Aoui
Account Details
SteamID64 76561197988692207
SteamID3 [U:1:28426479]
SteamID32 STEAM_0:1:14213239
Country United States
Signed Up July 7, 2014
Last Posted August 16, 2015 at 9:46 AM
Posts 12 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
#27 cp_convolve in Map Discussion

As you know, leaving feedback always helps. We're making a good map even better. I'm already changing the transition room with the dropdown, It seems like defenders would always hold it by spamming it. I'm already changing things with dropdown as well, that is pushing it back. Also I'll try to make 2nd bigger and with some more cover. I'm also changing up last a little too.

posted about 9 years ago
#24 cp_convolve in Map Discussion
ScrewballThe green grass theme is massively overused. Please consider something different.

The swamp theme hasn't been used in anything that i am aware of.

http://swamp.tf2maps.net/

It's using gravelpit styled ground, haven't updated screenshots yet sry

posted about 9 years ago
#21 cp_convolve in Map Discussion

Just updated, hopefully you guys will have a lot more fun on it. It was very fun making this new version. If there are no more problems with the map, I'll start detailing it.

posted about 10 years ago
#20 cp_convolve in Map Discussion

There was a problem with the door opening/closing at the same time, but when I told them what it was supposed to do they understood. They also acknowledged that might be able to push straight into last really quickly when your scouts go cap 2nd and you rush final, but the spawns are fast enough that it doesn't happen anyway.
EDIT:
Also yes, a friend told me that the players really liked the map. The doublemixes's team told me they were playing it everyday with different people, and those other people liked it as well.

posted about 10 years ago
#17 cp_convolve in Map Discussion

So its been some time. It actually looks like some people from ETF2L really love the map and the potential it has. There has been some doublemixes on the map which were really fun for me to see and experience. A lot of great feedback was given to me via the 6's teams. I'm coming back to work on this map because it feels like this map could be even better, and a type of map everyone can enjoy. Expect an update sometime next week or earlier maybe.

posted about 10 years ago
#16 cp_convolve in Map Discussion

I'm back again, I abandoned this map before because of total lack of motivation. There was some information going around that comp players enjoyed playing the map. I'm glad to see people are taking notice of it. I will totally work on this map again if I had more motivation, things like videos/feedback will help me alot.

In other infomation:
This map won 3rd place in the tf2maps.net annual 72 hour mapping contest, woohoo!

posted about 10 years ago
#15 cp_convolve in Map Discussion

I've made a thread over at ETF2L.net here. However it looks like its getting no attention. I don't mind it as much but you guys can help out if you want by posting a little over there.

posted about 10 years ago
#13 cp_convolve in Map Discussion

I did a lot based on feedback. I hope you guys like the changes.
Alpha 7
July 10th, 2014
- moved middle forward spawns
- added a door which closes off the bridge when mid is captured
- added some height around 2nd capture point
- changed area around last
- added more clipping
- changed transition area between 2nd and last (far side)
- moved around some pickups

Sorry to kaiser, your idea for the alternative route didn't work out so well because people could easily get from 2nd to last in about 3 seconds. Instead, I added the door which will probably add some issues.

As for pug testing, I don't know anyone who wants to pug this map. If anybody would like to pug it, please do. The more feedback the better.

posted about 10 years ago
#12 cp_convolve in Map Discussion
kaiserRegLast few ideas I wanted to swing your way until you do something with the map: http://imgur.com/a/tAfu7

Sorry for all of the stuff being thrown your way from me, I just really enjoy how your map looks and I want to see it go somewhere. :)

I am really liking your idea, I'll do this for the next update. However I'm a little concerned that the chokepoints might become too heavy because one person can easily see all the doors. I'm thinking about adding a dropdown under the bridge to fix that. Any feedback on that?

posted about 10 years ago
#9 cp_convolve in Map Discussion

I could just close off the doors on the bridge which would completely eliminate the problem, but like I said before, it would ruin a fun and a fast rollout. I was thinking of raising the end of the bridge so combos can't get over it, but that would just mean anyone could get on middle without problem. As of right now I don't have any other solutions, so it looks like adding a door might be it.

I have no idea how to rework the pathway though, I don't think there might be enough space around it to have anything too different. I really don't want to block off any routes cause it is a fun little area to be able to get around.

posted about 10 years ago
#7 cp_convolve in Map Discussion

Everyone's feedback is making the map a better place. I'm not sure about how to deal with the bridge, I could add doors which would close when mid is capped, or I could do nothing and allow for faster rollouts. I'm thinking of a few solutions, and as of right now I'm thinking of adding doors.

posted about 10 years ago
#1 cp_convolve in Map Discussion

Hello cool people

Let's jump in, headfirst, about what this map is.
cp_convolve is a 5cp push map, it has a smaller size than other 5cp maps which means it has a lot more fast paced action. It also more open than other maps, but still manages to keep some areas for chokes. I hope you guys enjoy this map, it was a wonderful experience making it.

Links:
ETF2L.org Thread
TF2maps.net Thread
BSP download
Bzip2 download

Most recent changes:
Alpha 8
October 31st, 2014
- Fixed sticky spots
- Added door to last
- New route to last
-Added more lights
- Adjusted spawn times
- Adjusted cap time on mid
- Fixed issues with other doors
- Thanks to a very special 6's team for reporting issues and bugs!

Screenshots:

http://i.imgur.com/uSVrGn0.jpg

http://i.imgur.com/JQhqy0Y.jpg

http://i.imgur.com/MGI4Zxl.jpg

http://i.imgur.com/HdkRyOZ.jpg

http://i.imgur.com/f4m2YWZ.jpg

http://i.imgur.com/5tikE20.jpg

posted about 10 years ago