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				<title>The Gravity Bong : Downloads</title>
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				<copyright>The Gravity Bong - A Team Fortress 2 Community</copyright>
				<managingEditor>helix@nospam.com (HeLiX)</managingEditor>
				<webMaster>helix@nospam.com (HeLiX)</webMaster>
				<pubDate>Thu, 09 Sep 2010 15:29:45 -0500</pubDate>
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					<title>The Gravity Bong : Downloads</title>
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						<item>
						<title>avanti_b1</title>
<link>http://www.gravitybong.net/download.php?view.163</link>
<description><![CDATA[This map is based off TFC's Avanti. Layout and gameplay is pretty much identical. The theme is based off the original. <br /><br />Avanti - <br /><br />Objective: Blue team starts as the attacker. Red team starts as the defender. The attacking team starts at the bottom of the hill and must take control of the town by moving uphill and taking control of Command Points sequentially. The defending team simply tries to hold out as long as they can. Once the attackers succeed, teams swap, and play begins again.<br /><br />Command Points are captured by taking the flag from the previous point and carrying it to the next. When a Command Point is secured, the flag required to capture the next Command Point appears on top of it. For example, the flag needed to capture Command Point 3 will always spawn at Command Point 2. <br /><br />There is a wall of the Church that can be breached by applying enough damage to it. Stickies will work the best.<br /><br />Dropped flags return after 15 seconds.<br />]]></description>
<category domain='http://www.gravitybong.net/download.php?list.9'>Capture the Flag</category>
<author>noauthor@nospam.com (Sacrifist, KUSA)</author>
<pubDate>Mon, 16 Feb 2009 19:13:49 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.163</guid>
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						<title>pl_waste_b3</title>
<link>http://www.gravitybong.net/download.php?view.162</link>
<description><![CDATA[5CP Tug-o-War Payload<br />Waste is a new gametype in which the payload can be pushed by either team. It plays similarly to other 5-point Control Point maps, such as Well, except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide health and ammo pickups not normally present on the main payload track.<br /><br />Please provide feedback, whether it be bug reports or even small requests.<br /><br />**Waste is currently part of the (^) Custom Rotation 208.115.116.51:27016**<br /><br /><br />Objective:<br />Escort the payload to the enemy base. Stand near the payload to make it move.<br /><br />Other Notes:<br />Both teams can push the cart. The The payload moves faster as more teammates stand near it.<br /><br /><br />Beta 3 Release Notes:<br />-Improved performance<br />-Widened up and added a window at the "U-turn" chokepoint<br />-Fixed compatibility issues with Sudden Death mode<br />-Teams that own more CPs than the enemy will be able to push the cart faster<br />-Improved lighting in dark areas<br />-Fixed Color Correction not working<br />-Removed and shifted locations of pickups between the 2nd and last points<br />-Round time is now capped at 6 minutes<br />-Raised/Removed the "ceiling clips"<br />-Several bug fixes<br /><br />Beta 2 Release Notes:<br />-Improved performance<br />-Added more cover around the middle checkpoint<br />-Reduced size of healthpacks around 2nd checkpoints<br />-Widened up the "U-turn" chokepoint<br />-Rearranged final areas to make it easier for defenders to get to the upper deck<br />-Reduced time rewarded after each capture<br />-Reduced respawn times for attackers<br />-Added more ambient sound<br />-Updated tug-o-war logic<br />-Several bug fixes<br />-Download now includes a pre-bzipped file<br /><br />Changes for Beta 1:<br />-Publicly released beta 1 for fine tuning<br /><br /><br />INSTALLATION:<br />Unpack the contents of the .rar into your tf directory. Keeping the folder system intact will allow you to see the thumbnail in the Map List.<br /><br />FILES:<br />pl_waste_b3.bsp ;The map itself<br />pl_waste_b3.bsp.bz2 ;A compressed version of the map, for fast-download servers<br />menu_thumb_pl_waste_b3.vtf ;Map list image<br />menu_thumb_pl_waste_b3.vmt ;Map list thumbnail<br />pl_waste_b3.jpg ;Heatmap use<br />readme_waste_b3.txt ;This file<br /><br />Special Thanks:<br />www.tf2maps.net -- for all their support and gameday servers<br />GrimGriz -- for allowing me to use his server to test Waste<br />Z33W13R -- for making the grey skinned bomb cart<br />Clan Woof -- for being awesome]]></description>
<category domain='http://www.gravitybong.net/download.php?list.8'>Payload</category>
<author>noauthor@nospam.com (Icarus)</author>
<pubDate>Mon, 16 Feb 2009 19:12:33 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.162</guid>
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						<title>gas_thefog</title>
<link>http://www.gravitybong.net/download.php?view.161</link>
<description><![CDATA[Navigate your way to the enemy side of the base and grab the destruct mechanism codes and return them to your chemical safe bunker! Watch as the gas kills anyone trapped on the first floor.]]></description>
<category domain='http://www.gravitybong.net/download.php?list.16'>User-created</category>
<author>noauthor@nospam.com (Jonathan Mayer (aka Shazam))</author>
<pubDate>Mon, 02 Feb 2009 11:00:39 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.161</guid>
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						<title>ctf_gas_alley_skc</title>
<link>http://www.gravitybong.net/download.php?view.160</link>
<description><![CDATA[CTF with a danger zone]]></description>
<category domain='http://www.gravitybong.net/download.php?list.16'>User-created</category>
<author>noauthor@nospam.com (Jonathan Mayer (aka Shazam))</author>
<pubDate>Mon, 02 Feb 2009 10:59:47 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.160</guid>
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						<title>cp_orange_x3</title>
<link>http://www.gravitybong.net/download.php?view.159</link>
<description><![CDATA[Well folks heres a cleaned up and edited ver of orange x as you can see we re textured alot and added stuff such as:<br /><br />1.a 2nd ramp to the top of the building<br />2. added stair ramps to each spawn<br />3.lil side hiding at spawns<br />4. new skybox<br />5.fixed as many leaks as we could <br />6.realigned part of the map so you wouldnt get stuck<br />7.fixed it so theres no more sky walking<br /><br />Here at Team GHS we hope you enjoy this and thanks again wolf for giving us permission to do this.<br /><br />-=GHS=-GGODD2: hey bro do you have the vmf for orange x<br />WhiteWolf_X is now Online.<br />WhiteWolf_X: hmm... dont know<br />WhiteWolf_X: ill have to look for it..<br />-=GHS=-GGODD2: you dont mind if i extract it and clean up orange x do u<br />WhiteWolf_X: i havent played tf2 in forever so its all cool.. lol]]></description>
<category domain='http://www.gravitybong.net/download.php?list.10'>Capture Point</category>
<author>noauthor@nospam.com (White wolf, GGODD2, renguard, mwhahaha)</author>
<pubDate>Fri, 30 Jan 2009 13:02:26 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.159</guid>
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						<title>cp_blaststone_silo_b2</title>
<link>http://www.gravitybong.net/download.php?view.158</link>
<description><![CDATA[This is the second beta for my map<br />CP blast stone silo.<br />-----------------------------------------<br /><br />The map plays like gravelpit with red defending 3 CPs<br />You have to cap A (communications room) &amp; B (launch pad)<br />before you can cap C (red base courtyard)<br /><br />------------------------------------<br /><br />Changes for B1<br />-Improved visuals<br />-fixed vis leaks that allowed you to see out of level.<br />-new path from blue spawn to cap B<br />-cap C changes<br />-changes to health &amp; ammo packs<br />-modifications to cap times<br /><br />-------------------------------------------<br />you can download the first beta here<br />http://www.fpsbanana.com/maps/63044<br />]]></description>
<category domain='http://www.gravitybong.net/download.php?list.10'>Capture Point</category>
<author>noauthor@nospam.com (InfectedFury)</author>
<pubDate>Thu, 22 Jan 2009 07:18:42 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.158</guid>
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						<title>powerplant</title>
<link>http://www.gravitybong.net/download.php?view.157</link>
<description><![CDATA[As the Creator of the ORIGINAL 3stories2005 for CS:S I thought id make a TF2 version of it. Enjoy.]]></description>
<category domain='http://www.gravitybong.net/download.php?list.9'>Capture the Flag</category>
<author>noauthor@nospam.com (Stryker0934)</author>
<pubDate>Thu, 22 Jan 2009 07:17:41 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.157</guid>
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						<title>blackhole_b2</title>
<link>http://www.gravitybong.net/download.php?view.156</link>
<description><![CDATA[Map summary.<br />Two apposing forces are inadvertently stationed upon an unstable asteroid that is poised over a black hole. Your mission is to steal the enemy intelligence and hack there systems that will destroy there life pods and defenses and leave them stranded upon the asteroid to die.<br /><br />Here are the basics of the map.<br /><br />Map style: CTF NON-STANDARD<br />Max players: 32 or less<br />starting time: 14 minutes <br />Captures to win: 5<br />Time added per capture: 2 minutes<br />max time on timer: 20 minutes<br />Max map time: 30 minutes<br /><br />spawn room: 2<br />1 forward spawn, 1 starting spawn broken into 5 LIFE PODS.<br />Base entrances/exits: 5<br />intel room entrances: 4<br />intel room exits: 2<br /><br />Upon a intel capture a few things happen.<br />The corresponding team that scored the capture receives one point towards the max of 5.<br />One random BASIC system of the enemy is disabled/removed.<br />One LIFE POD that is tied to the BASIC system is disabled and plummets off the map into the black hole, along with any passengers left inside.<br />A red indicator in front of the destroyed LIFE pod alerts players not to get close to the airlock. It will open normally but the vacuum will suck them out into space to die.<br />The CONTROL ROOM consoles go into READY status for the enemy to activate a ADVANCED system. Described in the ADVANCED systems.<br /><br />Here are specific rooms.<br /><br />LIFE PODS: each pod is where the players start.<br />1 large airlock door.<br />4 spawn points<br />1 resupply closet<br />1 TRANSPORT system entry described in BASIC systems.<br /><br />FORWARD SPAWN: This is used once the pods are destroyed, yes.... destroyed.<br />1 resupply closet<br />3 TRANSPORT system entries described in BASIC systems.<br />5 TRANSPORT exits described in BASIC systems.<br /><br />CLONE ROOM: This room is where clones are built and stored in crates to be shipped or used.<br />clones inside glass closets.<br />Prized full medic and ammo pack behind glass.<br />Broken clone closet with a drop into intel room.<br /><br />CANNON ROOM: This room is where the base gets heat and fires its cannon at the enemy.<br />team specific LIFE SUPPORT system described in BASIC systems.<br />Team specific WEAPON DEPO described in BASIC systems.<br />The GRAV-CANNON described in BASIC systems.<br />Broken ventilation shaft that leads into the intel room.<br /><br />CONTROL ROOM.: This is where the defenders can activate key systems to help prevent there intelligence from being stolen and base ruined.<br />3 control consoles described in ADVANCED systems.<br /><br />HALLWAYS and ENTRANCES: This is how you get to places.<br />Multiple paths to separate rooms.<br />FORCE field system described in BASIC systems.<br />SUPPORT systems described in ADVANCED systems.<br />OFFENSE systems described in ADVANCED systems.<br />DEFENSE systems described in ADVANCED systems.<br /><br />FORWARD TUNNEL: This helps get you to the middle of the map without facing direct fire.<br />exit/entrance to the right side-middle of the map (based on perspective).<br />1 TRANSPORT exit described in BASIC systems.<br /><br />SNIPER ROOST: This is where players can fire out with minimal danger.<br />1 TRANSPORT exit described in BASIC systems.<br />LIFE SUPPORT systems described in BASIC systems.<br />AMMO DEPO systems described in BASIC systems.<br />Exit the main room balcony.<br /><br />MAIN ROOM: This is the main chamber which is heavily defended.<br />FORCE field system described in BASIC systems.<br />LIFE SUPPORT systems described in BASIC systems.<br />AMMO DEPO systems described in BASIC systems.<br />SUPPORT systems described in ADVANCED systems.<br />OFFENSE systems described in ADVANCED systems.<br />DEFENSE systems described in ADVANCED systems.<br />1 upper level accessed via ladder and stairs.<br />1 balcony overlooking main entrance from both sides.<br />1 stairway to intel room.<br />1 ladder access to intel room. <br /><br />INTEL ROOM: This is where the intelligence is held and defended.<br />the prized and cherished INTELLIGENCE.<br />FORCE field system described in BASIC systems.<br />1 TRANSPORT exit described in BASIC systems.<br />SUPPORT systems described in ADVANCED systems.<br />OFFENSE systems described in ADVANCED systems.<br />4 entrances<br />2 exits<br />Wall indicator of the enemies active and deactivated BASIC SYSTEMS. When deactivated, doors will enclose the representation from sight.<br /><br />Now the non-standard abilities of the map.<br />Each base has 5 features called the BASIC SYSTEMS. All five systems are active at the start of the game. Here is each system and what they do.<br /><br />TRANSPORT: <br />Each LIFE POD has a transport that takes the player from the pod to the forward spawn. If not used, then there is a standard exit to the hallways. They are distinguished by the dual transportation pads. They can not be destroyed by damage. The FORWARD SPAWN holds the exits from the LIFE POD transports. It also has three additional TRANSPORTS that take the player to.<br />The left one takes the player to the SNIPER ROOST. This is the only non-player means to enter this area. Once the TRANSPORT is deactivated you must find another way to enter the SNIPER ROOST.<br />The middle TRANSPORT takes you to the just inside the exit of the FORWARD TUNNEL leading to the middle of the map.<br />The right TRANSPORT takes you into a drop out of a ventilation shaft inside the INTEL ROOM.<br /><br />FORCE FIELD:<br />Several force fields prevent enemy travel through certain entrances. They also hinder movement in the intel room for enemy players. They are distinguished by the falling star curtain in the team's color scheme. Once the FORCE FIELDS are destroyed, the enemy will have many more pathways and easier access to the intel.<br /><br />GRAV-CANNON: <br />This cannon can launch the team across the map towards the enemy base or deposit them on the roof of their own base. Based on whether you fight or move upwards in the same direction of the launch, you can adjust your speed and ending distance. Be warned the bore of the cannon can be used by the enemy to enter the base even after the cannon is non-functional. The launch ability is team specific.<br /><br />LIFE SUPPORT:<br />Stationed around the base are small medi-packs mounted to the wall in a team specific holders. These medi-packs are team specific and can not be used by the enemy. The holders are distinguished by team colored triangular holders above and below the medi-pack. Once this system is destroy these medi-packs and holders vanish.<br /><br />AMMO DEPO:<br />Stationed near the LIFE SUPPORT system, the base are small ammo-packs mounted to the wall in a team specific holders. These ammo-packs are team specific and can not be used by the enemy. The holders are distinguished by team colored triangular holders above and below the ammo-pack. Once this system is destroy these ammo-packs and holders vanish.<br /><br />Now about the ADVANCED systems. All ADVANCED systems have a control console stationed inside the CONTROL ROOM. These systems are turned on by moving into the general vicinity one of these console. Any player of your team can do this. Above each console there is a status board. Here is what they mean:<br /><br />OFFLINE: this system is not activated and can not be currently activated at its corresponding console. Only after the enemy captures one intel will this system ( and any other systems saying OFFLINE will go to READY status.:<br /><br />READY: This system can be set to ARMED as soon as you touch the console. Once this system is armed all other console at READY status will be placed back to OFFLINE.<br /><br />ARMED: This system has already be activated, in can no longer be modified and can not be re-activated. This state is permanent.<br /><br />Now that the activation system has been defined, here are the three ADVANCED systems and what they do. ADVANCED systems are mean to be activated by the players. Only one system can be turned on per enemy capture of your intel. Unlike the BASIC system that can only be removed by a intel capture, an ADVANCED system is designed to be destructible by players. <br /><br />OFFENSE: When this system is activated several sentries emerge out of the floor, wall, ledge. They are set at different levels of construction based on there locations. The sentries can run out of ammo, be damaged, destroyed and sapped. They can also be repaired, reloaded and upgraded. The areas where the sentries emerge can be distinguished by sentry picture with the corresponding team color.<br /><br />DEFENSE: When this is activated several blast doors emerge from the walls and block travel by the enemy. Defenders of the base can still move and touch these doors and open them. These doors will close as you leave the vicinity of the door. Each door can be damaged and destroyed. They can take damage by ANY PLAYER. Once broken they are forever lost. Each door has 1000 hp, breaking them will not be easy. Each door makes noise as they break so be warned. Also they doors can not be damaged until they are activated. The areas where the blast doors emerge be distinguished by wall picture with the corresponding team color.<br /><br />SUPPORT: When this system is activated several dispensers emerge out of the floor inside and outside the base. These dispensers act as normal dispensers. They can be damaged, but not sapped. They also can be repaired. The areas where the dispensers emerge can be distinguished by dispenser picture with the corresponding team color.<br /><br />I have pretty much explains all major things of the map. With this information you could play the map with complete confidence. Remember this is a non-standard map, respect that and have fun.]]></description>
<category domain='http://www.gravitybong.net/download.php?list.9'>Capture the Flag</category>
<author>noauthor@nospam.com (Dustin Creager, Nasa, Hubble)</author>
<pubDate>Thu, 22 Jan 2009 07:16:44 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.156</guid>
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						<title>pl_mill_b4</title>
<link>http://www.gravitybong.net/download.php?view.155</link>
<description><![CDATA[Map name: pl_mill<br />Author: Infectedfury<br />Description: A 3-stage Payload map for Team Fortress 2 in the alpine style of lumberyard<br /><br />note: map is designed for up to 24 players any more and map may be unbalanced<br /><br /><br />Version history:<br /><br />--Beta 4--<br />cap 1--<br />wall added to the top of blues main spawn<br />moved over pass on cap 1-2 back and a bit lower<br />removed metal from over pass<br />added more hp to cap 1-2<br />removed bottom exit under overpass<br />added a one way door for blue on overpass<br />more signs<br />added more cover to side rooms on 1-2<br /><br />cap 2 --<br />moved side door of the mill back<br />modified cover and ramp near door<br />added 2 new ways up to side room of cap 2-2<br /><br />cap 3--<br />added air vent system for blue to flank cp 3-1 and 3-2<br /><br />misc detail added and more sounds<br /><br />--Beta 3--<br />---no public release---<br />changed the balcony out side blues main spawn to be an in closed room with windows<br />increased width of underground tunnel in cap 1<br />added side room to underground tunnel<br />added two way door to tunnel<br />added more cover to cap 1-2<br />misc bug and clipping fix<br />more detail<br /><br /><br />-- Beta 2 --<br />added more lighting.<br />fixed bug where payload would not go back in some places.<br />stage 1 -2 increased size 2 rooms to make for better for blue engineers<br />added new metal to expanded room<br />added more cover to stage 1 - 2<br />the start of stage 2-1 has some changes<br />fixed bug where engineers could build under some doorways<br />explosion at the end has been improved (you should like this)<br /><br />-- Beta 1 --<br />First release]]></description>
<category domain='http://www.gravitybong.net/download.php?list.8'>Payload</category>
<author>noauthor@nospam.com (infectedfury)</author>
<pubDate>Thu, 22 Jan 2009 07:14:44 -0600</pubDate>
<guid isPermaLink="true">http://www.gravitybong.net/download.php?view.155</guid>
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