Don't Flinch
http://steamcommunity.com/profiles/76561197963460168 - Cricket
http://steamcommunity.com/id/Collaide/ - Collaide
Account Details | |
---|---|
SteamID64 | 76561198058513958 |
SteamID3 | [U:1:98248230] |
SteamID32 | STEAM_0:0:49124115 |
Country | Sweden |
Signed Up | May 1, 2014 |
Last Posted | July 25, 2024 at 7:06 PM |
Posts | 1322 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | 2.15 |
Windows Sensitivity | 5/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1080p |
Refresh Rate |
144hz |
Hardware Peripherals | |
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Mouse | Logitech G703 |
Keyboard | Varmilo VA109M Red |
Mousepad | QcK XXL |
Headphones | Logitech G432 |
Monitor | Benq XL2411Z |
Don't Flinch
http://steamcommunity.com/profiles/76561197963460168 - Cricket
http://steamcommunity.com/id/Collaide/ - Collaide
damneasyit says -86 damage? You hit him or am I seeing this wrong?
It's probably from a previous rocket.
This pug never started due to a bug, and never ended: https://eu.pug.champ.gg/game/5919ddf9399e99a06d132daa
WhyNotDivineNever have the lamps hindered my personal gameplay, if you get caught out in lower right (from lasts perspective) that's your fault and I don't see how removing the lamps is going to help with that. As for the laps around dropdown, the ceiling is pretty low already so I still don't see the problem. But that's just my view on it and I'm sure anybody with more experience than me will give a better view on it.
1. Anecdotal evidence
2. Sure, if you put yourself in a position where you somehow get juggled into a lamp, it is your own fault, however, why should we punish standing in these crammed rooms even further than they already are? By making pinpoint button-presses and taking the time to choose which pixel we stand on, we get distracted from the actual game. It is more enjoyable to not have to worry as much about getting stuck on a lamp or a metal beam.
3. An opponent getting stuck on a lamp or sometimes strafing into one can make you miss shots you otherwise would have hit, essentially punishing the player for not taking a tiny lamp in the roof into account while aiming.
4. "Ceiling is low, therefore it should be even lower" is not what I consider a valid argument.
MenachemCollaideIt would be more constructive if you made an argument rather than just stating your opinion.i think it's hard to form any concrete arguments without playing the map. Unfortunately I'd imagine most of us (hi) don't belong to any inhouses that are playing new maps.
giv mixchamp prolands
You don't really need to play my new version to make an argument for removing them.
- The lamps (except one) are never used because it is very easy to spot players standing on them, so they are not good hiding spots.
- They interfere with gameplay, if you double jump or get bounced upwards by a rocket or a sticky, you may get stuck. Some small rocket jumps are impossible, and a neat jump for rolling out is now possible.
- They were never intended to be hiding spots. As we know valve doesn't polish maps to perfection, and often don't apply gameplay to their mapmaking.
- I fixed the one hiding spot that existed by making it slightly worse and made it into an actual gameplay mechanic, not a secret spot only pro players know.
It would be more constructive if you made an argument rather than just stating your opinion.
riotbz you removed every lamp on last except one, where the spot isnt on the lamp anymore
Nobody uses the other lamps though, and in dm fights you get caught on them a lot.
riotbzbearodactylif u find it hard to jump to u gotta spend some more time on tempus famriotbzwhy remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrimAdded a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
visually small change but this should actually make taking spire a lot easier. pretty big change imo
also any plans to remove this spot?
https://puu.sh/vQ0lz/940dc133a1.jpg
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary
fair assessment tho, just the fact that he's removing every other spot in the area
I'm not removing every other spot...? Just one.
lettobring too many variables into the mix at the same time though and you won't be able to clearly tell the impact each had
On paper, that's true, but I don't think it's reasonable to argue that I've done too many changes as of right now.
EDIT: Which is why I won't make any more changes (unless they're bug fixes) until I get proper feedback.
b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.
For the record, I eliminated one hiding spot and added one prop, it's not a huge change.
I knew this was coming so I put this in one of the first lines of the thread:
CollaideA lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.
But yeah, what Chronix said.
Quick update! Thanks to everyone who helped me with bugs!
(Dropbox) Download: https://www.dropbox.com/s/jhgf17o6td7dont/cp_prolands_b1b.bsp?dl=0
cp_prolands_b1a -> cp_prolands_b1b
SMOOTHING/FIXING SPLASH:
- Made vents in lobby and last nonsolid.
- Made smoother clipping in balcony next to the crates.
BUG FIX:
- Fixed the shutter doors.
- Fixed gap in the wall allowing you to see into main from top right last.
- Fixed rooves I didn’t do properly.
Not gonna consider removing the scout winger jump from trash until I get more feedback on both it & the new opening itself.
MacMacAlso fixing the clipping on the side of shit-house so that bombing balcony isn't awful.
I already did this.
smzithere is a toxic barrell missing in red choke (dunno if anyone mentioned that yet)
You mean blue choke? I'm on it b0ss.
Chronic_But I'm not sure why you made the plateform of spire a single wooden piece because that crack allowed you to see people potentially coming at you and openened possibilities for rather unusual stickytraps ( @ 1:13)
- This vid is also a good example of weird clipping, especially on spire, that can be abused atm and feels very unfair to me. I did'nt had time to check all the spots with stickies just I thought I'd just post it here and let you see what you want to do with it.
Made it into a single platform due to the hole eating rockets a percentage of the time. That sticky trap seems like an unintended feature as well, but I don't know.
Chronic_- Here is the spot in resup some people talk about before ( you seemed to be unaware that it existed). I'd suggest that we leave it as it is
I knew of that spot, Bear said it was above diagonal not resup, which confused me.
Chronic_- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean them
My philosophy is making them into gameplay elements rather than bugs. This also makes it easier for new players to learn about them.
RacsoOne thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.
https://www.youtube.com/watch?v=lAB0jDyIUMc
It was not the intention of the change, but rather a consequence.
If people like it I can keep it, if not I can remove it.
Full Changelog: