Ok, I have another short question, I want to edit the color of this text, since it is hard to see on a light background! I don't know which file to look in...
Account Details | |
---|---|
SteamID64 | 76561198040951651 |
SteamID3 | [U:1:80685923] |
SteamID32 | STEAM_0:1:40342961 |
Country | Canada |
Signed Up | August 14, 2013 |
Last Posted | May 1, 2016 at 7:45 PM |
Posts | 137 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
f_blueAbrissMost custom HUDs show health in numbers as apposed to just the cross image when you are killed by somebody and you can see their health. Is there a way to make the numbers appear on the default HUD?This might be something for you. If you only want that one thing though, take the resource/ui/freezepanel files from that HUD.
Thanks! Worked perfectly!
Most custom HUDs show health in numbers as apposed to just the cross image when you are killed by somebody and you can see their health. Is there a way to make the numbers appear on the default HUD?
KapowwI had like 10 down/4 up in dorms at waterloo. You should have enough to play tf2.
Thanks, I'm hoping that I would have something similar to this since its only like 30mins away...
In September I am heading off to university, and I have really no idea what to expect. One thing I am wondering about is internet speed. Does anybody have any experience with residence internet, and if it is fast enough to enjoy playing tf2 still? I will be going to the university of guelph, I doubt anyone here has gone there, but if you have and have experience with the internet, let me know!!
"wow u r invisible hacker noob"
Throughout the tourney Germany has shredded teams that get carried by a single player. The best player is no match for the best team.
KevinIsPwnhttps://www.youtube.com/watch?v=jAPOMKtMrBo
um
"can we get a celebation pls"
This is the best thing I've ever seen. He will become a legend.
Reminixe god damn thats a wall of text. you probably understand my suggestions.
also dont be discouraged by this list of problems. they are all not-that-difficult of fixes, and at least you haven't started mapping yet.
i wouldn't have typed this up if i didnt care about the result, keep going
Thanks for all the feedback Reminixe, it was very helpful. You took into account lots of things that I didn't at first.
http://puu.sh/9TC51/8ce2908ae8.png
V2 is done, here are some of the changes I made:
-I liked your advice about the diagonal map, and looking back on other successful comp KOTH maps,all of them are diagonal. I fixed this by butting the spawn in the middle and moving around the other components.
- Choke: There is still a main choke, but this design is borrowed for a lot of other maps with "S" shaped choke points. The aim was to stop the demoman from dealing damage when spamming into choke, the health/ammo in there could sustain a team if the demoman did become aggressive and risk his life by entering the choke.
-House: I added this house to protect the team that is leaving the tunnels. I don't know if this area would provide cover, or just become a death trap because of the lack of movement room (if this was the case it could be prevented by adding sliding doors)
-Smaller Choke: This choke has no health/ammo, and is straight as opposed to "S" shaped. The goal behind this was to pressure players that could be spamming choke, or that could be spamming the house. I designed this choke with it being a secondary entrance way in mind. I didn't want it to become the main point of entry so that is why it would be easier to spam out.
-High Ground: Relatively unchanged. Added a barricade near the health and ammo which is now on the cliff, so you can be protected from most spam from the CP while grabbing it.
http://puu.sh/9TCKU/01ce56d5ee.png
-------
http://puu.sh/9TCZJ/0900fbbd9c.png
I think this covers most of the areas at fault in my first drawn up version, let me know if anybody sees any other game breaking unbalances.
HyceSounds like you've got good ideas, and if you can get experienced comp guys to give you solid feedback things can go really well.
That being said, Hammer is a bit of an obnoxious program to learn. There are many things in it that are just not intuitive at all, and troubleshooting when you haven't wasted a billion hours in it can be awful.
Feel free to add me (hyce777) on steam if you have any mapping questions.
Also. DOWNLOAD THIS. http://forums.tf2maps.net/showthread.php?t=4674&highlight=resource
Comes with a .vmf with every single major gametype already entity'd out for you, so you don't have to go through the trouble of putting it together.
Hey Hyce, thanks for the response! One of the reasons I decided to start trying to make a map was because I downloaded cp_logjam, and ran around on it a bit, looking at all the important features. I watched a youtube video where the guy downloaded the pack so I have that done.
Hammer reminds me of a program that I have used a few times called Rhino. Very similar layout, and it is also used for 3D modeling. Hopefully experience with this program will speed up development a bit.
Reminixea good koth map should ideally have:
multiple entrances to mid
some way to prevent spawncamping
viability for all classes
good spawn/cap timers
thats all i could think of
-I was thinking of having three, since most KOTH maps that are played in comp generally have 3.
-I made sure there are no clear sight-lines to the spawn, and you would have to cover some dangerous ground to get there by foot.
-The stairs I added would be a good flank route, great for scouts. The high ground could be good for solly/demo (sniper also). And the choke would be the fastest route to mid, where all classes could be useful.
nickplusDon't have a single choke leading to the point, thats basically a rule of thumb and generally means a disaster for any pushing teams.
Don't have a sightline from spawn(or near it) all the way to a point so a sniper can't get free picks without putting himself in danger of getting fragged and leaving his team at a disadvantage.
Just off the top of my head
- There are going to be 3 routes to spawn (ideally)
- I made sure a sniper cannot see from one choke to another, with the use of 2 barricades.
Here is the first version of a floor plan I have created (the map will be symmetrical and this only shows one side!) :
http://puu.sh/9SUR8/045db2430b.png
Just to clear things up a bit, the stairs down will lead to an underground passage thing, like the one in coalplant, it would be interesting to see a flank route that could be used from just out side of spawn (might need re-balancing later)
Let me know if you have any feedback!
Hey guys, for the past few days I've really been wanting to start learning how to make maps! I was thinking that a KOTH map would be easiest to start because of their size, and general openness. The thing is, I am not very creative, nor do I have enough comp experience to say "This is what we need in a comp ready KOTH map". That's where you guys come in. Is there anything that you think is crucial to have in a KOTH map that's built with competitive in mind (Raised CP, ect.)? First I will draw a plan with some ideas that I come up with or are provided to me by you guys!
Thanks!
Abriss
EDIT: Link to first ideas pic: http://puu.sh/9SUR8/045db2430b.png (you can also look at it down below)
EDIT 2: I will be streaming my progress @ www.twitch.tv/abrisstf2 if you would like to see what the map making process looks like!
massive troll, loves memes, and always sounds like he has a shit ton of saliva in his mouth.
Just stop thinking that filling in a little part of your crosshair will make you better.