A few custom cards I made in 2024 based on the game F.E.A.R for Lorcona. I remember them being fun but a bit over-costed maybe.
Thursday, March 12, 2026
Sunday, February 22, 2026
Last Flag - Beta Feedback
I've been playing the beta for Last Flag; a PVP, MOBA-esce, third person shooter, with the main gamemode being CTF where players hide the flag at the start of the round. I think the overall concept is interesting, but the gameplay feels bad.
Currently the biggest issue is combat and movement feeling very stiff. This gameplay clip presents a lot of the issues I'm having.
Another issue is shown towards the end of the clip, I try to jump up onto a ramp and end up falling because I hit the corner of the upper platform. I technically completely missed the jump, but I missed it by such a small margin that it feels bad. Theres a disconnect here between player action and expectation. Having players be able to mantle ledges fixes edge cases like this and makes the game feel more fluid.
Deadlock is a pretty good example of really fluid and satisfying movement, and while I think a lot of it is a bit too vertical for something like Last Flag, there are aspects that could be taken that'd make the game feel more fun.
Also, this is super subjective, but I hate Last Flag being set in a wacky violent gameshow. It gives some justification for there being an announcer commentating game actions, but the idea is just so overdone. It feels very 2015 and I really think it's a trend that needs to die off.
Monday, January 26, 2026
Oldwood
Here's a few screens from a CTF map I did last year for Christmas. The artpass was done super-fast so I didn't really save any in dev screenshots, might come back and polish it up some more later this year.
Workshop Link if you want to check it out.
Saturday, December 6, 2025
Wednesday, June 11, 2025
TF2 2025 Summer Map Predictions
These are my predictions for maps to most likely get into the TF2 Summer update.
Here are the links to the individual Workshop pages.
Tuesday, May 6, 2025
Lowtide
This is a layout and remake of my other map Karnak that I started earlier this year, been spending the past week artpassing it. I've been referencing a lot of older Valve maps for the artpass, mainly Granary and Well, I wanted it to have a classic feel.
As a remake of Karnak it's actually a completely new map, I remade the base layout from scratch and added routes/geo that I wanted to do in the original.
Here's some screenshots of the current version. Download links will be at the bottom of post.
Thats it, you can download it from the Steam Workshop or TF2Maps.
Sunday, December 8, 2024
Ye Olde Conteste
Recently I helped judge some maps in a Team Fortress 2 Medieval Mode mapping contest, a byproduct of this being that I was exposed to hours of TF2 melee only gameplay. As a result of this exposure, it helped me to better identify which type of layout/gamemode combination does and doesn't work for this style of play. This post is mainly going to highlight maps from the contest that I thought did well at accommodating the medieval handicap.
Fopdoodle / Pithaul
I'm pairing these maps together because they both use a game element introduced in Scream Fortress 2024 with the map Freaky Fair, that being a MOBA-esce style shop system allowing players to buy upgrades for their weapons and stats.
The main issue with medieval mode is that strips most of the complexity from the game, melee as a system in TF2 is not a focus and forcing all classes to only melee equalizes them in a way that is very unfun. The shop system that these maps introduce add enough depth that is otherwise absent.
Between the two I enjoy Fopdoodle more, it rebalances the money gain amount in a way which allows becoming OP to happen faster. It also introduces some custom upgrades that enable some classes. Pithaul is fun but it's also arena, doesn't give you as much time to feel strong.
Drunkard
Joust
Tour
Sunday, November 3, 2024
From Alpha to Artpass
Here's a few gifs I made showcasing the layout and artpass progression of my TF2 map Fortezza.
You can find the map on the Steam Workshop, and TF2Maps.net
Friday, November 1, 2024
Fortezza Artpass Completed
Over the last few weeks I've been working on the artpass for Fortezza. Today I finally have it in a state that feels overall finished, minus a few minor details maybe. I plan to release it on the Workshop sometimes within the next few days.
Here are some screenshots of the current version.
Wednesday, September 11, 2024
Fortezza Artpass WIP
Decided to try and get this map art passed for Winter 2024. Got some pretty nice texture assets from a Italian pack KrazyZark is working on.
Working on the map bit by bit and this is, so far, the most complete. Still a lot of work to do.
Friday, May 17, 2024
Fortezza
Forgot to post for a bit. Here is a map I've been working on this past year. It's super inspired by Avanti and Dustbowl. Currently testing it with a vscript VIP mode, but I'm open to converting it back to normal A/D.
Sunday, August 27, 2023
Graveshift
Introducing Graveshift! A medieval CTF map for TF2!
Friday, August 4, 2023
TF2 100 Player Layout Idea
Quick lil sketch idea, layout would have 3 main mid areas leading all leading into a final cap zone. Game mode would be DoD style 5cp, all the points start unlocked and teams have to control them all to win.
Tuesday, July 11, 2023
Karesansui WiP a6a
- Redesigned spawn area to enable better player flow to other routes.
- Changed routes into mid to hopefully help players rotate
- Changed some height near point so movement onto cap area feels more gradual.
- Managed some sightlines.
- Added a few detail props.
The main issue of the previous version was player routing. Players coming from spawn tended to only use one route to mid, leaving pressure off of half the map and making defending a bit easier than it should be. The was happening due to the old spawn being angled in a way that encouraged players to use the route that was closest to them. The fix was pretty simple, I repositioned spawn so that all routes equally far from it.
The other changes to the map aren't as big, mostly just minor changes around mid to hopefully make it play a little less awkwardly.
Sunday, July 2, 2023
Karesansui WiP a5
Been working on this Koth map for TF2. Main issue with the layout so far is that mid plays very defensively for the enemy team. I think I might have gotten it into a state where it might not be so hard to attack, waiting to see how it playtests.
If mid plays well I'm going to focus more on some of the routes into it. The spawn area feels super underdeveloped right now, just flat with limited options for defending from forward holds.
I really like the overall layout though; I have a bunch of little hills and caves and I like how they interlock into mid. Kinda want to enable more scout movement too, I had a cool double jump to high ground route but I think I may have unintentionally removed it in this version.
Here are the current screens.












































