable for those below) </td><td> Giving players below ample space to maneuver, as well as cover to hide behind can null most of the negative effects of this setup </td><td> Capture point of Stage 1 of Pipeline</td></tr><tr class="alt1"><td>Gradual slope upward </td><td> This allows for a general 'hill' shape to form, or perhaps a slight slope upwards, giving a team or player an advantage over those below </td><td> These slopes give bullet classes a minor buff over non-bullet classes as the slope tends to be long and gradual, outranging demoman, soldiers, spies running up, and pyros. </td><td> Giving players running up ample cover against those at the top lets classes that normally couldn't reach those above a fighting chance at doing so </td><td> Viaduct</td></tr><tr class="alt2"><td>Valley between high ground </td><td> This can serve as a stealth route for players to use in order to get deeper into enemy territory; at the cost of their fighting potential </td><td> Players using the lower route are at a massive disadvantage as they are surrounded on both sides by higher ground </td><td> allowing the players to run slightly under the upper route (curving a cliff wall in, or having a path under) makes the players running below much harder to see, and allows them to concentrate on the opposite side (in terms of where they may be attacked from) </td><td> Dustbowl CP 1 Stage 1</td></tr><tr class="alt1"><td>Building or structure amidst flat(ish) ground </td><td> This plays a bit like a gradual slope upward, and a higher path/alleyway example. Players on the higher ground can see almost all that is below them, allowing them power over those below their height level </td><td> Engineers can take great advantage of this with sentries and dominate players on lower flat ground, pinned behind cover, or without cover at all. </td><td> Adding cover for players on the lower ground that additionally allows demomen to lob stickies over, or for the players on the lower ground to get a shot at those on higher ground without risking significant splash damage </td><td> Containers in the spawn sides of Ravine</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
<img src="https://dl.dropbox.com/u/4058811/Tutorials/arena_ravine0001.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<i>Fig. 1.6: Ravines version of the final setup, a building or structure amidst mostly flat ground</i><br />
<br />
Finding the equilibrium: mappers can combine these cases, or just use a few to achieve what I might consider an equilibrium of/with height variation. A Valve example of this would be spawn sides of Sawmill, where players can run under, though, and on top of building simultaneously, having battles of their own, and not being forced together in an advantage/disadvantage fight.<br />
<br />
<img src="https://dl.dropbox.com/u/4058811/Tutorials/arena_sawmill0000.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<i>Fig. 1.7: An equilibrium struck between upper levels (in red), open areas (in yellow), and paths going under upper areas or through buildings (in blue)</i><br />
<br />
<br />
<font size="5"><b>Conclusions</b></font><br />
There are several other aspects of a map that can water down the strength of vertical space in a map (having a large flat area spanning in front of the higher area, with cover to shelter players, blocking sightlines from the upper area, etc..)<br />
But I only wanted to go over the most effective (in my mind) of these options, which is to add routes that traverse levels, allowing for easy player access to all (or almost all) levels.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=57">Tutorials</category>
			<dc:creator>absurdistof</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14943</guid>
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			<title>Cant sap respawning dispensers..</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14942&amp;goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 02:04:57 GMT</pubDate>
			<description>So I built these auto respawning dispensers.  Followed the tutorial..  They work great!!  Problem is:  spy cannot sap them..  Any clue?? :confused:  ...</description>
			<content:encoded><![CDATA[<div>So I built these auto respawning dispensers.  Followed the tutorial..  They work great!!  Problem is:  spy cannot sap them..  Any clue?? :confused:   Thanks in advance!</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12"><![CDATA[Mapping & Tutorials]]></category>
			<dc:creator>THE CHAIRMAN</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14942</guid>
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			<title>US Gameday - Friday, September 3</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14941&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 23:27:44 GMT</pubDate>
			<description>TF2Maps.net Official US Server: 174.34.133.100:27500 (steam://connect/174.34.133.104:27015) 
Gameday Host: Okrag 
 
Event will begin at: 
Central...</description>
			<content:encoded><![CDATA[<div><font size="3">TF2Maps.net Official US Server: <a href="steam://connect/174.34.133.104:27015" target="_blank">174.34.133.100:27500</a><br />
Gameday Host: Okrag</font><br />
<br />
Event will begin at:<br />
Central European: 9:00 PM<br />
UK: 8:00 PM<br />
Eastern: 3:00 PM<br />
Central: 2:00 PM<br />
Mountain: 1:00 PM<br />
Pacific: 12:00 PM<br />
<a href="http://www.timeanddate.com/worldclock/fixedtime.html?month=9&amp;day=3&amp;year=2010&amp;hour=14&amp;min=0&amp;sec=0&amp;p1=64" target="_blank">Click for other zones.</a><br />
<br />
<font size="3">Map Submission Format</font><br />
• <b>Required: Exact Map Filename</b> (ctf_example_a4)<br />
• <b>Required: TF2Maps.net <a href="http://img.photobucket.com/albums/v401/aboojumsnark/long/fileid.png" target="_blank">file ID number</a>, OR url to offsite download.</b><br />
<font color="#EEEEE0">__</font><font color="DarkOrange">BZ2 compressed files are greatly appreciated to save time for the host.</font><br />
<font color="#EEEEE0">__</font>May NOT be a hosting site like mega-upload (wait times, codes, excessive ads, etc).<br />
• <b>First time submissions, Required: TF2Maps.net discussion thread number.</b><br />
<font color="#EEEEE0">__</font>My scheduling system uses this number, I need it, not the post number. (<a href="http://img.photobucket.com/albums/v401/aboojumsnark/long/threadnum.png" target="_blank">picture</a>)<br />
• <b>If you need a specific time slot: Available time &amp; your time zone.</b><br />
<font color="#EEEEE0">__</font>Only use if you aren't available for the whole testing period and wish to attend your map.<br />
• <b>Would you like the SourceTV demo of the test?</b><br />
<font color="#EEEEE0">__</font>These are automatically recorded at all times.<br />
• <font color="DarkOrange">If your submission is a single stage out of a multi-stage map, please mention this. (orphaned stage)</font><br />
• <font color="Red">If you are a donator with upload abilities, please say if you have already uploaded the map.</font><br />
<br />
<b>Testing options</b><br />
• A time extension may be requested for mature non-arena maps in need of fine tuning (this includes orphaned stages).<br />
<br />
You can keep the same TF2Maps.net file number by clicking edit on your file's page and then simply putting a new file in the upload box. This makes it easier for you (don't have to update all your links!), easier for me, and less clutter on the site. (<a href="http://img.photobucket.com/albums/v401/aboojumsnark/long/fileedit.png" target="_blank">picture</a>)<br />
<br />
<font size="3">Rules</font><br />
• <b>The map must be playable. This means fully functional objective system, proper spawns, not fullbright, etc.</b><br />
<font color="#EEEEE0">__</font>The purpose of this testing is to help authors refine their designs, not catch newbie bugs.<br />
• <b>Filename MUST be versioned. (ctf_example_a1.bsp, NOT ctf_example.bsp)</b><br />
<font color="#EEEEE0">__</font>Do not rename a bsp after compile. The vmf must be renamed before compile.<br />
• <b>Filename must be all lowercase. (ctf_example_a1.bsp, NOT CTF_Example_A1.bsp)</b><br />
<font color="#EEEEE0">__</font>Our Linux servers don't work with uppercase names.<br />
• <b>Map must be IN DEVELOPMENT, finished maps do not require testing.</b><br />
• <b>Map may NOT use a point_servercommand to alter any variables.</b><br />
• <b>Map must be designed for normal play.</b><br />
<font color="#EEEEE0">__</font>This means no melee, class restricted, too small for 24 players, or otherwise gimmicky maps.<br />
<br />
• You may NOT reserve a submission without a download.<br />
• Non-compliance with rules will result in rejection of the submission.<br />
• If an author has more than one map they want tested, they must be submitted to separate days.<br />
<br />
<br />
<font size="3">Information</font><br />
• Submission deadline is 9 PM CST, 1 day prior.<br />
• Maps will get 30 minutes playtime, KotH gets 20, Arena and orphaned stages get 15.<br />
• Submissions will be limited to 3 hours of testing.<br />
• <b>Last map can exceed the limit so long as most of the testing happens within the 3 hour period(30 minute test starting at 7:40 EST is allowed, 30 minute test starting at 7:50 EST isn't)</b></div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=35">Events</category>
			<dc:creator>Okrag</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14941</guid>
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		<item>
			<title>Designing a yard</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14940&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 21:08:13 GMT</pubDate>
			<description>So my CP map is close to completion, but I am having trouble designing the 2nd point or the yard. What makes a good yard (along with some map...</description>
			<content:encoded><![CDATA[<div>So my CP map is close to completion, but I am having trouble designing the 2nd point or the yard. What makes a good yard (along with some map examples from valve maps)?</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12"><![CDATA[Mapping & Tutorials]]></category>
			<dc:creator>Peligrino</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14940</guid>
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		<item>
			<title>CTF Roundtimer</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14939&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 18:52:40 GMT</pubDate>
			<description>This may be a stupid question but for a regular ctf map how do you set up a round timer which will award the win to the team with the highest score?...</description>
			<content:encoded><![CDATA[<div>This may be a stupid question but for a regular ctf map how do you set up a round timer which will award the win to the team with the highest score? At the moment the roundwin entity will only award a win to specific team and I can't see a way of changing the team depending on their score.<br />
<br />
Yes I'm using Boojum's game entites but there is no time limit on it or is that something that is handled by the server?</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12"><![CDATA[Mapping & Tutorials]]></category>
			<dc:creator>Paradigm</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14939</guid>
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			<title>Mafia II, Just Cause 2 for sale.</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14938&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 02:53:44 GMT</pubDate>
			<description>my brother bought a new video card and gave me these coupons for these free games. 
 
Both of these games are still on sale on steam for $50, im...</description>
			<content:encoded><![CDATA[<div>my brother bought a new video card and gave me these coupons for these free games.<br />
<br />
Both of these games are still on sale on steam for $50, im willing to take $35 each. <br />
<br />
edit: keeping metro 2033<br />
i might just keep the games and use them for prizes here.<br />
<br />
First one to purchase gets a free sc2 trial code :p</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=7">Off Topic</category>
			<dc:creator>drpepper</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14938</guid>
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			<title>Streets</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14937&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 01:36:58 GMT</pubDate>
			<description><![CDATA[NEW AND EXCITING 
 
There's been a recent clamor for deathmatch servers over at a forum I frequent, that run the deathmatch plugin- Random spawn...]]></description>
			<content:encoded><![CDATA[<div>NEW AND EXCITING<br />
<br />
There's been a recent clamor for deathmatch servers over at a forum I frequent, that run the deathmatch plugin- Random spawn locations with instant respawn. <br />
<br />
Because I've been feeling exceptionally uncreative for awhile, I figured why not remake a map from a different game? Not from HL2DM, UT, or any other popular FPS with multiplayer, but something more obscure. Corridor 7, now THAT's obscure! Too obscure, I thought. I need something vaguely familiar, yet foreign.<br />
<br />
In the end, I went with the Streets map, from the (vastly underrated) Wii title, The Conduit. Obscure, AND from a console game! It doesn't get much more foreign than that.<br />
<br />
Screens up top. It's a small map, but that's never stopped full Conduit server-goers from playing it religiously.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=44">Maps</category>
			<dc:creator>The Asylum</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14937</guid>
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			<title>Model Reskinned Wheelbarrow</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14936&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 00:08:41 GMT</pubDate>
			<description>Needed a blue wheelbarrow for my artpass contest entry (BLU spawn, obviously), so I went ahead and reskinned it with four variants:  red (default),...</description>
			<content:encoded><![CDATA[<div>Needed a blue wheelbarrow for my artpass contest entry (BLU spawn, obviously), so I went ahead and reskinned it with four variants:  red (default), blu, neutral orange, neutral grey.<br />
<br />
Maybe it'd be of use to someone, dunno.  But here it is anyway.  :)<br />
<br />
Kep<br />
<br />
-----------------<br />
<br />
Team Fortress 2 Model: Forest Wheelbarrow Reskin<br />
Release: 08-31-2010<br />
Author: Kep Pump, aka EArkham based on content from Team Fortress 2<br />
<br />
CONTENTS:<br />
* screenshot_wheelbarrow.jpg<br />
<br />
* wheelbarrow_README.txt<br />
<br />
* models\earkham\props_forest\wheelbarrow.phy<br />
* models\earkham\props_forest\wheelbarrow.sw.vtx<br />
* models\earkham\props_forest\wheelbarrow.vvd<br />
* models\earkham\props_forest\wheelbarrow.dx80.vtx<br />
* models\earkham\props_forest\wheelbarrow.dx90.vtx<br />
* models\earkham\props_forest\wheelbarrow.mdl<br />
<br />
* materials\models\earkham\props_forest\wheelbarrow0 0.vmt (&quot;RED&quot;)<br />
* materials\models\earkham\props_forest\wheelbarrow0 0.vtf<br />
* materials\models\earkham\props_forest\wheelbarrow0 1.vmt (&quot;BLU&quot;)<br />
* materials\models\earkham\props_forest\wheelbarrow0 1.vtf<br />
* materials\models\earkham\props_forest\wheelbarrow0 2.vmt (&quot;neutral orange&quot;)<br />
* materials\models\earkham\props_forest\wheelbarrow0 2.vtf<br />
* materials\models\earkham\props_forest\wheelbarrow0 3.vmt (&quot;neutral grey&quot;)<br />
* materials\models\earkham\props_forest\wheelbarrow0 3.vtf<br />
<br />
<br />
DESCRIPTION:<br />
<br />
Reskinned version of the props_forest/wheelbarrow model by VALVe.<br />
<br />
INSTRUCTIONS:<br />
Unzip this archive to the &quot;SteamApps\[USERNAME]\team fortress 2\tf\&quot; directory and content should be placed automatically.<br />
<br />
<br />
USAGE:<br />
<br />
You are free to use this in any Team Fortress 2 map, including contest-related maps (if contest rules allow custom content).<br />
<br />
These are not original models and textures but reworked versions of Valve content.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=45"><![CDATA[Models & Textures]]></category>
			<dc:creator>EArkham</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14936</guid>
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			<title>hammer save and zoom issues</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14935&amp;goto=newpost</link>
			<pubDate>Tue, 31 Aug 2010 23:31:40 GMT</pubDate>
			<description>Long time no see. 
 
So I turned on hammer for the first time here a few days ago, when I encountered a few problems. 
 
1) When attempting to save...</description>
			<content:encoded><![CDATA[<div>Long time no see.<br />
<br />
So I turned on hammer for the first time here a few days ago, when I encountered a few problems.<br />
<br />
1) When attempting to save the artpass_valvebase.vmf under a different name in my sdk_content/maprsc folder, and instead it was saved under my account name in my steamapps folder. Further inspection showed that I could save under pretty much any name I wanted to as long as it was in that folder. The vmf directory is as follows: $SteamUserDir\sourcesdk_content\tf\mapsrc<br />
<br />
2) Most people know that you can change the size of the grid with [ and ]. I've always liked two binds on the left hand, which I believe to be Alt+A and Alt+S. Now, at first I couldn't get anything to work, but now Alt+A is working fine. Either I've forgotten the bind to enlarge the grid, or its not working either.<br />
<br />
So far I've done the following:<br />
<br />
1) Disable logitech's keyboard software.<br />
2) Verify the cache.<br />
3) Refresh the SDK content.<br />
4) Delete the local content, and then reinstall.<br />
5) Remove the most recent modification to hammer (ABS' mapping resource), and then repeat the whole process.<br />
<br />
So, if you've got any suggestions, I would love to hear them. Thanks!</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12"><![CDATA[Mapping & Tutorials]]></category>
			<dc:creator>TheDarkerSideofYourShadow</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14935</guid>
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			<title>Two Problems</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14934&amp;goto=newpost</link>
			<pubDate>Tue, 31 Aug 2010 19:24:57 GMT</pubDate>
			<description>Problem #1: My info_particle_systems seem to duplicate themselves. Behold! 
Image:...</description>
			<content:encoded><![CDATA[<div>Problem #1: My info_particle_systems seem to duplicate themselves. Behold!<br />
<img src="http://fc09.deviantart.net/fs71/i/2010/243/c/3/apc_30_skybox_by_soylentrobot-d2xpku9.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
See around the smokestacks there are some floating fires? They shouldnt be there. There are two info_particle_systems in my skybox, but for some reason there are four in game. Yes, i deleted the sky camera that isnt in the skybox itself.<br />
<br />
Problem #2: What are those camera entities called? There's one that shows the map for players joining the server, and another that shows the current capture point for those waiting to respawn. I cant remember what theyre called!</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12"><![CDATA[Mapping & Tutorials]]></category>
			<dc:creator>soylent robot</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14934</guid>
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			<title>Need a simple sign</title>
			<link>http://forums.tf2maps.net/showthread.php?t=14933&amp;goto=newpost</link>
			<pubDate>Tue, 31 Aug 2010 17:35:18 GMT</pubDate>
			<description><![CDATA[I'm in need of a sign in the style of the default "Control Point," "Battlements," etc. wall signs (the large ones without the arrow). I need it to...]]></description>
			<content:encoded><![CDATA[<div>I'm in need of a sign in the style of the default &quot;Control Point,&quot; &quot;Battlements,&quot; etc. wall signs (the large ones without the arrow). I need it to say something like &quot;Ventilation: ON&quot; (Actually, &quot;airflow&quot; would probably be better than &quot;ventilation&quot;), with a skin for on and off, preferably with the ON skin on a green background and the OFF skin with a gray background.<br />
<br />
What it's for, is that I'm using the ventilation system in my map as a sort of side-shortcut. So, by default the &quot;airflow&quot; is on and forces players through in only one direction, but once the corresponding point is captured, the &quot;airflow&quot; turns off, allowing the pushing team to go through this now-open side path. While players could easily find out whether they can travel through or not by walking up to the open duct, I would much prefer an indication that is noticeable from farther away (it's also more intuitive). Unfortunately, I have no idea how to do this myself, and since this is the only custom thing I need, I'm hoping that someone in the community is wiling to do this for me.;)</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=48">Request Area</category>
			<dc:creator>Zarokima</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=14933</guid>
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