This journal describes my journey in trying to bring an old map back to life.
For whatever reason, it seems like my time in the Counter-Strike/TFC mapping community was formative to me, and it’s a memory I keep coming back to. Something about the feeling of creative empowerment – the ability to create my own worlds – was intoxicating for me as an adolescent. I think I started mapping in 1999, when I was 14. I stuck with it as an active community participant until maybe 2002, but when you’re that age a few years can feel like a long time.
The mapping community was quite large in those days, with CS and TFC being two of the most widely played online games at the time. I went by the name of questionable.ethics, and mostly hung out on the Counter-Strike.net mapping forum; I was even a moderator for a time (the easter egg in this map shouts some of my mapping forum buddies from the era). I am new to TWHL, and actually I think it opened after I had already started to move on from mapping and texturing. I love seeing people still working with these tools and making such great content. Truly some of the work here blows my mind.
Despite this being apparently such a big part of my life, I finished and released surprisingly few maps. I was actually making a lot more textures in those days.
The map is called tf_autocrat and would have been made some time between 2001-2002, in the twilight years of TFC as a widely played game. In making this map, I was fascinated by the way that stock TFC maps seemed to be set nowhere in particular. They were vaguely military or industrial, but primarily they were just non-specific battle arenas. Architectural embellishments were rare in the stock maps. The really nice user-created maps, on the other hand, were often set in urban or middle-eastern environments, the latter because the wars in Iraq and Afghanistan were on the news constantly.
In tf_autocrat, I wanted to maintain the vaguely industrial look of the stock TFC maps, but with a much higher level of detail. The overall terrain is still non-sensical and doesn’t correspond to any real-world locations. I never got the TFC entities working. Worse still, I had lost the most recent compiled version of the map and just had all the source material.
Back in 2020, around 20 years after I had started the map, I took advantage of the COVID-19 lockdowns to bring it back. I haven’t used a PC in years, but I was able to get all the tools working on my work computer. Using Worldcraft (or Hammer, as it’s called now) is a skill that never goes away. I added a new underwater pipe route through the tunnels, re-created the lights.rad and other missing files, and recompiled the map. It’s amazing how much faster this process is than it was in 2001.
Anyhow, here it is. It’s just a ghostly, empty map from a long time ago that I had the chance to explore again. There’s something very unique to the feeling of walking through a virtual space you haven’t set foot in for decades. I’m sure others here can relate. I hope you take the time to explore, and I hope you enjoy it. The custom textures in the map are all my own creations, so please feel free to use anything from the .wad you like.
I have uploaded this to the TWHL vault, the link is
here.
The vault entry is filled with screenshots, but I'll repost a few here:
View of the overworld
The blue base
The underground caverns