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Messages - Tini

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1
Paintball 2 Discussion / Re: Fzx Montage
« on: February 09, 2026, 09:47:57 PM »
omg this is the best montage i have ever seen- Fzx is the best NA player to ever exist

2
Clans, Matches, and Tournaments / The MyeRs Problem
« on: January 31, 2026, 11:33:04 AM »
Purpose of This Post

[[[[[[[[[[ VIDEO ]]]]]]]]]]]]    -------------->         https://www.youtube.com/watch?v=UILz0QM3k4o

The purpose of this post is threefold:
-To formally document and archive instances of administrative abuse and misuse of power surrounding the 2025 revival effort.
-To serve as a cautionary reference for others who may engage with this individual in the future.
-To clearly explain why I—and others—will no longer engage with this individual in any capacity.

This exact pattern of behavior occurred previously in 2020, when Myers, Zenit, and I attempted an earlier revival. At that time, I acted in good faith, trusted Myers, and failed to retain records of key interactions. This time, that mistake was not repeated. Publishing this account is, in many ways, overdue accountability.

I encourage viewers to watch the accompanying YouTube video, which methodically documents and contextualizes Myers’ behavior—specifically patterns of manipulation, dishonesty, abuse of authority, and the application of double standards to maintain control.
TL;DR Summary of the Video

After losing a 3v3 match to Juic3, Myers reacted by flooding my direct messages and fabricating claims that players were leaving the community because of camping. Myers, infact, was the one that was complaining about camping, after denying that it was him (screenshots provided) When challenged on these claims, he responded defensively and proceeded to effectively sabotage the revival effort.
He altered my administrative privileges within a community I helped build, attempted to excommunicate multiple members, and engaged in conduct so questionable that he ultimately left the discord server to distance himself from past behavior.
The broader pattern is consistent: gaslighting, narrative manipulation, intimidation, selective enforcement of rules, and attempts to erase or suppress evidence when confronted. Myers has threatened and coerced community members, shared screenshots out of context to advance self-serving narratives, lied about the origins of clans, driven players away from the game, and condemned modified content while using it himself. He has openly stated that he dislikes the majority of the community and views them primarily as numbers rather than people.

Additional Behavior Not Covered in the Video

Bullying and Harassment

Publicly condemns bullying while personally targeting players including Plat, Xico, Elpapi, Spartax, PoX, Luckmore, Conca, FZX, and others.
Advocated excluding players for “ruining matches” (specifically Juic3), yet routinely leaves matches unfinished himself.
Publicly shamed Luckmore for rejoining the Discord.
Reduced my admin privileges while allowing Senix to harass Juic3 and me in public channels.
Threatened to weaponize screenshots against people who “act up” (i.e., disagree with him).
Intentionally excluded Shwayzee from matches.
Criticized others for abusing weaker players while doing so himself when frustrated by losses.
Berated Plat for “not knowing how to play” and verbally attacked PoX during matches—behavior witnessed firsthand in voice communications, where we all agreed that myers was crashing out.

Control and Manipulation

Lied about the creators of nB and Brotherhood.
Deleted conversations after being caught in falsehoods to eliminate evidence (full logs are preserved).
Conducted unnecessary “investigations” into player identities, obsessively sharing speculative screenshots.
Claimed repeatedly to have contacted Reaver to bring him back—Reaver later confirmed no such outreach occurred sharing a screenshot of never receiving any messages from him.
Coordinated with Zenit and myself to manage conversations through implied threats (screenshots available upon request).
Influenced player behavior by selectively feeding one-sided narratives with edited screenshots.
When working on a mapping project with myself, we had a lengthy argument about him saying the map had too many routes-     he proceeded to add more routes lol
We had a lengthy argument about the impact of lag compensation on the game, where I said it feels not as accurate as before-    he said that I was wrong, only to realize a month a later that I was correct

Community Contributions

Despite attempts to strip my administrative role, it is worth noting that without my involvement, the community would not include many of its current members, including:
Flamer, Colon, Deranged, NFK, FZX, M&M, Mash, Ern3sto, Promaster, Clipz DuDe, Capo, Fitz, Fluk3, Juic3, Conca, Minerca, Overused, Reaver, Rule, Shep, Warhead, Wiz, and others—14 of whom remain active in a community of approximately 30.

Final Thoughts

This is not ultimately about a video game. It is about a community—people reconnecting through shared memories, nostalgia, competition, rivalries, and long-standing friendships formed years ago. The passion, the arguments over maps and caps, the intensity of competition—those are part of what makes the experience meaningful.

What is not acceptable is the use of that community as a vehicle for control, ego, and personal validation. This is not leadership; it is role-playing authority in a small corner of the internet.
My prediction of to happen moving forward: Myers will continue to go into peoples DMs, trying to continue to manipulate the situation, he will appear sympathetic and caring- he may even reply to this post with an apology ------- and its all dogexcrement, it would be an attempt at saving face for himself. OH THIS CAME TRUE BTW Gj Myers, this is all because you lost to a 3v3 in juic3, you killed the game for everyone. Man-child behaviour.

Accompanied is a google document, with screen shots of myers talking excrement about you (the community). This is the equivalent to a mean girls burn book, enjoy! (Not sure if im releasing this part)

Best!

TiNi

3
Beta / In-Progress Maps / Re: New Beta : Trainstation_beta2
« on: January 21, 2026, 05:04:51 PM »
For trainyard, it was to maintain the aestehtic of the map while also making the jump possible-   i like it as an easter-egg idea personally

4
Clans, Matches, and Tournaments / 2025 Map Rotation
« on: January 21, 2026, 03:52:22 PM »
Hello- here is an archival account of all the maps that had some imapct or influence on the 2024/5 DP2 match revival

Flag 2 maps:

c1
Carpathian
dream35
Duck
G2_b2
Oth
Pbcuppforest
Pbcuprenior
pbcupsass
Pp3
Pp_sw
Prolandr
Sass4
Scoth
Tatras
Twiling
Wobluda
Zpar

Common Fg 1 Maps

Airtime
Daylight
Insight
Propaint1
Shazam22
Ubcolumbia
Xbmap1

  Alternative Maps

banlique
2fort5
back2back
broz_bluffs_b2
broz_wasteland_b4
Cream
Crimethink
dhemap
Dye32
fusionr
Garden (what the)
Greenhill
Greenpark
hmpf
icepond
Lockout
Macabre
Mirror2
nml
Nitefactor
Pbcupsanctuary (because myers said he played on it ONCE, despite 100% of the players agreed that it was a complete snore, inlcuding himself)
Pp2
Razzle
Roanoke
Rugged country
Sandtrap
Theice3
Trainstation
Tunnels_b4
Ubrooftop
Wipa
Zephyrus

5
Clans, Matches, and Tournaments / Re: ::::: College Court :::::
« on: January 16, 2026, 02:07:39 AM »
COME BACK FOR AN ACTUAL REVIVAL as we have, again revived the game - will CC or ER33T answer the call

6
PBCup / Re: PBCup Summer 2009 Maplist : Maplist is Set
« on: January 16, 2026, 01:51:03 AM »
In rettrospective, having pbcup_sanctuary as a torunament map was criminal, what a boring map to play on

7
welp there goes the idea of my next map having a moat around the bases :(

8
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 15, 2026, 06:37:41 PM »
updated version of the map is b4

9
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 15, 2026, 05:52:13 PM »
Screenshots

10
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 15, 2026, 02:28:33 PM »
THE HR4 PACK THAT IS NEEDED (just two textures)

11
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 15, 2026, 02:27:51 PM »
THE .BSP AND .MAP FILE   - ignore the wasteland_b3.bsp and download the b4 version.

12
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 14, 2026, 08:59:54 PM »
Okay, i've made the following changes to the map:

*changes made
changed the spawns where before blue players would spawn on red.
opened up mid allowing for jump from 1 to 1 and a jump from 1 to base sewer window
raised heights of ceilings so sky doesnt look weird
added laddder/hole in sewer window in base so gives players options to drop down
changes the surfaces of the sewers from ice to non ice
added ice floring to the one sewer in base and extended this path so youre able to do a reverse ice speed from base to mid
addes base stairs to make it accessible for new players to flag 1
details added to sidelanes, such as wooded frames
Alignment adjustments throughout entire map
fixed the water so its not just hanging anymore
flag 2 detail work was added
trim added around midsections

Im curious if I could change the mid section still to make it look a little more clean or polished, but havent drummed up ideas for it.
I would like to keep the prefix of broz_ as it just helps me reference the map later when playing.
I wasn't able to align the banner, so i adjusted the it to arrows lol

attached is the .map file   -   .bsp    and the two hr4 textures

13
Beta / In-Progress Maps / Re: New Map : Trainstation
« on: January 09, 2026, 02:04:55 AM »
map looks insane, well done dude !

14
Beta / In-Progress Maps / Re: New Map: Wasteland
« on: January 05, 2026, 08:46:00 PM »
screen shots

15
Beta / In-Progress Maps / New Map: Wasteland
« on: January 05, 2026, 08:40:21 PM »
Hello again—friends, family, and haters.

I set out to create three maps for the broz_ lineup, and this is the second installment: Wasteland. I haven’t seen many competitive maps that lean into a Fallout/Nuketown-style aesthetic, and that gap is exactly what this project aims to explore. The map is currently in beta, with additional visual detail planned once the gameplay proves fully sound.

rspeeds, rspeeds, rspeeds.
That was the recurring issue on Trainyard. I needed to step away, reset, and start fresh before revisiting that layout—and it paid off. Rspeeds are significantly improved here, capping at around 1000. A solid W for Tini.

Gameplay Philosophy & Design

Minimal reliance on “speed jumps”

Designed as a two-flag, tactical brawl, centered around an interconnected tunnel system with multiple routing options

Strong thematic influence: wasteland scarcity, scrap-built environments, and guerrilla-style engagements

Coordination is critical on this map. The layout is intentionally structured to enable multi-route pressure, encouraging teams to create 3v1 scenarios and coordinated flag grabs. Mid control is highly impactful, while the side lanes exist to apply pressure when mid becomes congested or heavily defended.

Attached are the .map file, .bsp file, and screenshots.
Let’s get this on servers and start running it.

Known Issues / To-Do

Skybox is interacting oddly with certain walls

A few brushes are protruding and need cleanup

Feedback and playtesting are welcome.

16
Beta / In-Progress Maps / Re: New Map: Trainyard
« on: December 30, 2025, 05:34:04 PM »
This is what it looks like when the lighting works

17
Beta / In-Progress Maps / New Map: Trainyard
« on: December 30, 2025, 05:08:49 PM »
BROTHERHOOD MAPPING PRESENTS: broz_Trainyard_b1

 Special thanks to

MyeRs for tickling the map and making adjustments
Flamer for some contributions
Jitspoe for having answers when I had questions 
The entire er33t  team because lol
H@ze for being everyones dad 
also shoutout to zenit becuase he wanted to feel included but made no contribution

 Hello friends, (jigz), family (fzx) and haters (juic3)
Attached is the:
.map file
.bsp file
Rough canva image of the layout and notable things
Screen shots of the map.

 This post will discuss;

 1.Design philosphy / specified intention and routes 

2. Concerns for map

 The map was designed to be a competitive 2 flag map with low entry barriers to novice jumpers (juic3).  IMO, the jumps are super easy and fun to do, and the general movement on the map is fluid and easy to traverse (barring the performance issues).  The original intention was to have 3 set spawns, and, from each spawn, there was a way to defend or rush. Its the players choice what you do each round, where the defender usually has adv. (thats advantage for short btw) (dont ask me why I didnt just put advantage then if im having to explain it) (guys get hip with the lingo).

 Players spawn in with Carbine or Mag with chrome barrels, with 3 cockers/3 steel barrels for each player to go out of their way to get if they choose to get that adv. 

 Explaining the Canva image: 
Red lines indicate paths
Parted blue  line indicates smaller paths within the base.
Highlighted are 4 numbers all with the fasted jumps
Number 1-  Cliff to enemies low speed to flag 2
Number 2- Cliff to cliff speed over mid to flag 1
Number 3 – Main to Main u can also do main to 2 
Number 4 – House to house to 2 or switch to 1 

 The black box repersents a spot where someone cant watch both 1 and 2 flag, however can be outplayed in a 2v1 or 3v1 scenario for grabs / caps 

 From “spawn” theres a hibd to 1   and    behind 1 is a slow path to 2 if you cant do triple jump to 2 

Lastly, there is the juic3/Senix snowman, cleverly thought of by MyeRs to immortalize their playstyles 

 MY CONCERNS AND WHAT I NEED HELP WITH:

 Round play testing needs to be done from community , note your feedback and please message me (unless youre juic3)
The actual lighting with the sky / lights arnt compiling at all, so its all just flat ambient lighting which looks bad 
Massive performance issues, in which if anyone wants to help with that, i would be forever grateful and would offer up money – that is why the .map file is included in the post.    ie help me with hintwalls or how to not make it so open in the mid which i think is the problem  ie appropriate vis blockers

also yes i know there are a ton of misalignment texture issues and I think the team colors are reverse in which I didnt know how to adjust lol

 Papa bless thank you all (except juic3) 

18
Beta / In-Progress Maps / Re: flatearth_arena by TiNi
« on: June 20, 2020, 08:09:51 PM »
thank you for your suggestions i'm going to revisit the map this week and work on the edits

19
Beta / In-Progress Maps / flatearth_arena by TiNi
« on: June 19, 2020, 06:43:54 PM »
Hello,

I present to you, my first installment of possibly many more to my wonderful map repertoire; Flatearth_Arena.   

I wanted to give mapping a go with my first Pub/cheese 2v2/3v3 map similarly to dhemap and daylight. This current pandemic gave me some extra free time. I think it has a good and fun theme that is troll in nature for teams like [ b ]allers to play on. 

The map was aimed to emulate the map of the flatearth theory; ie they believe the world is surrounded by a ring of ice.  There's an infinite amount of combination jumps due to this unique ring of ice.  The mid game play is too slow and doesn't contrast well with the ice-ring but oh well.  I would had liked to of scaled this map down probably by 25 percent too. 

I will work on adjustments accordingly based on feedback.  thank you all papa bless

20
Beta / In-Progress Maps / Re: Newmap: Never Forget The Landing Strip
« on: June 19, 2020, 06:36:05 PM »
belissimo very good map bravo

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