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	<title>Vilepickle.com News</title>
	<atom:link href="http://vilepickle.com/news/feed/" rel="self" type="application/rss+xml" />
	<link>http://vilepickle.com/news</link>
	<description>The official place for my stuff.</description>
	<pubDate>Thu, 18 Sep 2008 23:35:50 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6</generator>
	<language>en</language>
			<item>
		<title>Vilepickle.com Redesign</title>
		<link>http://vilepickle.com/news/2008/09/18/vilepicklecom-redesign/</link>
		<comments>http://vilepickle.com/news/2008/09/18/vilepicklecom-redesign/#comments</comments>
		<pubDate>Thu, 18 Sep 2008 23:35:50 +0000</pubDate>
		<dc:creator>Vilepickle</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://vilepickle.com/news/?p=24</guid>
		<description><![CDATA[I redesigned the main site since the old layout was becoming very stale to me.  This new one is a lot nicer, and can be seen at http://www.vilepickle.com.
]]></description>
			<content:encoded><![CDATA[<p>I redesigned the main site since the old layout was becoming very stale to me.  This new one is a lot nicer, and can be seen at <a href="http://www.vilepickle.com">http://www.vilepickle.com</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://vilepickle.com/news/2008/09/18/vilepicklecom-redesign/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Arena_Mach2 Map Update</title>
		<link>http://vilepickle.com/news/2008/09/05/arena_mach2-map-update/</link>
		<comments>http://vilepickle.com/news/2008/09/05/arena_mach2-map-update/#comments</comments>
		<pubDate>Fri, 05 Sep 2008 20:38:27 +0000</pubDate>
		<dc:creator>Vilepickle</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[arena]]></category>

		<category><![CDATA[arena_mach2]]></category>

		<category><![CDATA[mach]]></category>

		<category><![CDATA[mach4]]></category>

		<guid isPermaLink="false">http://vilepickle.com/news/?p=20</guid>
		<description><![CDATA[Arena_mach has been updated to version 2, now called Arena_mach2.  This fixes many problems some people had with the map.  It now conforms to the traditional arena style of next to no health packs.  Some obstructions that hindered gameplay flow have also been taken out.
FINAL 2.0 CHANGES/FIXES:
-Logs to each sniper deck removed
-Boxes [...]]]></description>
			<content:encoded><![CDATA[<p>Arena_mach has been updated to version 2, now called Arena_mach2.  This fixes many problems some people had with the map.  It now conforms to the traditional arena style of next to no health packs.  Some obstructions that hindered gameplay flow have also been taken out.</p>
<p>FINAL 2.0 CHANGES/FIXES:<br />
-Logs to each sniper deck removed<br />
-Boxes in the middle removed due to their placement being annoying in terms of movement flow<br />
-Middle tower health pack removed<br />
-Medium base health packs removed<br />
-Both sewer small health packs removed<br />
-Planks added to allow easy crossing from stairway base exit to middle area, which helps avoid sniper fire<br />
-Spawn points fixed to prevent players spawning on one another</p>
<p>Screenshots:<br />
<a href="http://www.vilepickle.com/map/screens/tf2_arena_mach/">http://www.vilepickle.com/map/screens/tf2_arena_mach/</a></p>
<p>Download:<br />
<a href="http://www.vilepickle.com/map/arena_mach2.7z">http://www.vilepickle.com/map/arena_mach2.7z</a> (7zip, 7.3mb)<br />
<a href="http://www.vilepickle.com/map/arena_mach2.zip">http://www.vilepickle.com/map/arena_mach2.zip</a> (zip, 10.5mb)<br />
<a href="http://www.vilepickle.com/map/arena_mach2.bsp.bz2">http://www.vilepickle.com/map/arena_mach2.bsp.bz2</a> (bz2, for server admins)</p>
]]></content:encoded>
			<wfw:commentRss>http://vilepickle.com/news/2008/09/05/arena_mach2-map-update/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Arena_Mach Map Release - Alpine Excitement</title>
		<link>http://vilepickle.com/news/2008/08/22/arena_mach-map-release-alpine-excitement/</link>
		<comments>http://vilepickle.com/news/2008/08/22/arena_mach-map-release-alpine-excitement/#comments</comments>
		<pubDate>Fri, 22 Aug 2008 19:21:25 +0000</pubDate>
		<dc:creator>Vilepickle</dc:creator>
		
		<category><![CDATA[Maps]]></category>

		<category><![CDATA[Team Fortress 2]]></category>

		<category><![CDATA[arena_mach]]></category>

		<category><![CDATA[ctf_mach]]></category>

		<category><![CDATA[tf2]]></category>

		<guid isPermaLink="false">http://vilepickle.com/news/?p=18</guid>
		<description><![CDATA[I&#8217;ve modified ctf_mach4 into the Arena game mode and have given the outdoor environment a visual makeover.  The map includes many changes to fit the Arena play style.  The middle area is now larger.  Players can now get up out of the previous flag area pit easily.  A spawn room has been eliminated, and the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve modified ctf_mach4 into the Arena game mode and have given the outdoor environment a visual makeover.  The map includes many changes to fit the Arena play style.  The middle area is now larger.  Players can now get up out of the previous flag area pit easily.  A spawn room has been eliminated, and the sniper deck is accessible to all from outside the base.  There is more cover outside.  The sky is much, much higher than in the CTF version.  This is a bit different than other Arena maps, because I&#8217;ve opted to have a decent amount of health packs around the map.  There are two small ones in the middle (one on the tower, one on the stump), one small in each sewer entrance, and a medium pack on the previous flag stands to encourage use of the bases.</p>
<p>Screenshots:<br />
<a href="http://www.vilepickle.com/map/screens/tf2_arena_mach/">http://www.vilepickle.com/map/screens/tf2_arena_mach/</a></p>
<p>Download:<br />
<a href="http://www.vilepickle.com/map/arena_mach.7z ">http://www.vilepickle.com/map/arena_mach.7z </a>(7zip, 7.3mb)<br />
<a href="http://www.vilepickle.com/map/arena_mach.zip">http://www.vilepickle.com/map/arena_mach.zip</a> (zip, 10.5mb)<br />
<a href="http://www.vilepickle.com/map/arena_mach.bsp.bz2">http://www.vilepickle.com/map/arena_mach.bsp.bz2</a> (bz2, for server admins)</p>
<p>This is a version 1.0 release.  I did private beta testing to stomp any bugs that came in the conversion process.  If you do find anything major though, let me know.</p>
<p>Enjoy the new alpine environment!</p>
]]></content:encoded>
			<wfw:commentRss>http://vilepickle.com/news/2008/08/22/arena_mach-map-release-alpine-excitement/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Arena_Mach Development</title>
		<link>http://vilepickle.com/news/2008/08/20/arena_mach-development/</link>
		<comments>http://vilepickle.com/news/2008/08/20/arena_mach-development/#comments</comments>
		<pubDate>Thu, 21 Aug 2008 01:26:07 +0000</pubDate>
		<dc:creator>Vilepickle</dc:creator>
		
		<category><![CDATA[Maps]]></category>

		<category><![CDATA[Team Fortress 2]]></category>

		<guid isPermaLink="false">http://vilepickle.com/news/?p=13</guid>
		<description><![CDATA[I&#8217;ve decided to adapt Mach to an arena style map.  This is going to be a fairly nice update as well, as I&#8217;m redoing the outdoor section to the new alpine environment.  There is more space outdoors, and there are more little nooks with cover.
Mach is small enough to actually keep almost all [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve decided to adapt Mach to an arena style map.  This is going to be a fairly nice update as well, as I&#8217;m redoing the outdoor section to the new alpine environment.  There is more space outdoors, and there are more little nooks with cover.</p>
<p>Mach is small enough to actually keep almost all of the map.  I am adding a way up from the previous flag area for arena, since the bases should be traversable in arena instead of putting that handicap in.  The only thing I&#8217;ve really removed is one of the resupply rooms, since only one is necessary.</p>
<p>Here&#8217;s a progress shot:</p>
<p><a href="http://vilepickle.com/news/wp-content/uploads/2008/08/arenamach.jpg"><img class="alignnone size-medium wp-image-16" title="arenamach" src="http://vilepickle.com/news/wp-content/uploads/2008/08/arenamach-300x240.jpg" alt="" width="300" height="240" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://vilepickle.com/news/2008/08/20/arena_mach-development/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Dom_Canalzone Final 1.0 Release</title>
		<link>http://vilepickle.com/news/2008/08/14/dom_canalzone-final-10-release/</link>
		<comments>http://vilepickle.com/news/2008/08/14/dom_canalzone-final-10-release/#comments</comments>
		<pubDate>Thu, 14 Aug 2008 20:56:38 +0000</pubDate>
		<dc:creator>Vilepickle</dc:creator>
		
		<category><![CDATA[Maps]]></category>

		<category><![CDATA[Team Fortress 2]]></category>

		<category><![CDATA[canalzon]]></category>

		<category><![CDATA[canalzone]]></category>

		<category><![CDATA[cz]]></category>

		<category><![CDATA[qwtf]]></category>

		<category><![CDATA[tf2]]></category>

		<category><![CDATA[vilepickle]]></category>

		<guid isPermaLink="false">http://vilepickle.com/news/?p=10</guid>
		<description><![CDATA[The map dom_canalzone_b3 has been updated to dom_canalzone and is now in its final version.  You may be interested in running this on a server if you are not already.  The map features a unique game mode called &#8220;Domination&#8221;, where players capture control points and their domination percentage rises.  The first team [...]]]></description>
			<content:encoded><![CDATA[<p>The map dom_canalzone_b3 has been updated to dom_canalzone and is now in its final version.  You may be interested in running this on a server if you are not already.  The map features a unique game mode called &#8220;Domination&#8221;, where players capture control points and their domination percentage rises.  The first team to 100% domination wins the round.  This game mode was originally by TheBladeRoden.  Canalzone for Quakeworld Team Fortress was originally by David Sawyer (now of Valve).</p>
<p>Canalzone is a complex map that takes a number of playthroughs to grasp fully, but once you know your way around it is an excellent experience.  The map has been extensively playtested in its TF2 incarnation so far, and it has proven itself as a fun alternative to the typical grind of other game modes.</p>
<p>Download:<br />
<a href="http://vilepickle.com/map/dom_canalzone.7z"> http://vilepickle.com/map/dom_canalzone.7z</a> (7zip, 10mb)<br />
<a href="http://vilepickle.com/map/dom_canalzone.zip"> http://vilepickle.com/map/dom_canalzone.zip</a> (zip, 22.1mb)<br />
<a href="http://vilepickle.com/map/dom_canalzone.bsp.bz2"> http://vilepickle.com/map/dom_canalzone.bsp.bz2</a> (bz2 for server admins, 21.5mb)</p>
<p>Screenshots:<br />
<a href="http://vilepickle.com/map/screens/tf2_dom_canalzone"> http://vilepickle.com/map/screens/tf2_dom_canalzone</a></p>
<p>Changelist from B3 to Final:<br />
<a href="http://www.vilepickle.com/map/readmes/README_dom_canalzone.txt"> http://www.vilepickle.com/map/readmes/README_dom_canalzone.txt</a></p>
<p>Have fun!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>The eve of the Canalzone</title>
		<link>http://vilepickle.com/news/2008/08/13/the-eve-of-the-canalzone/</link>
		<comments>http://vilepickle.com/news/2008/08/13/the-eve-of-the-canalzone/#comments</comments>
		<pubDate>Wed, 13 Aug 2008 23:56:19 +0000</pubDate>
		<dc:creator>Vilepickle</dc:creator>
		
		<category><![CDATA[Maps]]></category>

		<category><![CDATA[Team Fortress 2]]></category>

		<guid isPermaLink="false">http://vilepickle.com/news/?p=8</guid>
		<description><![CDATA[So here we are on the eve of my Canalzone final 1.0 release.  I have a lot of feelings about this map, even though I didn&#8217;t play it in the glory QWTF era.  I feel like the game mode is unique in TF2, and is very fun.  I feel like I&#8217;ve done a good job [...]]]></description>
			<content:encoded><![CDATA[<p>So here we are on the eve of my Canalzone final 1.0 release.  I have a lot of feelings about this map, even though I didn&#8217;t play it in the glory QWTF era.  I feel like the game mode is unique in TF2, and is very fun.  I feel like I&#8217;ve done a good job at making this map look awesome while retaining a more traditional TF2-ish theme.  Granted, it&#8217;s set in a more urban environment, but it still fits in.  If all custom maps were set in the same stock environment then they wouldn&#8217;t be &#8220;custom&#8221;.  I&#8217;ve already decided to (eventually) do another unique map with a  different game mode, but I feel like the reception of CZ will be what makes or breaks my enthusiasm.  TF2 players have obviously embraced complex game modes with maps like CP_Steel, so I don&#8217;t see that being a large barrier to its success.  If I were a member of a community like Somethingawful or Shacknews I&#8217;m sure I may get a few more (a lot more) ardent supporters, but those communities are not especially appealing to me.  I guess the map has to stand on its own merits.</p>
<p>I think bringing a great deal of attention to fun and details to my next map will make it stand out.  You don&#8217;t see unique game mode maps with large amounts of detail work done to them.  They usually look pretty&#8230; bland.  I guess I have a lot invested in Canalzone, its modified Domination game mode (thank you BladeRoden for Dom), and its graphical fidelity.  I believe the fun factor was originally engrained in Quakeworld, but I&#8217;ve made many changes that make CZ retain its fun factor.</p>
<p>I do have one extreme worry.  The Heavy update next week is going to absolutely devastate the custom map community once again for another 2-3 weeks, probably longer with a new PL map.  I think we&#8217;re still recovering from Goldrush, in fact.  While I love these updates, I just hate that they destroy any chance of people getting their hard work played.  I guess if a map is heavily requested it will be included in an update.  Steel has proven that well enough.  It seems like Valve is aiming for 2 solid maps each release, so I presume 2 custom maps will be in the update after that.  While I don&#8217;t really expect them to ever use mine since they are remakes, I hope that this PL map included with the Heavy update doesn&#8217;t further ruin custom map popularity.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>CTF in TF2 is dead.</title>
		<link>http://vilepickle.com/news/2008/08/13/ctf-in-tf2-is-dead/</link>
		<comments>http://vilepickle.com/news/2008/08/13/ctf-in-tf2-is-dead/#comments</comments>
		<pubDate>Wed, 13 Aug 2008 23:25:48 +0000</pubDate>
		<dc:creator>Vilepickle</dc:creator>
		
		<category><![CDATA[Maps]]></category>

		<category><![CDATA[Team Fortress 2]]></category>

		<guid isPermaLink="false">http://vilepickle.com/news/?p=6</guid>
		<description><![CDATA[I remember when Fortress was all CTF.  That&#8217;s changed, and I feel like I&#8217;m the only one that&#8217;s sad about it.  I loved the fast action packed CTF of Q3F and ETF.  There are a lot of telltale signs to me that CTF is finally on its death bed.  Mach has been out nearly a [...]]]></description>
			<content:encoded><![CDATA[<p>I remember when Fortress was all CTF.  That&#8217;s changed, and I feel like I&#8217;m the only one that&#8217;s sad about it.  I loved the fast action packed CTF of Q3F and ETF.  There are a lot of telltale signs to me that CTF is finally on its death bed.  Mach has been out nearly a year, and as the most prominent CTF map, it still fails to allow some people to enjoy the game.  I&#8217;m not even sure why some people don&#8217;t enjoy CTF, even though it is somewhat watered down in TF2.  The game mode just isn&#8217;t doing it for the majority of the TF2 fan base.</p>
<p>The CAL forums are loaded with people who absolutely despise Mach.  It&#8217;s hard to see through their childish and immature comments sometimes, but it just seems like CTF is dead to them.  They hate the game mode.  I wish I was more enlightened on that, but having come from a clan background and playing TF2 competitively, I see nothing wrong with CTF besides that it takes different tactics to succeed.  Perhaps people don&#8217;t understand those tactics.  On Mach, for example, the best way to win a 6v6 or 8v8 is to dominate the middle area.  If a team is bent on defending, they need to re-evaluate what they&#8217;re doing, as they&#8217;ve already lost.  So you need to play better than the other team to get the middle.  Why is that so terribly unfun?  What&#8217;s different about that then 5 point CP maps or anything else played in competition?  Not much, really.  I guess some people see it differently.</p>
<p>I would like to personally discourage anyone from making a map with the CTF game mode.  You are doomed to have an unplayed map, no matter how well you do it.  Those are the facts of TF2.  I would also stray away from 5 point CP maps, because those are extremely unpopular on public servers.  They are good for competition, which is very fun if you play it, but you&#8217;ll have to deal with the most obnoxious players in TF2 when attempting to get it played.  They almost always prefer stock maps anyway.  The best you could do is to create an A/D map or a Payload map.  I personally hate these spammy cluster maps, especially since I play scout, but it seems like everyone loves them (except comp. players).  That&#8217;s a mystery for another day.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>News Site</title>
		<link>http://vilepickle.com/news/2008/08/13/news-site/</link>
		<comments>http://vilepickle.com/news/2008/08/13/news-site/#comments</comments>
		<pubDate>Wed, 13 Aug 2008 22:54:01 +0000</pubDate>
		<dc:creator>Vilepickle</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://vilepickle.com/news/?p=3</guid>
		<description><![CDATA[I figured it&#8217;d be nice to have a place to voice my thoughts and post released maps in blog format once more, so here&#8217;s the ol&#8217; blog.
]]></description>
			<content:encoded><![CDATA[<p>I figured it&#8217;d be nice to have a place to voice my thoughts and post released maps in blog format once more, so here&#8217;s the ol&#8217; blog.</p>
]]></content:encoded>
			<wfw:commentRss>http://vilepickle.com/news/2008/08/13/news-site/feed/</wfw:commentRss>
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