MozzarellaFireFox
Account Details
SteamID64 76561198098770013
SteamID3 [U:1:138504285]
SteamID32 STEAM_0:1:69252142
Country United States
Signed Up September 13, 2016
Last Posted May 25, 2024 at 11:55 PM
Posts 378 (0.1 per day)
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In-game Sensitivity 2
Windows Sensitivity default
Raw Input 1
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1000
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1920x1080
Refresh Rate
60hz
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Headphones HyperX Cloud Stinger
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#1 Ultiduo_Turbine in Map Discussion

Announcing... Ultiduo_Turbine. Currently: Alpha 1.
*"production" is slow because steam summer sale blessed me with new games but I'm still workin on it.
Download: https://mega.nz/#!wRUmGLBL!IMXhgIOEq6y88vn8YxN7f-LxhjCp0rVNAnmGUgC1hzQ <-- Alpha 1
(Called ud_zidbine_a1 for now as a 'signature'. I will change it to ultiduo_turbine or ulti_turduo during beta)
This is a map for balanced fun. It is not intended for competitive play. That would be nice, but come on, it's turbine - the cancer is the fun. I kept the mid nearly identical in gameplay so we could get a 'vanilla test' It will be changed as time goes on.
Cubemaps are not done yet, nor is detail (because its alpha) - so please focus feedback on gameplay.

Spawns are in the hallway that goes to shutter from the main spawn. There is a tunnel that goes to garage, which now has a giant shutter door. As per Baloo standard, you cannot enter spawn after leaving. The medium health packs in alcoves have been replaced with small ammo kits, and the rollups above it are now solid. The capture area is over both crates. A medic can help cap by standing on the center ring of the center turbine (the medic can also jump onto crates from the turbine or from the stairs). Vents are closed off. It takes about 6 seconds to capture a point with one person. Small health kits are under the staircases for extreme situations.
You can now stand on the catwalk "huts" that vents open into. So far the spawns are very close to mid and unprotected. Considering adding a pathway from spawns to vents because that is protected. The other option is moving the spawns waaaay back and adding a wall (I'm also considering rotating the crates slightly to create pseudo-protection).

Another idea I am thinking of is cutting off the catwalks where the huts end so that a soldier can't stand up there and fire down on the small shutter spawn.

Photos <as of alpha 1>:
http://u.cubeupload.com/thesentientgelatin/201706201655251.jpg
http://u.cubeupload.com/thesentientgelatin/201706201655511.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656181.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656291.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656321.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656471.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657121.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657271.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657451.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657491.jpg

*fair warning, blu's internal spawns are inconsequentially asymmetrical. They are moved a few slight units from where red's internal spawns are because retrofitting symmetry is hell. As far as I can tell this should be unnoticeable visually and not affecting the gameplay. Tell me if it is otherwise. Spawn doors are in symmetrical locations, the difference is how the walls line up behind.

*I'm just an amateur so don't expect me to do everything well.

posted about 6 years ago
#37 TF2 Blog: "Balance Changes" in TF2 General Discussion

The new vita saw changes might mean the vita saw is a super powerful option (much better than ubersaw) for ultiduo, but everything besides the meta is banned in ultiduo... so... #unbanvitasaw?

posted about 6 years ago
#22 Question about Ultiduo Map Logic in Map Discussion

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posted about 6 years ago
#20 Question about Ultiduo Map Logic in Map Discussion
wtzjust go for it and make it my manCaptainZidgelqueue 1,000 groans).also stop doing this

Well it was already about 30% done when I made the original post and at this point it's about 70% done. It's currently playable but I have a few finishing touches before I release the alpha version.

posted about 6 years ago
#3 Limiting weapons rather than classes in TF2 General Discussion
AquilasheafProbably not as effective as the standard lineup, but could be a fun option for casual games.Classes aren't limited in casual?

I think he means casual 6s.

posted about 6 years ago
#18 Question about Ultiduo Map Logic in Map Discussion

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posted about 6 years ago
#15 Question about Ultiduo Map Logic in Map Discussion

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posted about 6 years ago
#13 Question about Ultiduo Map Logic in Map Discussion
corsathe defaults / numbers you stated are a good start. 12 seconds is probably a bit too long though depending on the map

Well it's turbine (queue 1,000 groans). The spawns come out of shutter and garage so the point is like... right outside. I think 9 will do nicely.

posted about 6 years ago
#11 Question about Ultiduo Map Logic in Map Discussion
corsadifferent for every map and really just depends on the size of the map and also how it plays out; copying all the timings of one map would most likely not work.

Alrighty, so what are at least ball park figures for the values in ultiduo?
Are the defaults too long or too short?

posted about 6 years ago
#8 Question about Ultiduo Map Logic in Map Discussion

I'll reveal the map when I get my answers...

posted about 6 years ago
#5 Question about Ultiduo Map Logic in Map Discussion
Raelyn2fort. Oh boy. My excitement is unyielding.

I really thought people would have guessed it first try.
I guess it's not as popular as I thought.

Anyway, please answer my questions if you know the answers.

posted about 6 years ago
#3 Question about Ultiduo Map Logic in Map Discussion
VulcanHarvest ultiduo?

Who said it was based on koth/arena? Back on track, do you happen to know the answers to my questions?

posted about 6 years ago
#1 Question about Ultiduo Map Logic in Map Discussion

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posted about 6 years ago
#10 Turbine revision discussion in Map Discussion
sageausI can't really visualize turbine still being called turbine with how much you would have to change to make it a good enough map for competitive play.

Ok but hypothetically what would those changes be?

posted about 6 years ago
#1 Turbine revision discussion in Map Discussion

Theoretically, if some amateur mapmaker whose name rhymed with Schmidgel wanted to revise Turbine for competitive play, what kind of changes would need to be made and what would be the ideal gamemode, Koth or 3CP? (5CP would be a bit of a stretch for Turbine)

posted about 7 years ago
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