Recent Posts

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41
Clans, Matches, and Tournaments / Re: Clan name change and retrieval
« Last post by kakarot on January 10, 2026, 03:38:34 PM »
Or at the very least I would just like leadership back.
42
Beta / In-Progress Maps / New Map: Haruko
« Last post by zipfile on January 10, 2026, 10:32:58 AM »
Thanks for Twiztedrick who found the bsp file for this map.
43
Clans, Matches, and Tournaments / Clan name change and retrieval
« Last post by kakarot on January 10, 2026, 05:09:45 AM »
Hello, I'm attempting to reach out to jitspoe in order to change the name of the clan I made and to also request leadership back into [J]ealous. I would like to change the name to Jumpshot and keep the tag, thank you for your consideration. I apologize in advance for the inconvenience and await your response.

Thank you.
44
Beta / In-Progress Maps / Re: New Map : Trainstation
« Last post by zipfile on January 09, 2026, 07:46:42 AM »
trainyard still in development
45
Beta / In-Progress Maps / Re: New Map : Trainstation
« Last post by jitspoe on January 09, 2026, 06:56:14 AM »
Nice!  I've got it uploaded for next Social Saturday.  Is this the next iteration of the trainyard map or is trainyard still in development as well?
46
Beta / In-Progress Maps / Re: New Map : Trainstation
« Last post by Tini on January 09, 2026, 02:04:55 AM »
map looks insane, well done dude !
47
Beta / In-Progress Maps / Re: New Map : Trainstation
« Last post by flamer on January 08, 2026, 06:46:37 PM »
Misaligned textures !!
48
Beta / In-Progress Maps / New Beta : Trainstation_beta2
« Last post by zipfile on January 08, 2026, 03:21:12 PM »
Trainstation_beta1
Trainstation_beta2 - mid/main changes, removed low, 1 new path, moved 2nd flag a bit for easier defend, some texture fixes.

Remake of Broz_trainyard_b1.
original base design by TiNi

Custom textures.

49
Beta / In-Progress Maps / Re: New Map: The Scarborough Bluffs
« Last post by jitspoe on January 08, 2026, 05:22:26 AM »
Cool!  We'll give it another test next Social Saturday!  I did notice a bunch of textures on the red side (specifically the barrels and banner) are upside-down still.  Not sure if you're using Trenchbroom or something else to map, but a little protip if you are using Trenchbroom: You can build one barrel, align it perfectly, put it in a group, then do a linked duplicate for all other barrels.  If you ever need to adjust the alignment, it'll update on all instances of the barrels.
50
Beta / In-Progress Maps / Re: New Map: The Scarborough Bluffs
« Last post by MyeRs on January 07, 2026, 06:10:32 PM »
BETA 2 is now completed


Changes:

- Ramped dirt terrain that you need speed to go over is changed to the wall-rock texture to create more transparency to newer players
- Dirt-path to base had the roof elevated, to reduce the frequency of hitting your head when entering with speed
- Widened the snow path to create "less awkward" movement when you do not hit the speed
- Changed the bunker on low path and added a path below it back to base to make going snow path less punishing
- Opened up main path to snow to make accessing base from that path faster and less awkward
- added stairs on main base platforms to assist new players and bots moving around the map
- widened the base "building" to make it less awkward to move on
- Added a ladder access to one side of base "building"
- fixed a lot of misaligned wood textures

Planned for Beta 3:

- Fixing all remaining alignment issues
- Potentially changing slow path to second flag to be a set of stairs instead of ladder.
- Raising certain walls to minimize visibility of others parts of the map
- Misc other changes from gameplay testing in both comp/casual settings (still TBD on cap points, want to see frequency of caps in gameplay testing to adjust)
- Lights got messed up in compile - will fix in B3

---------------

Notes:
- The difficult wall to go over slows down good players too, making the path more balanced (and good players still fail sometimes) - if it were easy / regular terrain, snow path would need to be deleted.
- The map was definitely more tailored towards 'competitive' gameplay (because outside of Social Saturday, that is the majority of player base at this time, so I didn't really think about public servers when making it - however, any future maps I make I will plan it out with the goal of both competitive and casual enjoyment).

Thanks Jitspoe for the comments - hopefully each beta can address some of the issues to make it more enjoyable for everyone.
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