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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#77 Mapchamp by Champ.gg in TF2 General Discussion

I'm probably the most biased, but I'd love to see Logjam in next time. Cardinal and Bagel as well.

Drudgery and Kalinka shouldn't be back unless they get some changes I think.

Especially Kalinka, the red forward spawns were broken- upon capping mid, you didn't get forwards. On capping 2nd, you got the furthest forwards, and you kept them until the other team capped mid back again. Frustrating both ways.

That, and either the positioning of the forwards relative to last or the spawn time for attacking last was way too short. You'd clean up and they'd already be in lobby again.

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

Pumped to see Logjam in the pool! I'm sure I'll ditch some homework and play a few of these and hope I get it... :P. Thanks for running it!

Remember anyone who plays, give the creators their feedback no matter what map you play! We appreciate it all.

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

What's the lineup of maps for this Sunday?

posted about 7 years ago
#409 cp_logjam (5CP) in Map Discussion
HyceAs far as lobby-2nd, I have heard a few people say that before, and I've been thinking about ways to change it. I'm not entirely sure how to do it. I might wind up raising the entire last point (last, lobby, etc) up by like, 128-256 units and having all of the entrances come out with height with respect to the ground, and then house would be roughly the height of spire. That's just a fuck ton of work and I'm not sure if it's worth it or not at this moment.

Also, this quote from like, a year and a half ago made me lol. Hey past Hyce, yes, it was a shit ton of work but it was well worth it...

posted about 7 years ago
#25 Mapchamp by Champ.gg in TF2 General Discussion
Viperno cp_logjam?HiipFireViperno cp_logjam?The map pool will be changed in the future, logjam is definitely gonna be rotated in at some point

Very excited to see Logjam in. I would love feedback on how RC3 plays.

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

Mox, what did you like about b19 over the present version?

Everyone else - what can I do to make sure that this map gets played/tested so we know it's a good map to put back in the pool? I want to make sure it's ready. So far all I know is that B4nny has run some PUGs on it and it seems okay, but beyond that I don't have much information.

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

IT'S THAT TIME!

CP_LOGJAM_RC3

DOWNLOAD: http://www.mediafire.com/file/gf9uf78o3ra1hb8/cp_logjam_rc3.bsp

CHANGES FROM RC3PRE1 (LAST PUBLIC VERSION):
- Entirely changed 2nd point; the spire is much smaller in overall footprint, added additional height and objects to fight around.
- Raised last point to lobby significantly relative to 2nd point; lowest ground on 2nd point is much higher.
- Changed the way upper left exits onto 2nd point; this should make a much better holding point/escape point for teams pushing out of last.
- Turned cave into a ravine by removing it's roof; changed it's geometry to make fights more interesting
- Moved forward spawn locations on mid; they're now in the big retaining wall. This should slow attacks on last.
- Fixed multiple displacement holes/errors walking up
- Fixed the overhang roofs on the huts on mid so they don't let you fall off
- Fixed forward spawn doors
- Upgraded ammo at 2nd to medium, moved the medium pack by logroom closer to spire
- Added a small ammo pack on upper left @ last

SCREENS:
LAST

http://i.imgur.com/BCkZ0M2.jpg

http://i.imgur.com/l6Ycttu.jpg

LOBBY:

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

NEW UPPER LEFT:

http://i.imgur.com/oJ71xvF.jpg

2ND:

http://i.imgur.com/jRIfFG8.jpg

http://i.imgur.com/f4iNY0G.jpg

CAVE:

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

http://i.imgur.com/tGiQg3b.jpg

LOGROOM:

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

MID:

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

CALLOUTS AND ROAMER/DEMO ROLLOUTS:

https://www.youtube.com/watch?v=Vs5xbF89-RA&feature=youtu.be

I would love any and all feedback on this version. Feel free to add me on steam, I'll try and run PUGs on this map and will ask any of my TF2 friends to join. I think it's the best version of the map yet, even if it took a year!*

*I totally just did not look at anything TF2 for a year and then decided to start working on the map again a week ago. But it still was a year between versions. Shhh.

posted about 7 years ago
#46 Original music thread! in Music, Movies, TV

https://soundcloud.com/hyce777/out-for-a-cruise

This is the most recent original tune I've done and it's actually my favorite I think. Would love to hear what peeps think.

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

Oh as well, this version should be better optimized- the re-structure of cave has also made the structuring of areaportals/invisi walls different which has changed what renders when/where; so less of the map should be drawing at once now, which -should- increase framerates. So issues in the past are hopefully better now.

posted about 7 years ago
#5 Causes of WWI paragraph in Off Topic

https://www.youtube.com/watch?v=Mh5LY4Mz15o&t=6m03s

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

I saw this fall to the third page and it made me cry :'(

I've actually touched the map recently, RC3 coming soon. Here's a few sneak peaks.

http://i.imgur.com/SNXSza7.jpg

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

http://i.imgur.com/SNx8Lae.jpg

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

tl;dr changes from whatever the heck the last pre version was
Cave no longer a cave
2nd is pretty different, spire's a lot smaller should be easier to hold
Last got raised up a lot higher relative to 2nd (the entire point) so there's less dramatic height change towards last and the upper exit should be better to push out

posted about 7 years ago
#149 unpopular tf2 opinions in TF2 General Discussion
titzieI love logjam

I love you <3

If I can remember what the hell I need to do to it I'll make a new version shortly...

posted about 8 years ago
#73 Beer in Off Topic

American beer?

Everyone, and I mean everyone, knows that Budweiser, Coors, Miller, and any variations thereof are garbage.

We've got plenty of fuckin' delicious craft brews around man.

http://cdn.shopify.com/s/files/1/0227/0581/products/SKA_Pinstripe_Red_Ale_12OZ_CAN_Liquorscan.jpeg?v=1448054014

posted about 8 years ago
#392 cp_logjam (5CP) in Map Discussion

That's a new one... not sure why that's going on. Last I was working on Logjam I was overhauling 2nd so chances are it will be fixed in the next version but I can't touch it until this semester finishes in a month. Glad to see it's getting played still, hopefully someone's enjoying it.

posted about 8 years ago
#18 cp_apathy_a3 in Map Discussion

Straight maps are hard to execute properly. Might want to reconsider that aspect while you're still in alpha. It's not impossible to make a good straight map but it's not easy.

posted about 8 years ago
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