The official map list has been out for an entire month.
Account Details | |
---|---|
SteamID64 | 76561197995702166 |
SteamID3 | [U:1:35436438] |
SteamID32 | STEAM_0:0:17718219 |
Country | Canada |
Signed Up | July 21, 2012 |
Last Posted | December 25, 2016 at 12:19 AM |
Posts | 203 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
ggs to everyone that played and thanks to killing/djc/ruwin for their efforts
breloomthey need to extend again so the season goes through the holiday break so they get another month of premium out of us
the plan is already for the season to go beyond the break. rumoured months ago.
This post says it all
http://teamfortress.tv/forum/thread/12771-why-do-so-many-people-bash-9v9/4#post-100
forget the conspiracy theories like "6s players feel threatened and 6s players feel superior"
PUB tf2 is just garbage (I pub all the time). Its unfortunate that Valve opted to continually degrade the quality of the game.
DO NOT MAKE IT GIGANTIC.
So many custom maps make 12 players feel like miniature toys. I'm not sure why map makers opt for gigantic over a more reasonable scale. You can go through the custom map forum and 9/10 new maps are simply too large.
People need to show up to matches on time for the tournament to go smoothly. Otherwise it could drag on forever if a decent number of teams sign up.
Please do not vote for us.
You will kill our UGC HL team due to the invite rule.
Phi
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.
I don't think comparing map dimensions is a good way to assess the scale of a map. You also need to take into account the varying heights/levels that take time to climb.
Vilepickle always used to compare cp_follower's dimension to granary's dimensions but it was the heights/slopes that made follower feel gigantic.
Process is slightly too big for my taste, at least on medic. Large maps tend to be annoying as medic because you can't rocket jump/sticky jump/double jump everywhere.
Here's a demo from Bosh's PUGs (http://logs.tf/88740)
http://www.mediafire.com/download/4e85pp6d78eswc0/Bosh_PUGs_cp_sunshine_a4b.dem
Starts at tick 83625.
Everyone felt the map was far too big.
The lobby/passages between second and last are too large and confusing.
Sniper was too strong at second and middle because of sight lines and the scale of the map.
Middle and second are both too large.
The final control point caps too slow.
I think it has potential if everything is scaled down 30-40%.
coalplant = koth_ashville
plenty of people have pugged it / and it was played in season 7
***Think we've found a gamer***
http://steamcommunity.com/id/Stickboy25/
http://steamcommunity.com/id/Caspian30/
Scout: goku
Scout: John Milter
Demo: ???
Roamer: fuuzi0n
Pocket: serv0
Medic: Caspian
http://play.esea.net/teams/69736
We scrim a fair bit usually from 9:00 est to 11:00 est.