If you've ever wanted to bind each voice command to a 3 letter combination of Z, X and C then add this to your autoexec :) https://pastebin.com/DhpxASr1
Account Details | |
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SteamID64 | 76561198061182117 |
SteamID3 | [U:1:100916389] |
SteamID32 | STEAM_0:1:50458194 |
Country | England |
Signed Up | July 12, 2017 |
Last Posted | September 20, 2023 at 4:01 AM |
Posts | 64 (0 per day) |
Game Settings | |
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In-game Sensitivity | 4 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1440p |
Refresh Rate |
165Hz |
Hardware Peripherals | |
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Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
Yeah it looks like all clip brushes besides the 2 spawn window ones are missing.
Also the door frame faces here are probably too dark:
I haven't played the map since the map test cup but I thought I'd look at the aesthetics and clipping and point out some nitpicky stuff I found (screenshots taken from b31):
https://i.imgur.com/nbW18Y3.jpg
This corner at the right hand side of spawn could do with some diagonal clipping
https://i.imgur.com/QGYG6xK.jpg
The clipping ramps found here on the dark wood should probably be longer (e.g. a 1/2 incline rather than a 1/1) because the player's camera still jumps up and down when walking over them and it should really be a lot smoother.
https://i.imgur.com/Fstqaj7.jpg
The shadows on these look wrong (probably too low res) and some of these (like this one near the big yellow pipes) are solid, when arguably all should be non-solid. Currently it's inconsistent and I think making all solid would be bad since that would include the ones on the spawns.
https://i.imgur.com/W7Q0lDm.jpg
This one next to the point is also solid, meaning that players jumping after using the flank routes can hit their heads and not go anywhere. It also allows players to stand on top and hide in the corner which may or may not be desired.
https://i.imgur.com/072VSiq.jpg
The top of the right vertical pipe is a lot darker than the bottom
https://i.imgur.com/b5x7NMO.jpg
The low light map resolution used here allows light to leak into spawn under the right shutter
https://i.imgur.com/6nEVEZc.jpg
The red clipping across the top of this door should be lowered to the height of the door
https://i.imgur.com/vkeavDZ.jpg
This tap appears to be too close to the ground to be useful
https://i.imgur.com/eadjkeD.jpg
The white dots found underneath the lamps do not move and look pretty weird once you notice it. Also a lot of the lights appear a little too dark such that it's not obvious they are doing anything and these are examples of those.
https://i.imgur.com/aYLNsUV.jpg
The triangular face on this staircase is too dark and the corners around this area are possibly a little too dark too (e.g. top right)
https://i.imgur.com/xFdhyky.jpg
The ground displacement covers part of this bottom step
https://i.imgur.com/RzLEqA1.jpg
The thin white faces found here and on the opposite side might be too dark at the top
https://i.imgur.com/R81Kcag.jpg
This light is not quite in the middle
https://i.imgur.com/JsWMrYO.jpg
What appears to be a decal between the pipes and the window looks a bit too much like a lighting issue
https://i.imgur.com/jD9glr8.jpg
This could use some diagonal clipping
https://i.imgur.com/ALW1h8B.jpg
These are almost spaced evenly but not quite, and they have weird dark bits at the top
https://i.imgur.com/5BlmSkG.jpg
You can see a tiny bit of sky at the very centre of this image
https://i.imgur.com/slUdjy7.jpg
This decal is a bit off-centre
https://i.imgur.com/jphoKwu.jpg
Grass grows through here
https://i.imgur.com/z235AVc.jpg
The red valve thing looks like it should be a bit lower down
https://i.imgur.com/ja7C0QE.jpg
The textures don't quite line up just right of the corner
https://i.imgur.com/OVGLnNM.jpg
When I first saw the lighting at the right side of blue spawn I thought it was too high contrast but i'm no longer sure
https://i.imgur.com/COslnqu.jpg
This shadow looks ugly
https://i.imgur.com/MW1qyyG.jpg
This shadow also looks ugly
I remember enjoying the map a lot when I played it and visually it looks great with no major clipping issues. I don't know if increasing the light map resolution would cause other problems but I personally believe it would be a good idea.
The lighting is much brighter, particularly on the bottom part of this train. It just looks wrong:
https://i.imgur.com/Sls2z9t.jpg
The 2nd spawns have clipping coming through the ceiling:
https://i.imgur.com/ZWGK0u0.jpg
The diagonal clipping in the corner next to the bridges goes too deep:
https://i.imgur.com/opPFF3Z.jpg
The last points have this weird black thing between the concrete with the traffic cone and the nearby rock:
https://i.imgur.com/48ZzVrR.jpg
These lanterns in the africas both have different shadows when they should arguably have none:
https://i.imgur.com/q62TNjm.jpg
This clipping in saw does not reach the ceiling:
https://i.imgur.com/y8fCI8s.jpg
This z-fighting with clipping does not occur in the red kitchen (not an actual issue but evidence of some kind of anti-symmetry):
https://i.imgur.com/5XUuKzm.jpg
The left part of this fence next to saw is floating:
https://i.imgur.com/CxrgwxQ.jpg
Light leaks from above dropdown:
https://i.imgur.com/BqNs7Hz.jpg
The tiled floor in spawn should probably be shifted by half a tile in both axis so that the tiles line up with all 4 walls:
https://i.imgur.com/p31xRmZ.jpg
In the very center of this image there is a square of light texture which only occurs on the blue side:
https://i.imgur.com/gytgNLC.jpg
The shadow here starts too late:
https://i.imgur.com/y68JkDt.jpg
This texture is too dark:
https://i.imgur.com/QyS5NiR.jpg
The diagonal part of this texture is thinner than the axis-aligned one which can probably be avoided (or another on-grid layout can be found which better approximates the size we would expect it to have):
You might already know about some of these but this is what I noticed from looking around:
https://i.imgur.com/EUBx8Gt.jpg
Clipping here is unnecessarily bad as it currently means you can't jump when standing in the furthest corner, even though there is sufficient space between the wall and wooden platform to allow the player to jump
https://i.imgur.com/m4r3D2C.jpg
You can see through the vertical section of the pipe if you view the inside of it from above
https://i.imgur.com/YJaWDSO.jpg
Light leaks through the edge of the bridge, might be fixed with a higher lightmap resolution on those faces
https://i.imgur.com/3LmzmEJ.jpg
Rockets can pass through gaps in this fence and it might be preferable to have rockets explode when they enter the gaps instead
https://i.imgur.com/sXMFkSE.jpg
The texture outlined in red should be shifted horizontally so that the joining bit does not occur on this short face
https://i.imgur.com/yj6SgnY.jpg
The thin face shown here is completely black but should probably look like the face shown in the image below:
Very nice guy with good dm and calls
I was interested about the same thing about a year ago but didn't find anything.
Would be great for doing demo reviews as a team.
SpuHOISplitting up a 5cp map into 4 2 point sections and making it territorial control could have a similar effect provided that the round timer was 2 mins and a stalemate was a loss for the team with mid control. I don't think a plugin would be necessary and It could be interesting but potentially just less fun than normal 6s. One issue would be that whichever team begins with mid control would have an obvious advantage and I'm not sure what a good way to fix that would be other than assigning mid control randomly after a last point has been captured or just to to the team that previously lost.so like tc_hydro
Yup! I assume hydro gets around the mid point problem by having an even number of points.
Splitting up a 5cp map into 4 2 point sections and making it territorial control could have a similar effect provided that the round timer was 2 mins and a stalemate was a loss for the team with mid control. I don't think a plugin would be necessary and It could be interesting but potentially just less fun than normal 6s. One issue would be that whichever team begins with mid control would have an obvious advantage and I'm not sure what a good way to fix that would be other than assigning mid control randomly after a last point has been captured or just to to the team that previously lost.