FatherBrandon
Account Details
SteamID64 76561198010399228
SteamID3 [U:1:50133500]
SteamID32 STEAM_0:0:25066750
Country Canada
Signed Up August 19, 2016
Last Posted February 12, 2019 at 10:05 PM
Posts 141 (0 per day)
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#8 Koth_avalanche in Map Discussion

RC13 is out:

- Moved the bottom entrance doorway of the hallway room that leads to CP back and removed bench model. Also moved the med health pack to the wall that's closer to the point.

- Flanks now exit onto raised platform.

- Removed explosive jumping blockers from back of shacks.

- Expanded walkways on either side of the point to give some more options for attacking from a high ground.

- Improved clipping.

Album of changes: https://imgur.com/a/trm4ukS

TF2maps download link: https://tf2maps.net/downloads/koth_avalanche.2505/updates

Steam Workshop download link: https://steamcommunity.com/sharedfiles/filedetails/?id=747296123

posted about 5 years ago
#3 cp_terra (5cp) in Map Discussion

Looking awesome so far, can't wait to see how it turns out. The space theme is underused.

posted about 5 years ago
#7 Koth_avalanche in Map Discussion

Version RC12 is out now after some testing:

-Changed the small shutter in spawn room to a large windowed shutter (This change made the area outside the spawn slightly larger).

-Extended the height in the room outside spawn all the way to one of the exits.

-Expanded the doorway size that leads outside of the spawn yard and to the flank.

-Moved a piece of ceiling higher in the spawn yard that was above an exit.

-Fixed issue with spawn shutters on Blu side.

-Extended junction outside of spawn yard that leads outside and kept height level from spawn to the exit.

-Extended the outdoor area outside of the spawn yard to make the map longer.

-Added a shutter that leads to flank and spawn yard from outside area.

-Removed blocker that prevented rocket jumping into and out of the capture area from the outdoor area outside of spawn.

-Extended height of building to one side of the upper walkway that leads to the point from the lobby to make rocket jumping into the point area manageable.

-Increased the height of the ceilings in the lobby and added a medium ammo and small health kit.

-Removed some obstructions that prevented explosive jumping through flank area.

-The flanks now proceed much closer to the point with a new exit.

-Decreased original doorway exit size from flank to point.

-Increased the height on the battlements beside point to help prevent spam from point to chokes from wall in front of point.

-Added medium ammo kit on point.

-Decreased capture time to match capture time of koth_product_rc8.

-Changed the rock model near the point into a platform.

-Overall clipping and bulletblock improvements.

- Scaled up snow texture on top of non-accessible roofs and increased light map scale on some to keep repetitive bump mapping shadows from making things look worse.

- Added some barbed wire across the roof down from the capture point.

TF2maps download link: https://tf2maps.net/downloads/koth_avalanche.2505/updates

Steam Workshop download link: https://steamcommunity.com/sharedfiles/filedetails/?id=747296123

An album with some new screenshots: https://imgur.com/a/LGJgsyh

posted about 5 years ago
#6 Koth_avalanche in Map Discussion
lucrativeDon't sleep on this map, very fun and good

Thanks man. Also if any other level designer wants the non-reflective snow textures for their own work I've uploaded them to dropbox here: https://www.dropbox.com/s/0zsr6h7wjs31fjb/nonreflectivesnowtextures.7z?dl=0

Place them in this path to use them in Hammer: Steam\steamapps\common\Team Fortress 2\tf\materials\yourmapname

posted about 5 years ago
#4 Koth_avalanche in Map Discussion

Version RC10 is out now with minor changes:

- Stripped reflective element from snow textures so the map will not have a shiny checkerboard pattern everywhere for those playing with a high FPS config.
- Removed the very short walls and woodpile models that were beside the CP.

TF2maps download link: https://tf2maps.net/downloads/koth_avalanche.2505/updates

Steam Workshop download link: https://steamcommunity.com/sharedfiles/filedetails/?id=747296123

posted about 5 years ago
#3 Koth_avalanche in Map Discussion
uberchainI've deleted the old thread and adjusted the title of this thread to remove the version extension, please bump this thread for future updates.

Thank you very much.

posted about 6 years ago
#1 Koth_avalanche in Map Discussion

I ended up updating the map asap due to a review by b4nny on his steam which pointed out some great ways to improve it.

koth_avalanche_rc9 changelog:

- Removed the farthest side route from yard so there are less routes to think about.

- Removed the arched ceiling from the room with the small health pack near lobby and expanded a door frame in that room to make it so you can double jump as scout without hitting your head.

- Removed all corrugated metal from transitional walkway leading to mid from lobby.

- Raised the height slightly of two sniper fences on wooden platform at mid to help cover what the corrugated metal was covering.

- Added side passages at the back of the broken building on mid and added stairs going up above them to give a bit more things to play around.

- Removed narrow broken wall at the front of mid as it could be used to make taking rockets extremely difficult. I smoothed out the front of mid's building as well to make getting on easier and bombing onto easier.

Image gallery of changed areas: https://imgur.com/a/NRa4KGa

TF2maps download link: https://tf2maps.net/downloads/koth_avalanche.2505/updates

Steam Workshop download link: https://steamcommunity.com/sharedfiles/filedetails/?id=747296123

posted about 6 years ago
#67 pl_tapline in Map Discussion

Assets are now packed correctly into the map.

posted about 6 years ago
#66 pl_tapline in Map Discussion

There are some issues with texture packing, trying to fix now. I will update this post soon.

posted about 6 years ago
#65 pl_tapline in Map Discussion
catman1900Sick! I hope once it's complete people give this map a real chance, it's really fun and unique :)

Thanks man! I have a feeling the game mode might play better in a 7v7 environment where someone could be a dedicated sniper/engie/ but I'll try my best to keep it updated with as many positive changes as possible.

posted about 6 years ago
#63 pl_tapline in Map Discussion

pl_tapline_b5 is now available.

Album showing changes: https://imgur.com/a/cKaCoix

Changes:

- Changes to last: removed area under far-back walkway, added a new door and extra cover. Opened the roof a bit more.

- Added a balcony (and increased height) to the flank route by the waterfall. Added stairs to the rocky cliff near the waterfall as well to increase route options.

- Changed where the door under the 'B' building (the one with the weathervane) is positioned. Added a boat storage room where the doorway used to be. Added one more sniper fence to the rocky cliff.

- Increased the size of the balcony with the crates on it near the 'B' bridge entrance. Added stairs and moved terrain up so the balcony is easier to access.

- More changes to 'A': Added ramps to higher elevation near cargo crates. made the overall area slightly bigger.

- Opened up curved hallway that leads to 'A'. Changed sniper fence to a steel fence.

- New steel sniper fence near BLU spawn to help get to left-side route.

Download: https://tf2maps.net/downloads/pl_tapline.5456/update?update=14186

posted about 6 years ago
#62 pl_tapline in Map Discussion

pl_tapline_b4 is now available.

Overview: https://i.imgur.com/hNfVtpB.png
Album showing changes: https://imgur.com/a/KBKq1xV

Major changes:

- When Red team touches the cart, it begins to roll back (it will not rollback over captured points).
- Added more sniper fences to the cliff area near 'B'. Added a porch near 'B' and an overhang.
- Reworked 'A', which is now a bigger area.
- An overhang that helps separate 'A' from the bridge area leading to 'B'.
- A new passage to get to 'A' from the Blue spawn.

Download: https://www.dropbox.com/s/73r3yd9t1tqdql1/pl_tapline_b4.bsp?dl=0

posted about 6 years ago
#61 pl_tapline in Map Discussion

If any mapper here wants to use the "Tap-To-Push" mechanics for themselves or tweak them however you like; I posted the example file and a brief explanation here: https://tf2maps.net/threads/pl_taplines-tap-to-push-mechanics.35414/

Edit: Updated the first post of this thread with the tf2maps link as well.

posted about 6 years ago
#59 pl_tapline in Map Discussion
DarkNecridHey, how easy would it be to port the push mechanics to any other Payload map? I'm assuming very easy since Payload entities & logic don't really differ much between payload maps other than Frontier, is that correct?

Basically would making experimental versions of Badwater & Upward with this mechanic be easy?

It wouldn't be very hard to apply to any other Payload mode map.

posted about 6 years ago
#57 pl_tapline in Map Discussion

If anyone is playing in Sixes Season 3 of the TFCL and pl_tapline_b2 is picked as the map, can you please create a demo file if possible and send it my way? It will help development of the map. Thanks!

posted about 6 years ago
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