Recent Posts

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21
Beta / In-Progress Maps / Re: New Beta : Trainstation_beta2
« Last post by Tini 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
22
Clans, Matches, and Tournaments / 2025 Map Rotation
« Last post by Tini 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
23
Beta / In-Progress Maps / Re: New Beta : Trainstation_beta2
« Last post by jitspoe on January 21, 2026, 09:05:17 AM »
I know you said the main speed (which I assume was the straight shot from base to base trough the upper middle) was OP, but I think most of it felt fine.  Rather than trying to find way to slow that path down, it'd probably be better to streamline the other routes.  You could potentially chokepoint it a bit more so it's easier to control and not as viable to speed through.  Could also remove the hole in the glass above the flag.

The paths to the 2nd flag feel like they're just intentionally made to be awkward.  Fine for experienced players, but they're going to be really clunky for new players and bots to navigate.  You could, at the very least, change the box next to the ramp to a set of stairs and maybe add a ladder to the path the barrel jump goes to.  I don't believe main objective should be behind trick jumps.

The tunnel texture did not appear to be included with the zipfi... wait, rar file?  Who are you?!

I'm not sure whats with the mist brushes up by the autococker, copied from Tini's map.  Is there a reason you want it to look like you can't pass through but you actually can?
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Other Stuff / Re: Legendz
« Last post by Legendz on January 18, 2026, 03:04:12 PM »
<3
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by jitspoe on January 17, 2026, 09:18:35 PM »
Yeah... don't trust chatgpt.  You should only make things detail that won't have any chance of blocking line of sight.  Things like the wooden frames on the bunkers and such.  The only thing the detail flag really does is speed up vis times.  If you're using the ericw tools, it seems -nodetail actually just disables the detail flag and -omitdetail removes the detail brushes.  Since you're in BSP, though, you can just do group|omit detail to see what's detailed.  I'd suggest this:

- Select everything (~ key)
- Press the [-Det] button to remove all the details.
- Explicitly select the frame brushes and such and press [+Det] to add detail to those.

I tried compiling with -omitdetail and huge chunks of map are missing that should be blocking line of sight like the terrain, and there's even an open gap to the outside here which is probably why vis'd so poorly.
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by MyeRs on January 17, 2026, 11:09:24 AM »
You still have a bunch of stuff visible through these walls.  You sure you don't have the detail flag on them set?  Even without hint brushes or any fancy stuff like that, these areas still shouldn't be visible.

I believe you can compile the map with -nodetail to hide all the detail brushes and make it apparent what's hidden that should be blocking vis.  Also, if you're using BSP, you can do Group | Omit detail to hide all the detail brushes and see if there's any gaps or missing walls allowing line of sight.  Sadly, I don't think there's anything like this in Trenchbroom.

I use BSP.

I originally had everything set to detail except outer edges of the map because chatgpt told me to... and then I selected all walls and checked detail box and then "remove contents". I assumed it worked because it r_speeds were down by 500-1000 in most spots. I also used hint brushes along those walls as one of my trying methods to reduce r_speeds....

I'll try compiling with -nodetail or group/omit detail to see what I'm doing wrong.
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by jitspoe on January 17, 2026, 04:57:35 AM »
You still have a bunch of stuff visible through these walls.  You sure you don't have the detail flag on them set?  Even without hint brushes or any fancy stuff like that, these areas still shouldn't be visible.

I believe you can compile the map with -nodetail to hide all the detail brushes and make it apparent what's hidden that should be blocking vis.  Also, if you're using BSP, you can do Group | Omit detail to hide all the detail brushes and see if there's any gaps or missing walls allowing line of sight.  Sadly, I don't think there's anything like this in Trenchbroom.
28
Mapping / Re: Making gl_showtris work for transparent surfaces (testing attachments)
« Last post by jitspoe on January 17, 2026, 02:57:05 AM »
You just have to account for having limited visibility around water so you're not showing too much at any given time.
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Clans, Matches, and Tournaments / Re: ::::: College Court :::::
« Last post by Tini 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
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PBCup / Re: PBCup Summer 2009 Maplist : Maplist is Set
« Last post by Tini 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
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