Doof
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SteamID64 76561198034031819
SteamID3 [U:1:73766091]
SteamID32 STEAM_0:1:36883045
Country United States
Signed Up November 30, 2014
Last Posted December 30, 2014 at 4:01 PM
Posts 3 (0 per day)
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#259 cp_logjam (5CP) in Map Discussion

Well, I drew something else up to help exploit that new ravine dip going across shutter-side yard. If we're looking out for scouts, giving them new paths across second might be a nice addition instead of necessarily focusing on obstacles. By widening the cut through the spire, the path could accommodate two levels (to base-line spire floor or lower to the yard proper). It'd be a matter of deleting the chunk of walkway in front of the current entrance and replacing it with open space and bridging the new gap in the walkway with some logs laid flat and maybe given a little ramp in front of each start of the "log bridge" if the log diameters are too tall to simply walk over.

Picture: http://imgur.com/HOCfBzJ

A little crate could slip into the gravel pile that's holding up the two current logs on the bottom left of your screenshot as a means to help scouts jump up to base floor spire from yard without having to either walk normally from choke or go up the gravel ramp from the cutaway. Given that a lot of roamers currently like to roll-out on shutter-side second to mid with consecutive rocket jumps, adding more obstacles might get in the way of that. Then again, it might just come down to something to which the players would have to adjust. It's always your call, especially since I feel bad with how drastic my suggestions are becoming.

If you want to minimize the changes, then maybe just adding a crate where I drew one in the picture (it's that ugly yellow block thing) and then, yes, maybe adding a storage crate or something near the fence/rock wall and just letting roamers deal with it for their roll-outs.

Edit: It is just a shutter-side isometric view, so I'll do more views if you are interested.

posted about 9 years ago
#253 cp_logjam (5CP) in Map Discussion

Doof here. I played Medic with you during two lobbies on logjam earlier today and told you that I'd submit some visual feedback. I had to rush these first ones, but I'll hopefully be able to take my time with the next few pictures. I don't have a tablet either, so enjoy the scribbles.

http://imgur.com/uMmgZHV

The idea here is to reduce the choppy transition between shutter cement and spire while also maybe giving roll-outs some more surf options depending on how the terrain is shaped. Just for you to consider. The map remains solid and the matches I played were a lot of fun.

Edit: Honestly, now that I'm looking at it again, you might not really need to adjust any height. I just thought that it would be nicer to have more ground to walk between shutter cement and the spire wood when crossing on that side of second point. You could get even more yard if you chose to shorten the ramp distance (and increase the ramp incline a bit) to mimic something like the Badlands wooden patio/staircase that exits out of the back of House into Yard. Since the ramp isn't really part of any roll-out, the change might go unnoticed in the beginning, but have a big impact on how players move about and position themselves on the shutter-side of second point.

posted about 9 years ago
#125 Premiership Playoffs Previewed: ETF2L Season 19's Dramatic End? in News

33.500 damage

posted about 10 years ago