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<channel>
	<title>Last 10 Submissions RSS Feed</title>
	<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&module=search&section=search&do=last_ten]]></link>
	<pubDate>Sat, 19 May 2012 21:31:57 +0000</pubDate>
	<ttl>1800</ttl>
	<description>This is the RSS feed of the last ten file submissions accepted into our database.  This RSS feed is always up to date as it is dynamically updated.</description>
	<item>
		<title>ctf_dirtwork</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=11]]></link>
		<description><![CDATA[This map is a HL2:CTF map that has been ported to Team Fortress 2 The original author, Menthol and I have made many revisions to get this map to play as well in TF2 as it does in HL2:CTF. Hope you enjoy the gameplay this map brings to the table. <br />
<br />
<br />
Changelog for Final version:<br />
Removed all the wood planks from the middle tunnel so players no longer get killed riding up the elevator (lol)<br />
Added environmental sounds<br />
clipped all lights in the lower tunnels so players no longer get stuck on them<br />
Raised fps up a tad<br />
fixed the map not having from not ending at rounds end<br />
<br />
<br />
<a href='http://forums.cgc-online.net/index.php?/topic/435-tf2-ctf-dirtwork/' class='bbc_url' title='External link' rel='nofollow external'>Support for this map is located here</a><br />
]]></description>
		<pubDate>Sat, 02 Apr 2011 08:15:28 +0000</pubDate>
		<guid isPermaLink="false">11</guid>
	</item>
	<item>
		<title>rc_overwatch</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=10]]></link>
		<description><![CDATA[There once was a time that a group of HL2:CTF players playtested a gamemode called push for HL2:CTF. One of the maps that we tested this on was dmoverwatch. This was one of the funnest experiences I had. The gameplay was great. Granted there wasnt 9 classes in HL2:CTf, but I believe that the gameplay is still there for TF2. So, for the HL2:DM fans, and those 15 or so guys that enjoyed that test as much as I did, here is the final version of rc_overwatch.<br />
<br />
All control points are randomly captured. This basically equals pure chaos and excitment and is really recommended for no more then 20 players but can be played on 32 slot servers if they dare to.<br />
<br />
-special thanks to hlmaniac for spending the time to figure out how to get captures to work at random without using tfcaplinear<br />
<br />
<br />
<a href='http://forums.cgc-online.net/index.php?/topic/517-tf2-rc-overwatch/' class='bbc_url' title='External link' rel='nofollow external'>Support for this map is located here</a><br />
]]></description>
		<pubDate>Sat, 02 Apr 2011 08:07:56 +0000</pubDate>
		<guid isPermaLink="false">10</guid>
	</item>
	<item>
		<title>ctf_well_classic_b2</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=9]]></link>
		<description>Beta 2 changelog: Visual enhancements Sound improvements Added nobuilds in key areas that were being abused</description>
		<pubDate>Sat, 02 Apr 2011 08:01:20 +0000</pubDate>
		<guid isPermaLink="false">9</guid>
	</item>
	<item>
		<title>ctf_2fort_classic_v2</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=8]]></link>
		<description><![CDATA[This map is based off the original 2fort tfc version. I believe I have fixed all the bugs that have been brought up from version 1 and if no more show up this will become a final version.<br />
<br />
<br />
Changelog: <br />
- Gave the map a theme (water testing facilitytype area) - Added round timer - Fixed respawn room logics - Changed base textures a bit]]></description>
		<pubDate>Sat, 02 Apr 2011 07:54:55 +0000</pubDate>
		<guid isPermaLink="false">8</guid>
	</item>
	<item>
		<title>ctf_pedestal_b1</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=7]]></link>
		<description><![CDATA[<span style='color: #1C2837'><span style='font-family: arial, verdana, tahoma, sans-serif'><span style='font-size: 13px;'>Made this for the hell of it. Map was popular in hl2:ctf and Business gave me the idea to add jump pads to the map so its now a pedestal/bounce hybrid lol</span></span></span>.]]></description>
		<pubDate>Sat, 02 Apr 2011 07:47:44 +0000</pubDate>
		<guid isPermaLink="false">7</guid>
	</item>
	<item>
		<title>the_district_b1</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=6]]></link>
		<description><![CDATA[This map is a bit different in that it's somewhat based off Counter Strike hostage gameplay. Only difference is that the intel represents the hostages and blue is offense, red is defending. Basically, alot of us played a map called cs_crackhouse back in the day and this is a, rebuilt from the ground up, TF2 version of it. The biggest thing about this map is trying to balance it out. Since the red team could ultimately all go engineer and just place sentries throughout the building, I've come up with various routes that the blue squad could use to exploit that defensive tactic. Anywho, its up for download for whoever wants to play it.<br />
<br />
<br />
<a href='http://forums.cgc-online.net/index.php?/topic/680-tf2-the-district/' class='bbc_url' title='External link' rel='nofollow external'>Support for this map is located here</a><br />
]]></description>
		<pubDate>Sat, 02 Apr 2011 07:41:00 +0000</pubDate>
		<guid isPermaLink="false">6</guid>
	</item>
	<item>
		<title>cp_snowpath_b2</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=5]]></link>
		<description><![CDATA[This is an updated version of my cp_warpath version but with a snowy nightime theme.<br />
<br />
<br />
Changelog from cp_warpath: <br />
<br />
<br />
-Points 1, 2, 4, & 5 being instant cap while the mid cap takes a little time. This is to bring more of the gameplay to the center of the map.<br />
-fixed various textures -fixed timer <br />
-changed spawnroom doors so once you leave them there is no getting back in<br />
-added much more healthkits and ammo throughout the map<br />
<br />
<a href='http://forums.cgc-online.net/index.php?/topic/692-tf2-cp-snowpath-and-cp-warpath-classic/' class='bbc_url' title='External link' rel='nofollow external'>Support for this map is located here</a><br />
]]></description>
		<pubDate>Sat, 02 Apr 2011 07:31:27 +0000</pubDate>
		<guid isPermaLink="false">5</guid>
	</item>
	<item>
		<title>avanti_b1</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=4]]></link>
		<description><![CDATA[<span style='color: #1C2837'><span style='font-family: arial, verdana, tahoma, sans-serif'><span style='font-size: 13px;'>This map is based off TFC's Avanti. Layout and gameplay is pretty much identical. The theme is based off the original.<br />
<br />
Avanti -<br />
Objective: Blue team starts as the attacker. Red team starts as the defender. The attacking team starts at the bottom of the hill and must take control of the town by moving uphill and taking control of Command Points sequentially. The defending team simply tries to hold out as long as they can. Once the attackers succeed, teams swap, and play begins again.<br />
Command Points are captured by taking the flag from the previous point and carrying it to the next. When a Command Point is secured, the flag required to capture the next Command Point appears on top of it. For example, the flag needed to capture Command Point 3 will always spawn at Command Point 2.<br />
<br />
There is a wall of the Church that can be breached by applying enough damage to it. Stickies will work the best.<br />
<br />
Dropped flags return after 15 seconds.</span></span></span><br />
<span style='color: #1C2837'><span style='font-family: arial, verdana, tahoma, sans-serif'> </span></span><br />
<span style='color: #1C2837'><span style='color: #1C2837'><span style='font-family: arial, verdana, tahoma, sans-serif'><a href='http://forums.cgc-online.net/index.php?/topic/772-tf2-avanti-b1/' class='bbc_url' title='External link' rel='nofollow external'>Support for this map is located here</a></span></span></span>]]></description>
		<pubDate>Sat, 02 Apr 2011 07:07:03 +0000</pubDate>
		<guid isPermaLink="false">4</guid>
	</item>
	<item>
		<title>Rock2_b1</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=3]]></link>
		<description><![CDATA[=====================================================================<br />
<br />
Title			: Rock 2<br />
Filename		: rock2_b1<br />
Authors			: Sacrifist, Business, KUSA<br />
Email			: admin(at)cgc-online.net<br />
Description		: Team Fortress 2 Capture the intel map<br />
Recomended # of players	: 24-32<br />
<br />
=====================================================================<br />
<br />
Custom Textures		: Yes<br />
Custom Models		: No<br />
Custom Sounds		: Yes<br />
Editor			: Hammer<br />
Compile Tools		: Valve Compile Tools (SDK as of 11/20/2007)<br />
Compile Time		: 9 minutes (Full Compile)<br />
<br />
=====================================================================<br />
<br />
Objective:<br />
Your team must steal the enemy's intel that is located in their warden's office and take it to their gas chamber.<br />
<br />
Other Notes:<br />
A team can open an alternate route under the yard by blowing up<br />
the barricades in the underground tunnels.<br />
<br />
- How to Install Map<br />
Place the .bsp file into below directory (ex. default installed directory)<br />
C:&#092;Program Files&#092;Steam&#092;SteamApps&#092;(your account name)&#092;team fortress 2&#092;tf&#092;maps<br />
<br />
=====================================================================<br />
<br />
** Special Thanks to **<br />
CGC-Online.net, PwnShopGaming.com, agentart, menthol, iZihbO, darkscope, <br />
all the players who ever tested this map, and of course Kusa for bringing<br />
this badboy to Source<br />
<br />
=====================================================================<br />
<br />
<a href='http://forums.cgc-online.net/index.php?/topic/440-tf2-rock2-b1/' class='bbc_url' title='External link' rel='nofollow external'>Support for this map is located here</a><br />
]]></description>
		<pubDate>Sat, 02 Apr 2011 06:44:15 +0000</pubDate>
		<guid isPermaLink="false">3</guid>
	</item>
	<item>
		<title>cp_warpath2</title>
		<link><![CDATA[http://forums.cgc-online.net/index.php?app=downloads&showfile=2]]></link>
		<description><![CDATA[Cp_warpath2 (new final version)<br />
<br />
<br />
<br />
This map is the outcome of 2 months worth of playtesting with two awesome 24/7 Warpath communities.<br />
<br />
<br />
Changelog: - retextured - spawn rooms are locked unless you are on that specific spawnroom - health kits and ammo packs distributed through out the map to counter the Valve updates and to help map flow - Added a little cover in the middle of the map to help gameflow in that specific area - added 2 ladders near cp 2 and 4 to stop that area slowing the gameplay down. Ladders help both offense and defensive in those areas - added ambient sounds throughout the map - fixed cp2 and cp4 building lights, brushwork, and other various small issues - timer set to 30 minutes and each cap will award 2 minutes additional time - added nobuild areas to the tops of all cp buildings, you can still build on cp2 and 4 along the ledges (if you can get up there) - spawn timers adjusted to 5 seconds instead of instant to help teams move forward<br />
<br />
<br />
many other fixes, too many to actually remember<br />
<br />
<br />
Included with the release is the info.txt and the english.txt and .res file is a server admin wants to use it<br />
<br />
<br />
<a href='http://forums.cgc-online.net/index.php?/topic/784-tf2-warpath2/' class='bbc_url' title='External link' rel='nofollow external'>Support for this map is located here</a>]]></description>
		<pubDate>Sat, 02 Apr 2011 04:59:07 +0000</pubDate>
		<guid isPermaLink="false">2</guid>
	</item>
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