I took a look at valves new map because alot of people complained about performance issues and that its a bit confusing. I agree. When i looked at it into hammer the thing was a MESS. Alot of brushes that should be func_detailed werent and there were clipping issues everywhere. I only fixed a small part of it and made the map less confusing and visually more appealing. I would totally love to fix up the ACTUAL version with valve’s permission (and even keep the original style if asked) as fast as possible with the best results i could produce.

Keep in mind that this is simply a showcase of how the map could look and perform (i only fixed about 5% of what could have been done). There are still alot of clipping issues or textures where they shouldn’t be. its simply a showcase.

If you want to look at it, the name is cp_powerhouse_fix  < Workshop link

What i did change (according to the pictures)

Pic 1 and 2 :
i mostly changed the textures in the area to add more variety. I could have added alot more detail but i felt like this would be a wasted effort without any official permission.

Pic 3 :
I completly retextured the area around the Dam that you can see from the associated Turbine rooms. Before the Blu building and most of the Red building used mostly the same texture all over again. I also changed most parts into func_details to improve performance.

Pic 4 and 5 :
In the middle area i changed the entire look of the buildings. I made them more distinct from eachother to make it easier for players to identify wich building belongs to wich team. I also changed all textures on the middle building to add alot more variety to it to enhance the overall look of the map. The rocks and textures for the mountains and riverbed are mostly used from abandoned_upward but work very well here too.

Pic 6 :
i changed the ENTIRE area here. i added Team colored textures instead of the neutral ones that valve put there (Why? its a Team controlled building!) and made the entire part that leads to the turbine room an func_detail to improve performance. Same for red but im not really satisfied with the looks so i only showed the BLU part here.

Overall changes :
I func_detailed some parts for performance, fixed up some area portals (Wich could be caused by the compiler) and
made the overall visibility for Team association easier.

tf2 things that will never cease being funny to me:

  • people using the kill/explode command the second the high five goes off
  • people using the kill/explode command the second they lose at rock paper scissors
  • snipers getting headshots on invisible spies who were in the wrong place at the wrong time
  • heavies running about crouching and offering sandwiches to the enemy team
  • crit ubersaws
  • medic chains
  • rancho relaxo

feel free to add ur own


Mediplier - “American History”


Got to finish these, tight deadline. Thanks for your continued patience, commission guys.I wanted to have a really different lighting scheme, so I tried something a little different with my approach. Soldier from TF2. Hope it captures his essence okay.
Photoshop CS6 2hours

EDIT: fixed the missing plane on his right side, and softened up some shapes that weren’t characteristic of him. Now he looks like my dad, which is actually really awesome since he’ll be sharing a booth with my wife and I at the convention. I’ll have to give him a print!


YES, FINALLY! After about 6000 lines of code, this is finally here!!!

Okay, first of all, the game is very different. It’s due to the fact that I changed the game engine to Ren’Py. It makes many wonderful little things possible (PRAISE PYTHON). The game is now playable on Windows, Linux and Macintosh-operated computers. So, that’s pretty awesome, to be honest!

I’m still interested to hear about your opinions. Please send me fanmail/ask and tell me ideas or anything!

I also have a page on my Tumblr that I update when I work on this game.

Remember that this is just a demo, and that’s why I’m 100% sure it has a lot of errors. Even repeating events occur.

Tip: Play until the day 21.