Hyce
Account Details
SteamID64 76561198007577013
SteamID3 [U:1:47311285]
SteamID32 STEAM_0:1:23655642
Country United States
Signed Up October 25, 2013
Last Posted September 13, 2021 at 2:48 AM
Posts 753 (0.2 per day)
Game Settings
In-game Sensitivity 2.06
Windows Sensitivity
Raw Input 1
DPI
1250
Resolution
1920x1080
Refresh Rate
144 Hz
Hardware Peripherals
Mouse G400s
Keyboard 1986 IBM Model M
Mousepad Steelseries Mass
Headphones Sennheiser HD280/AT 2020 Mic
Monitor The 144hz BenQ everyone has
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#420 cp_logjam (5CP) in Map Discussion

RC4 coming soon...

But first, what are the odds? I'm sitting in the airport in Washington D.C. waiting for my flight back home and SteveC shows up...

http://i.imgur.com/5kDLxUP.jpg

http://i.imgur.com/PbwM44H.jpg

"Excuse me, are you playing TF2?"

"Nah actually I'm making a map for it..."

"Oh wow I used to play competitive TF2!"

"Me too!"

What are the odds?

posted about 7 years ago
#93 Mapchamp by Champ.gg in TF2 General Discussion

Call me biased - but I think either mapchamp should be split into 2 styles or be changed for the sake of better feedback.

It seems to me that the alpha/early beta maps get a lot of feedback, as they are early in dev cycle. Some things are blatantly problems, or just seem wrong - these maps are easy to give feedback for, and you could have a day where you run just these maps and lots of them as is current.

I've noticed that bagel/logjam/cardinal don't seem to get much feedback post mapchamp, as they're further along in the cycle, and it might take more time to make the nuanced feedback that they require. Either that or people don't want to give us feedback or whatever.

It might be smarter to have a "very new" maps day and a "up-and-coming" maps day; one with lots of alpha ish maps and one with a few maps further along. Or perhaps limit the amount of maps in the pool. I played 4-5 games of mapchamp and didn't play cardinal or logjam the entire time.

posted about 7 years ago
#25 pl_tapline in Map Discussion

http://i.imgur.com/JTEHaq0.jpg

Looking through the problem door through "the sightline."

posted about 7 years ago
#418 cp_logjam (5CP) in Map Discussion

Current version (mapchamp and if I have no time for the cup):

cp_logjam_rc4pre2

https://tf2maps.net/downloads/cp_logjam.3835/

I'm on a trip for jerbs and stuff, should be able to do a legit RC4 by Wednesday. Would love to hear any feedback from mapchamp players.

posted about 7 years ago
#23 pl_tapline in Map Discussion

Really interesting idea. If there's a way to do 6v6 payload, this is probably it. I dig the cart mechanics.

Few things I noticed:
The first spawn exit isn't great for the blue team. You've got an upper and a lower door, and both can be seen from any decent place for the enemy team to hold/stand - it's hard to get out in some cases.

More on spawns - there's the forwards that should have a second door that's got a stop sign on it to start until you're ready to use that exit. When that exit gets enabled, you should also probably make spawn locations that face that exit and make players spawn in those instead.

There's also the area that we called "the sightline" directly to the left of the of the left last spawn door for defenders - it's a long chokey hallway that a sniper can easily dominate. That and the fact that any attacking team can just rotate up there to destroy defenders at spawn doesn't make a lot of sense. Maybe a rework of that area or a one way door out for defenders if you're worried about setup time issues.

We also noted that ubered players couldn't block the cart at last - not sure if this was "the cart was already tipping" or if the cart just didn't recognize ubered players like a regular control point. Not certain how you would fix that but I'd imagine you would want to be able to uber and block the cart's cap.

Anyways. Neat idea, decent layout to start - looking forward to seeing how this progresses.

posted about 7 years ago
#83 koth_bagel in Map Discussion

From my experience with logjam someone will usually just ninja edit for you when you make such a declaration.

posted about 7 years ago
#25 teamfortress.tv New Map Cup sponsored by marketplace.tf announced in News

I should have logjam_rc4 out for mapchamp and this tonight. Very excited to see this! Thanks for supporting mapmakers.

posted about 7 years ago
#70 We seriously need more koth and a/d maps. in TF2 General Discussion

Making a king of the hill map seems straightforward enough (at least compared to A/D).

What would you need to do to make a good A/D map? Make it linear? Or 3cp gpit style but make rotation between A&B very easy? Would it be best to favor attackers over defenders to try and minimize annoying off classes?

I would be interested in making a map in one of these styles after Logjam gets to a good spot. I've learned so much with logjam it would be a waste to not use the experience.

posted about 7 years ago
#417 cp_logjam (5CP) in Map Discussion

hmmmmmmmmmmmmmmmmmmmmm

Not sure why that is; will look into it.

posted about 7 years ago
#415 cp_logjam (5CP) in Map Discussion

Ask and ye shall receive: http://www.mediafire.com/file/7085d2fqfs6j5re/cp_logjam_rc4pre1.bsp

Like I said, changes only made on blue side. Let me know what you think after wandering around it.

posted about 7 years ago
#413 cp_logjam (5CP) in Map Discussion

Here's kind of a sneak peak at what I'm thinking for RC4. In no ways is it meant to be detailed/polished yet (dev textures woo) but there's a decent amount of changes. If you guys want the .bsp to walk around and see it let me know and I can upload it. Blue side only at the moment.

Imgur album:
http://imgur.com/a/lANGV

posted about 7 years ago
#5045 Frag Clips Thread in Videos

https://www.youtube.com/watch?v=wzruuvNBp0A&feature=youtu.be

posted about 7 years ago
#40 cp_drudgery - 5CP in Map Discussion

I can't comment terribly much on last, I never really had a "good fight" on it. I would say the wall/shutter to the left as you leave last is a bit interesting, we had a few guys try and jump over it (unsuccessfully), but you can shoot over it - maybe make it more obvious you can't jump over it, and probably put skybox down to it to prevent spam over it.

The biggest things that I noticed was the way the flank routes to mid were - pushing 2nd-mid, the one on the left goes from a building into a little cave that puts you VERY far into mid - this could potentially work, though might lead to people wrapping a bunch. That said, as someone who's made a map with a cave - unless the cave is pretty huge, people aren't going to like it. It doesn't give the flank anywhere to fight, and you can get splashed out pretty easily.

The other flank that goes from underneath 2nd onto the shutter into mid- well, it's a big ramp up that gives all the advantage to the team pushing from mid to 2nd. I suppose it might be balanced in that they then have no advantage on mid, but overall I don't know if it's the best design choice.

The 2nd was interesting, as was the mid. I liked the main structure on mid, though some of the ways the displacements interacted with it and the ramps were frustrating to walk over as you got stuck sometimes.

Wish I had more gameplay feedback, but I also had only one round on it.

posted about 7 years ago
#411 cp_logjam (5CP) in Map Discussion

Glad you enjoyed it.

If anyone else has any feedback, let me know. I've got quite a few ideas from non mapchamp sources that I want to try, probably going to release a new version by the end of the week with some changes to try out.

posted about 7 years ago
#29 cp_coilblaze (5cp) in Map Discussion

Red forward spawns are broken- you only get forwards when you cap blue 2nd, and then the other team has to take mid for you to lose forwards.

The spawn time for players attacking last is wicked fast, it felt like you could never cap 2nd after defending last successfully.

I liked the mid, felt like an improved version of warmfront.

Not certain about the lobbies, they had some odd sightlines.

Last felt really long.

Dropdown into last is hilarious IMO.

posted about 7 years ago
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