Jermaphobe

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Legendary Mapper
Introducing Crash Medieval, a port of an ancient CS 1.6 map to Team Fortress 2. Crash Medieval has been ported as faithfully as possible with some tweaks and additions:
  • Changed Trap 15’s button appearance so Hale is no longer pressing the wrong shiny thing - unless it’s on purpose.
  • The fake Nitro on the second trail route has been promoted to a real Nitro. Because pretending was boring, so expect a boom in user engagement.
  • Every button has been re-position for intuitive alignment for Hale's who have issues with spatial awareness. In short, they now make sense.
  • The ? boxes in the open arena now heal players when broken. A reward for reckless smashing.
  • The dungeon arena is now brighter. You can actually see what’s killing you.
  • Merged the original second ending into the first to give Hale more incentive to win and eliminate runners. Streamlined murder efficiency.
  • Difficulty has been re-balanced to be way tougher on runners. Playing as Heavy is now officially hard mode - good luck waddling to victory, better equip GRU.
This first release is absolutely meant for balancing and feedback. It's the “I'm still pretending this isn’t broken” phase. Major issue reports are welcome and will be prioritized - mostly so I can fix them before TheLegend27 finds new ways to break the map again.

Brief Image Gallery

Download Here
 
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Reactions: Cream Tea
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I already turned off when you said it's port from old CSS map (Old ported maps mostly blows, See the recent Cream Tea's ports), but the Crash Bandicoot aesthetic in the gallery holds up oddly enough, I'll say i'm giving it 1+, I'll check the map when i had freetime
 

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