counouYeah thats what we're on about, with the removed ceiling its basically unfailable
oh lol I thought we were talking about some sort of airpogo on top of that
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SteamID64 | 76561198058513958 |
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SteamID32 | STEAM_0:0:49124115 |
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counouYeah thats what we're on about, with the removed ceiling its basically unfailable
oh lol I thought we were talking about some sort of airpogo on top of that
counouThe issue is that when I tested it scouts at earliest can be at big door at 9:45 (usually 9:44), by that time, a demo whos hit the old fast kaidus rollout can have layed up to 4 stickies on bigdoor already, which doesn't seem very cool imo
I did some rollout testing,
Fastest demo rollout I can do gets on the pack 9:48 (with perfect jump in spawn), with a sticky detonatable in bigdoor at 9:46/45, with the second sticky dettable in bigdoor at 9:44/43.
As for the kaidus rollout, I tried it a bunch of times. You get to the pack at the same time as my rollout (from post #14 [perfected]) it's still very hard to do, and my rollout is more consistent. If you take double fall damage on either of these rollouts, you straight up die. So even if these rollouts are easier they will be possible only for the best demomen, like you Mr Lukas. And even then I think it will be easy to mess up.
But that aside, this implicates that scouts may get hit by 1 sticky as they get to mid at 9:45 with the best spawn and rollout.
With a new fast roamer rollout (enabled by the stairclipping in main) he can get out of bigdoor at 9:46 and jump the demo. Though he has 0 rockets loaded but has time to reload one midair. If you do one rocket jump in spawn as well (if your med is nice enough to critheal you), you can get out 1> second earlier OR get out at 9:46 with a rocket loaded instead of having 0 loaded.
Unless demo expects this or airpipes the solly , it may be very hard / impossible for demo to survive. Solly rollout is p hard though I'm not sure how consistent it could be.
EDIT: The fastest possible demo rollout in bigdoor you can place a sticky on the medium pack in enemy choke at earliest 9:47, which means if the demo doing the fast rollout is slow at all he can just get instakilled in a lot of mids. Even if he gets a pack getting bombed by solly + 1 sticky taken is a death sentance.
EDIT 2:
Conclusion:
If you nail the difficult rollout you may have your first sticky out ~1.5 seconds earlier than before, but also leaving you vulnerable to demomen rolling out bigdoor or roamers. It's also easy to mess up the rollout.
Rockzhttps://i.imgur.com/dnm2buY.png
you can have a unit high layer of func_clip_vphysics with the thickness of door, prevents stickies to be put down (they either bounce in front of or behind the door)
Is this a good idea though? Because no other maps have stickies bounce off the doorframes of shutter doors as far as I know.
I could also make the shutter door thinner so you can spot the stickies more easily.
Reero https://i.imgur.com/SlezL4X.jpg : it appears you tried to remove this hiding spot but its still possible to do albeit you are stuck surfing on it instead of being able to stand. not a fan of "nerfing"/removing imo
Read the OP, there are links to polls.
Reerohttps://i.imgur.com/d0lLdvr.png : you can stand on top of here by shutter/2nd forward spawn. Not too big of an issue but also kinda goofy
https://i.imgur.com/hrCHPrp.png : here under mid theres either a leak or a nodraw placed here that shouldn't be. I think this can cause some performance issues.
https://i.imgur.com/mSd9PkT.jpg : you can see over into mid by jumping up over the roof. You can see entities too i think cus u can see my stickies
ty, will fix
Reerohttps://i.imgur.com/fmIVVJI.jpg : not a fan of removing this hiding spot :( it was neat.
Didn't know that was a spot. Just clipped the wall how the map is clipped everywhere else, and also where it should logitcally be clipped
What's the old kaidus rollout? Could you link a video?
LUKASTANKalso i think this is gonna cause some last push problems - https://streamable.com/pwq4o2
This is literally possible to do with every shutter door in the entire game. If anyone has an idea how to fix this I'm willing to hear you out.
LUKASTANKyou made demoman class on gully mid even more powerful with clearing roof on last/balcony, now everyone can directly jump from spawndoor and be faster on mid (old kaido rollout) i think this change is going to hurt alot with no med scout speed. video for showcase - https://streamable.com/dfbyrf
why did this thing got removed? https://ctrlv.cz/shots/2020/11/11/HwTp.png - was pretty good for holding last because you get frag on that trap almost all the time, i dont see any point in removing that, dont think it caused any problems there.
Ultimately both of these things were removed because they hinder aerial movement. As I mentioned in post #14 I did not fully realize the implications of the rollout, and I also posted a video showing that it's possible for good demo jumpers to never touch the ground and land in the lobby shutter.
I get the concerns about med speed, but, it looks like the scout med speed isn't even confirmed to be here next season so I think we should wait with that.
I think the positive impacts this has on aerial movement in river/last/lobby outweighs any potential concerns (& stickytraps). What to you guys think?
wonszuGreat work on both maps so far!
Small thing, if you start working out on snakewater do us a favor and just delete whole map.
I get the snake thing is a joke but chojje (the mapmaker) has been willing to fix issues in the past, so we might actually be able to contact him if we have any issues.
I am aware of that spot, and yes it still exists
ImperdiusForward spawns should be easy to camp since players can just back spawn imo
Yeah but the issue about them is not that, it's that sniper is rly good in both of them + mid one has the shutter blocking movement above.
WiethoofdDid the hiding stickies in the shutter roller on top left last get fixed yet?
most things are fixed, and yes that is one of them
WiethoofdAnd suggestion for an improvement to prevent spawn camping the forward spawn on 2nd, allow for an alternative exit to lobby, perhaps something similar for the mid one to exit in dropdown.
Personally, I think both mid and 2nd forward spawns should be moved for various reasons.
For this initial realease however, that type of gameplay changes have not been considered, and will not be done. It is not impossible they will happen later.
didn't realize the implications fully until now. this is now possible:
https://www.youtube.com/watch?v=DtHJKWeQ-S8
it's kinda hard and i did it poorly but its possible. i also think it's possible to manage if you do an airpogo from left spawn door...
weeb_whackerDon't think this really matters but this cheese trap doesn't work anymore.
https://imgur.com/a/cQSb7Dz
Didn't even know that was possible on the old gully. But yeah, it's not possible anymore.
Brolythis is epic stuff collaide keep it up bro *brofists u*
thank's BRO, Love You (see what I did there ;] )
counouWill be epic, but if u delete a single sticky trap ur a dead man
jokes on you im dead inside
taviidk if this is known or you are planning to fix but there are places under last where demo projectiles act as theyve been shot underwater, ill try to record a clip later and edit my post
on this version?