Big Guns v1.1 patch (9/11/01), included for historical reasons (and no, not pertaining to the filedate being 9/11 either) Several changes were made in this version, such as the use of FrikBot X instead of 0.09, and CS-style dynamic accuracy (Firs
The first version of the Big Guns mod (9/2/01) Weapon scheme of this version as follows: 1-Axe = I'll change this later. 2-Pistol = A flaregun/pistol combo. Not a 9mm like most games. 3-AssaultRifle= Eats up your ammo like crazy. 4-
This is the slightly older, July 1997 release of the Team Fortress mod. Several differences remain, such as scouts lacking caltrop grenades, flames sticking, different sentryguns and more.
The intention behind Quoth is to provide a large portion of content in as easily accessible form as possible for both players and mappers. The components are designed to be consistent with each other as well as the original id content. More is under
Drew, Neg!ke, Generic and HeadThump each offer a map for this week's event. The theme of the week was Big with Drew offering a Huge partition of mappage. The skyline in Drew's level is something to be seen, as well as a map that gives us steller
After, 10 month of mapping, and 1218 hours and 38 minutes of fullvis process (yes you read it correctly, it's equal to 50 days 18 h 38 mn), I'm glad to present my last map. CDA has been started last year for the 1000-Brushes Winter contest, but d