Just a heads up, I will be uploading an update to this soon that will add an important function but will break any sessions in progress. Apologies for the inconvenience but this is unavoidable. The site documentation will be updated to reflect the new bits.
New Update
Multi-editor, or at least as multi editor as it's going to get for now. Editor status can now be moved around a group by a request and transfer system. Brief documentation is here under the "Who can draw?" title (at the end of the page). The room starter always has the capability to regain control of the session.
Multi-editor, or at least as multi editor as it's going to get for now. Editor status can now be moved around a group by a request and transfer system. Brief documentation [url=http://www.tactics.tf/home/HowItWorks]is here[/url] under the "Who can draw?" title (at the end of the page). The room starter always has the capability to regain control of the session.
GentlemanJonXtheDuckIs there any chance you're going to implement diffrent maps as well? (I'm mostly talking about HL maps)Looking for volunteers really. 1080p, graphics set to decent quality, useful angles based on insight. It doesn't have to be perfect but I really have no idea what HL map talks will need to be able to point out to their team.
I was going to suggest the same.
Steel, Badwater_pro_v8, Upward should deffo be added. Especially Steel.
And could also fit in Warmtic, Lakeside, Gravelpit and Barnblitz in case they will be used...
Love the website, it could potentially allow for teams to be more tactical and co-ordinated in pushes, like football teams in set pieces.
Looking for volunteers really. 1080p, graphics set to decent quality, useful angles based on insight. It doesn't have to be perfect but I really have no idea what HL map talks will need to be able to point out to their team.[/quote]
I was going to suggest the same.
Steel, Badwater_pro_v8, Upward should deffo be added. Especially Steel.
And could also fit in Warmtic, Lakeside, Gravelpit and Barnblitz in case they will be used...
Love the website, it could potentially allow for teams to be more tactical and co-ordinated in pushes, like football teams in set pieces.
REM_TF2GentlemanJonCocoforcocopuffs is having a go at a payload map, so non-payload might be Lakeside or if you're feeling brave cp_steel. Steel might be one of the HL maps that would get some heavy strategy work on it so it and it's also pretty big so would need to be a good job.
The issue I can see with cp_steel is that it's got so many narrow corridors that are all really important that it's nearly impossible to get one screenshot of say, the E point which could show all the areas. Even a birdseye view of the E point wouldn't quite suffice because it doesn't show the C-E connector area down the stairs, the area outside of the RED spawn door (which is enclosed) or either of the sniper nests.
I think you would need maybe 2-3 screenshots for the more complex/enclosed points and maybe only 1-2 for easier points like B which would probably be doable with 1 screenshot thinking about it.
I'm not around for most of the day or evening today but I'll have a crack at it tomorrow if you like, hit me up on steam and we can talk some more :)
EDIT: I got bored - here's my attempt at cp_steel, no doubt some of these will be utterly useless/shite but hopefully you'll like some of them. The later ones in the list are better because these are listed in reverse chronological order and the later screenshots are niche pictures of little nooks and crannies like the RED spawn exit to B or the C-D connector, hope you like some of them!
http://steamcommunity.com/sharedfiles/filedetails/?id=518198185
http://steamcommunity.com/sharedfiles/filedetails/?id=518198152
http://steamcommunity.com/sharedfiles/filedetails/?id=518198109
http://steamcommunity.com/sharedfiles/filedetails/?id=518198040
http://steamcommunity.com/sharedfiles/filedetails/?id=518198019
http://steamcommunity.com/sharedfiles/filedetails/?id=518198003
http://steamcommunity.com/sharedfiles/filedetails/?id=518197984
http://steamcommunity.com/sharedfiles/filedetails/?id=518197965
http://steamcommunity.com/sharedfiles/filedetails/?id=518197951
http://steamcommunity.com/sharedfiles/filedetails/?id=518197928
http://steamcommunity.com/sharedfiles/filedetails/?id=518197904
http://steamcommunity.com/sharedfiles/filedetails/?id=518197883
http://steamcommunity.com/sharedfiles/filedetails/?id=518197873
http://steamcommunity.com/sharedfiles/filedetails/?id=518197848
http://steamcommunity.com/sharedfiles/filedetails/?id=518197833
http://steamcommunity.com/sharedfiles/filedetails/?id=518197821
http://steamcommunity.com/sharedfiles/filedetails/?id=518197807
http://steamcommunity.com/sharedfiles/filedetails/?id=518197790
http://steamcommunity.com/sharedfiles/filedetails/?id=518197770
http://steamcommunity.com/sharedfiles/filedetails/?id=518197753
http://steamcommunity.com/sharedfiles/filedetails/?id=518197737
http://steamcommunity.com/sharedfiles/filedetails/?id=518197717
http://steamcommunity.com/sharedfiles/filedetails/?id=518197707
http://steamcommunity.com/sharedfiles/filedetails/?id=518197691
http://steamcommunity.com/sharedfiles/filedetails/?id=518197669
http://steamcommunity.com/sharedfiles/filedetails/?id=518197651
http://steamcommunity.com/sharedfiles/filedetails/?id=518197632
http://steamcommunity.com/sharedfiles/filedetails/?id=518197608
http://steamcommunity.com/sharedfiles/filedetails/?id=518197591
http://steamcommunity.com/sharedfiles/filedetails/?id=518197566
http://steamcommunity.com/sharedfiles/filedetails/?id=518197543
http://steamcommunity.com/sharedfiles/filedetails/?id=518197531
http://steamcommunity.com/sharedfiles/filedetails/?id=518197514
http://steamcommunity.com/sharedfiles/filedetails/?id=518197504
http://steamcommunity.com/sharedfiles/filedetails/?id=518197490
Lots to work with, maybe try capturing:
A point:
- Overview of whole point from afar, include blu spawn, cliff and point.
- Closer shot of A point + route to E (with flank open)
- Route to window room overlooking E
B Point:
- Overview of B point.
- View down spawn corridor
- View down route to C from B
- View to spawn
- Route to C from B corridor
C point:
- Overview
- Cliffside from B
- Healthpack room/basement leading to E
- Spawn
- Corridor to D
D point:
- Overview
- D lobby
E point:
- Overview
- Upper balcony + routes to Red spawn near D.
Should be plenty to work on.
The issue I can see with cp_steel is that it's got so many narrow corridors that are all really important that it's nearly impossible to get one screenshot of say, the E point which could show all the areas. Even a birdseye view of the E point wouldn't quite suffice because it doesn't show the C-E connector area down the stairs, the area outside of the RED spawn door (which is enclosed) or either of the sniper nests.
I think you would need maybe 2-3 screenshots for the more complex/enclosed points and maybe only 1-2 for easier points like B which would probably be doable with 1 screenshot thinking about it.
I'm not around for most of the day or evening today but I'll have a crack at it tomorrow if you like, hit me up on steam and we can talk some more :)
EDIT: I got bored - here's my attempt at cp_steel, no doubt some of these will be utterly useless/shite but hopefully you'll like some of them. The later ones in the list are better because these are listed in reverse chronological order and the later screenshots are niche pictures of little nooks and crannies like the RED spawn exit to B or the C-D connector, hope you like some of them!
http://steamcommunity.com/sharedfiles/filedetails/?id=518198185
http://steamcommunity.com/sharedfiles/filedetails/?id=518198152
http://steamcommunity.com/sharedfiles/filedetails/?id=518198109
http://steamcommunity.com/sharedfiles/filedetails/?id=518198040
http://steamcommunity.com/sharedfiles/filedetails/?id=518198019
http://steamcommunity.com/sharedfiles/filedetails/?id=518198003
http://steamcommunity.com/sharedfiles/filedetails/?id=518197984
http://steamcommunity.com/sharedfiles/filedetails/?id=518197965
http://steamcommunity.com/sharedfiles/filedetails/?id=518197951
http://steamcommunity.com/sharedfiles/filedetails/?id=518197928
http://steamcommunity.com/sharedfiles/filedetails/?id=518197904
http://steamcommunity.com/sharedfiles/filedetails/?id=518197883
http://steamcommunity.com/sharedfiles/filedetails/?id=518197873
http://steamcommunity.com/sharedfiles/filedetails/?id=518197848
http://steamcommunity.com/sharedfiles/filedetails/?id=518197833
http://steamcommunity.com/sharedfiles/filedetails/?id=518197821
http://steamcommunity.com/sharedfiles/filedetails/?id=518197807
http://steamcommunity.com/sharedfiles/filedetails/?id=518197790
http://steamcommunity.com/sharedfiles/filedetails/?id=518197770
http://steamcommunity.com/sharedfiles/filedetails/?id=518197753
http://steamcommunity.com/sharedfiles/filedetails/?id=518197737
http://steamcommunity.com/sharedfiles/filedetails/?id=518197717
http://steamcommunity.com/sharedfiles/filedetails/?id=518197707
http://steamcommunity.com/sharedfiles/filedetails/?id=518197691
http://steamcommunity.com/sharedfiles/filedetails/?id=518197669
http://steamcommunity.com/sharedfiles/filedetails/?id=518197651
http://steamcommunity.com/sharedfiles/filedetails/?id=518197632
http://steamcommunity.com/sharedfiles/filedetails/?id=518197608
http://steamcommunity.com/sharedfiles/filedetails/?id=518197591
http://steamcommunity.com/sharedfiles/filedetails/?id=518197566
http://steamcommunity.com/sharedfiles/filedetails/?id=518197543
http://steamcommunity.com/sharedfiles/filedetails/?id=518197531
http://steamcommunity.com/sharedfiles/filedetails/?id=518197514
http://steamcommunity.com/sharedfiles/filedetails/?id=518197504
http://steamcommunity.com/sharedfiles/filedetails/?id=518197490[/quote]
Lots to work with, maybe try capturing:
A point:
- Overview of whole point from afar, include blu spawn, cliff and point.
- Closer shot of A point + route to E (with flank open)
- Route to window room overlooking E
B Point:
- Overview of B point.
- View down spawn corridor
- View down route to C from B
- View to spawn
- Route to C from B corridor
C point:
- Overview
- Cliffside from B
- Healthpack room/basement leading to E
- Spawn
- Corridor to D
D point:
- Overview
- D lobby
E point:
- Overview
- Upper balcony + routes to Red spawn near D.
Should be plenty to work on.
This is a pretty impressive tool. I remember using something similar with zeroskillz a longgggggggg time ago but everyone could add stuff to it in real time. So he'd be making real strats for gpit holds and we'd just draw in a few dicks where he was putting in sentry guns, etc. lolarbears.
Also, please make a version for 6s. e.g. roamer icons, pocket icons, passive scout icons, aggro scout icons
luh-u,
uncle noid
Also, please make a version for 6s. e.g. roamer icons, pocket icons, passive scout icons, aggro scout icons
luh-u,
uncle noid
HildrethA point:
- Overview of whole point from afar, include blu spawn, cliff and point.
- Closer shot of A point + route to E (with flank open)
- Route to window room overlooking E
- I believe Gentlemanjon added this to the list: http://i.imgur.com/IB8v0ag.jpg
- From which angle? I suggest perhaps facing the flank itself on the other side of the point from A-B connector. Would that be ok?
- The staircase? Do you think that most teams are gonna bother labeling such a small area that only the sniper goes to?
HildrethB Point:
- Overview of B point.
- View down spawn corridor
- View down route to C from B
- View to spawn
- Route to C from B corridor
- The shot I did above truck (http://steamcommunity.com/sharedfiles/filedetails/?id=518197737) is the best shot you can take without removing the skybox but I can do that
- There's a screenshot of spawn corridor leading out to BLU (http://steamcommunity.com/sharedfiles/filedetails/?id=518197965)
- There's a screenshot of that (http://steamcommunity.com/sharedfiles/filedetails/?id=518197753)
- I don't know which spawn you mean, I've taken pictures of the inside of the wood stairwell to B spawn if that's the spawn you mean.
- Wishbone? There's a screenshot of that (http://steamcommunity.com/sharedfiles/filedetails/?id=518197566), alternative viewpoint (http://steamcommunity.com/sharedfiles/filedetails/?id=518197543)
HildrethC point:
- Overview
- Cliffside from B
- Healthpack room/basement leading to E
- Spawn
- Corridor to D
- http://steamcommunity.com/sharedfiles/filedetails/?id=518197807
- I don't know what you mean, are you talking about the part of cliff on the C point side?
- http://steamcommunity.com/sharedfiles/filedetails/?id=518197833
- Oh yes, forgot that one
- http://steamcommunity.com/sharedfiles/filedetails/?id=518197821
HildrethD point:
- Overview
- D lobby
- http://steamcommunity.com/sharedfiles/filedetails/?id=518197531 or http://steamcommunity.com/sharedfiles/filedetails/?id=518198152 ok?
- What do you mean by this? The area with the healthpack (D-E connector) or the other place with the larger health pack in the A-D-E corridor.
HildrethE point:
- Overview
- Upper balcony + routes to Red spawn near D.
- Unfortunately because of the rocket above the E point you can't get a clear overview of the point and because there are lots of covered areas you wouldn't be able to see some important parts of the point anyway. The best we've managed so far is using SFM to change the FoV to more than 90. Here's some screenshots at 105 which is the highest it goes before everything looks stretched (http://i.imgur.com/rbxpY4M.jpg + http://i.imgur.com/z7E3Ixg.jpg)
- Don't know what you mean.
Thanks for the feedback by the way :)
- Overview of whole point from afar, include blu spawn, cliff and point.
- Closer shot of A point + route to E (with flank open)
- Route to window room overlooking E[/quote]
- I believe Gentlemanjon added this to the list: http://i.imgur.com/IB8v0ag.jpg
- From which angle? I suggest perhaps facing the flank itself on the other side of the point from A-B connector. Would that be ok?
- The staircase? Do you think that most teams are gonna bother labeling such a small area that only the sniper goes to?
[quote=Hildreth]B Point:
- Overview of B point.
- View down spawn corridor
- View down route to C from B
- View to spawn
- Route to C from B corridor[/quote]
- The shot I did above truck (http://steamcommunity.com/sharedfiles/filedetails/?id=518197737) is the best shot you can take without removing the skybox but I can do that
- There's a screenshot of spawn corridor leading out to BLU (http://steamcommunity.com/sharedfiles/filedetails/?id=518197965)
- There's a screenshot of that (http://steamcommunity.com/sharedfiles/filedetails/?id=518197753)
- I don't know which spawn you mean, I've taken pictures of the inside of the wood stairwell to B spawn if that's the spawn you mean.
- Wishbone? There's a screenshot of that (http://steamcommunity.com/sharedfiles/filedetails/?id=518197566), alternative viewpoint (http://steamcommunity.com/sharedfiles/filedetails/?id=518197543)
[quote=Hildreth]C point:
- Overview
- Cliffside from B
- Healthpack room/basement leading to E
- Spawn
- Corridor to D[/quote]
- http://steamcommunity.com/sharedfiles/filedetails/?id=518197807
- I don't know what you mean, are you talking about the part of cliff on the C point side?
- http://steamcommunity.com/sharedfiles/filedetails/?id=518197833
- Oh yes, forgot that one
- http://steamcommunity.com/sharedfiles/filedetails/?id=518197821
[quote=Hildreth]D point:
- Overview
- D lobby[/quote]
- http://steamcommunity.com/sharedfiles/filedetails/?id=518197531 or http://steamcommunity.com/sharedfiles/filedetails/?id=518198152 ok?
- What do you mean by this? The area with the healthpack (D-E connector) or the other place with the larger health pack in the A-D-E corridor.
[quote=Hildreth]E point:
- Overview
- Upper balcony + routes to Red spawn near D.[/quote]
- Unfortunately because of the rocket above the E point you can't get a clear overview of the point and because there are lots of covered areas you wouldn't be able to see some important parts of the point anyway. The best we've managed so far is using SFM to change the FoV to more than 90. Here's some screenshots at 105 which is the highest it goes before everything looks stretched (http://i.imgur.com/rbxpY4M.jpg + http://i.imgur.com/z7E3Ixg.jpg)
- Don't know what you mean.
Thanks for the feedback by the way :)
Was using this earlier and we ended up somehow getting the session stuck on one map. It would show the animation as if it were changing for everybody but then just stay at Sunshine mid. Even with different people trying to make sessions and clearing cache it was still doing it. Sorry I can't really give any info on what we were doing at the time that could have caused it
You guys could probably decompile cp_steel, open it up in Hammer, edit out the rocket, and recompile it just for taking pictures - just a thought.
DarkNecridYou guys could probably decompile cp_steel, open it up in Hammer, edit out the rocket, and recompile it just for taking pictures - just a thought.
You need to get rid of more than that, there are loads of pillars and other geometry in the way as well, but of course if you did get rid of it then you'd think there was a sightline or a space somewhere when there isn't. I've had some success using sfm and a wider fov to get more in, but you can't go too far or it looks weird. I think we've got some decent solutions though, it's complicated enough that it can evolve over time with feedback if people give it.
You need to get rid of more than that, there are loads of pillars and other geometry in the way as well, but of course if you did get rid of it then you'd think there was a sightline or a space somewhere when there isn't. I've had some success using sfm and a wider fov to get more in, but you can't go too far or it looks weird. I think we've got some decent solutions though, it's complicated enough that it can evolve over time with feedback if people give it.
deetrWas using this earlier and we ended up somehow getting the session stuck on one map. It would show the animation as if it were changing for everybody but then just stay at Sunshine mid. Even with different people trying to make sessions and clearing cache it was still doing it. Sorry I can't really give any info on what we were doing at the time that could have caused it
OK I've been able to re-create the behaviour and it should now be fixed. Let me know if you get any more problems
OK I've been able to re-create the behaviour and it should now be fixed. Let me know if you get any more problems
noidayAlso, please make a version for 6s. e.g. roamer icons, pocket icons, passive scout icons, aggro scout icons
I've added a couple of extra icons, a pocket soldier and a defensive scout both noted with a little shield on their icon, I guess the aggro scout and the roamer are then identified by the context (they don't have shields). It doesn't show up that well in the editor but it looks OK on the viewers, improving the editing experience a bit is on the agenda.
I've added a couple of extra icons, a pocket soldier and a defensive scout both noted with a little shield on their icon, I guess the aggro scout and the roamer are then identified by the context (they don't have shields). It doesn't show up that well in the editor but it looks OK on the viewers, improving the editing experience a bit is on the agenda.
GentlemanJon, would it be possible for you to add a way of removing previously saved tactics ?
VaskieGentlemanJon, would it be possible for you to add a way of removing previously saved tactics ?
Some file management is probably the next mid-sized upgrade, I might do some smaller bits first depending on time.
Some file management is probably the next mid-sized upgrade, I might do some smaller bits first depending on time.
Hi all,
Sorry this took me like forever to do, I got busy with school and irl stuff. Here was my take on upward
https://drive.google.com/folderview?id=0BxcGaT3v3oYIUE1DT3dlRkxLeDQ&usp=sharing
I tried to focus mainly on where pushes and defenses are looking usually, and also tried to include the major sightlines
Coco
Sorry this took me like forever to do, I got busy with school and irl stuff. Here was my take on upward
[url=https://drive.google.com/folderview?id=0BxcGaT3v3oYIUE1DT3dlRkxLeDQ&usp=sharing] https://drive.google.com/folderview?id=0BxcGaT3v3oYIUE1DT3dlRkxLeDQ&usp=sharing[/url]
I tried to focus mainly on where pushes and defenses are looking usually, and also tried to include the major sightlines
Coco
That's really nice work on Upward, I'll definitely be using those. Rem is organising his screen-shotting activities, if you want to do some more he could probably use the help (assuming he hasn't done them all already). We'll have to coordinate the work, Rem is a born coordinator.
GentlemanJonThat's really nice work on Upward, I'll definitely be using those. Rem is organising his screen-shotting activities, if you want to do some more he could probably use the help (assuming he hasn't done them all already). We'll have to coordinate the work, Rem is a born coordinator.
Well I hate to disappoint. Researched the map list for the last UGC (S16) + ETF2L (S8) seasons and made the following list (older versions of maps have been updated by me where I know about them). Also added in the latest season of UGC too (S17) and whatever other maps I thought of:
ETF2L S8 Highlander:
pl_upward
koth_warmtic_b6
cp_process_final
pl_barnblitz_pro6
cp_gravelpit
pl_badwater_pro_v8
koth_product_rc8
cp_sunshine_rc7
cp_steel
UGC S16 Highlander:
pl_upward
cp_gullywash_final1
koth_product_rc8
cp_steel
pl_badwater_pro_v8
koth_ashville_rc1
cp_glassworks_rc6a
koth_lakeside_final
UGC S17 Highlander:
pl_borneo
cp_process_final
koth_product_rc8
pl_upward
cp_steel
koth_warmtic_b6
pl_badwater_pro_v8
cp_vanguard_rc2
Miscellaneous maps:
pl_swiftwater_ugc
https://docs.google.com/document/d/1iORN5AEjoId1Tb9ISe_KfDhJg1hnYyPzMC5buATJVJ8/edit?usp=sharing
If anyone notices a map missing that they would like to see on tactics.tf or an outdated version of a map listed above then please let us know.
Well I hate to disappoint. Researched the map list for the last UGC (S16) + ETF2L (S8) seasons and made the following list (older versions of maps have been updated by me where I know about them). Also added in the latest season of UGC too (S17) and whatever other maps I thought of:
[quote]
[u][b]ETF2L S8 Highlander:[/b][/u]
pl_upward
koth_warmtic_b6
cp_process_final
pl_barnblitz_pro6
cp_gravelpit
pl_badwater_pro_v8
koth_product_rc8
cp_sunshine_rc7
cp_steel
[u][b]UGC S16 Highlander:[/b][/u]
pl_upward
cp_gullywash_final1
koth_product_rc8
cp_steel
pl_badwater_pro_v8
koth_ashville_rc1
cp_glassworks_rc6a
koth_lakeside_final
[u][b]UGC S17 Highlander:[/b][/u]
pl_borneo
cp_process_final
koth_product_rc8
pl_upward
cp_steel
koth_warmtic_b6
pl_badwater_pro_v8
cp_vanguard_rc2
[u][b]Miscellaneous maps: [/b][/u]
pl_swiftwater_ugc[/quote]
https://docs.google.com/document/d/1iORN5AEjoId1Tb9ISe_KfDhJg1hnYyPzMC5buATJVJ8/edit?usp=sharing
If anyone notices a map missing that they would like to see on tactics.tf or an outdated version of a map listed above then please let us know.
So just testing it for the first time, I notice there are random people requesting control even though I did not share the link with anyone to view it, does this mean they are viewing the session I am in right now?
Also how do I get rid of Control request icons?
Also how do I get rid of Control request icons?
im not sure if it has been suggested, but the ability to export to jpg/png would be sick
HildrethSo just testing it for the first time, I notice there are random people requesting control even though I did not share the link with anyone to view it, does this mean they are viewing the session I am in right now?
Anyone else experienced this worrying phenomenon? It should be restricted to people in your group. Guessing that should be very hard.
EDIT: Oops, I've found and removed the bug that would have been causing this. Only people actually in your group should be able to send you "request control" messages now. Apologies to anyone who experienced this.
[s]Anyone else experienced this worrying phenomenon? It should be restricted to people in your group. Guessing that should be very hard.[/s]
EDIT: Oops, I've found and removed the bug that would have been causing this. Only people actually in your group should be able to send you "request control" messages now. Apologies to anyone who experienced this.
Back with more maps! Here is the link to my folder with screenshots from (Ashville, Borneo, Swiftwater, and Upward). Give me feedback and let me know what you think :D
https://drive.google.com/folderview?id=0Bw-BlIzRyALVcW1ZVmhhVUNQT2s&usp=sharing
[url=https://drive.google.com/folderview?id=0Bw-BlIzRyALVcW1ZVmhhVUNQT2s&usp=sharing]https://drive.google.com/folderview?id=0Bw-BlIzRyALVcW1ZVmhhVUNQT2s&usp=sharing[/url]
I was also thinking that something I would be interested in seeing is like a usage stat somewhere, maybe like an overall rooms created counter, and then a per map counter or something...doesn't seem like this would be hard, but I have zero experience on the dev side of things.
I did pl_badwater_pro_v8 and screenshots can be viewed in this album http://imgur.com/a/2TELb
Feedback regarding areas that you think should be included or images that shouldn't make the cut, please leave feedback.
Feedback regarding areas that you think should be included or images that shouldn't make the cut, please leave feedback.
THANK YOU SO MUCH. I CAN FOREVER BE JOHN MADDEN <3
You boys are machines. I need to update the file handling then it's HL map time.
Hey guys is it cool if we use these for comp.tf map pages as well?
KanecoHey guys is it cool if we use these for comp.tf map pages as well?
Sideshow's were released for community user in a reddit thread IIRC, if you don't have those and would like a straight download from me rather than messing about finding the urls let me know.
For the guys above it's their time so their decision as far as I'm concerned, I'm just glad to have the help
Sideshow's were released for community user in a reddit thread IIRC, if you don't have those and would like a straight download from me rather than messing about finding the urls let me know.
For the guys above it's their time so their decision as far as I'm concerned, I'm just glad to have the help
KanecoHey guys is it cool if we use these for comp.tf map pages as well?
At least for mine be my guest, just trying to help out the community :D
At least for mine be my guest, just trying to help out the community :D
Another idea that I have been considering is to use this tool to make pages for comp.tf that detail the traditional pushes for different points, to go along with the written text for some of the maps. I don't have time for that right now, but as a long term project for someone, it would be a useful visual.
Hello, apologies I haven't done much I've been busy starting back at university. Granted edit access to beep for the google doc and updated the status of all the maps. If I get some time I'll see if I can finish off the last few which are:
koth_warmtic_b6
pl_barnblitz_pro6
cp_gravelpit
cp_glassworks_rc6a
cp_vanguard_rc2
Many thanks to those who have been helping me + Jon.
KanecoHey guys is it cool if we use these for comp.tf map pages as well?
I've only done a few (steel + lakeside) but sure I don't see why not.
[quote]koth_warmtic_b6
pl_barnblitz_pro6
cp_gravelpit
cp_glassworks_rc6a
cp_vanguard_rc2[/quote]
Many thanks to those who have been helping me + Jon.
[quote=Kaneco]Hey guys is it cool if we use these for comp.tf map pages as well?[/quote]
I've only done a few (steel + lakeside) but sure I don't see why not.