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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#370 cp_logjam (5CP) in Map Discussion

The one to choke or to logroom? (mid or right)

The one to choke is hitting the structure in choke, so you can't actually see mid. At least that's what I was trying to do. The one to logroom? Might be a justifiable tradeoff as logroom is the closest entrance to the point. Not sure. It seems to me that there is an endless balance of too much sniper sightlines or to little fluidness to the map. That's probably because it was a shitty shape to begin with but oh well, here we stand.

posted about 8 years ago
#19 Candidates for map replacement S21 in Map Discussion
aim-euros say logjam sucks and im sure the superior 30 min match setting is correct

The Euros got logjam when it was at b9. It was put in way too damn early and it showed. I responded to way too much feedback and didn't think enough through trying to please everyone. The map has changed considerably since the Euros have seen it.

gargleburryi get 15 fps on log jam please dont put it in the pool yet

If there was a serious chance of Logjam being played in ESEA I would spend a ton of time optimizing it. There's a hell of a lot that I can still do, it just takes time. If nobody's playing it it's time better spent elsewhere.

posted about 8 years ago
#5 Candidates for map replacement S21 in Map Discussion

It's gotten to the point that I have literally no clue what I need to do to logjam to make it good other than some optimization stuff. If you guys vote it in I'd be right there doing my best to update it and fix it for the next season after.

posted about 8 years ago
#741 flatHUD in Customization

Fair enough I'd agree that the comp button is a lot better than the workshop one.

posted about 8 years ago
#739 flatHUD in Customization

If you could add in the workshop to the hud I'd appreciate it. I sat there looking around for 5 minutes wondering where the hell it went when I realized it's not there in this hud. It would make it easier to update maps on the workshop without removing the hud. Not a super high priority but it would be neat to see.

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

cp_logjam_rc2

RC1->RC2 (Minor)
Fixed missing textures and block bullets in lobby
Increased brightness in saw room
Fixed some lights that were floating away from walls on mid
Removed clipping from windows on mid
Adjusted clipping on supports by main entrance in last
Clipped the middle wall at last
Fixed an odd vertex on spire at 2nd that caused a ramp to not be flat
Clipped the sign outside of the forwards at 2nd point to ease people leaving forward spawn
Clipped a door frame in logroom
Fixed an ammo kit on spire not having a paint splotch underneath
Added the no entry signs to the spawn doors
Lots of other clip fixes

RC1->RC2 (Major)
Made last cap slightly faster
Made the houses on either side of mid smaller.
Modified the upper exit of lobby out on to 2nd to be a larger room with a battlements-esque exit.
Re-did choke, it no longer connects to cave, has central high ground, and is a wider path.
Re-did the lazy optimization at 2nd/mid to improve FPS
Detailed underneath middle point

Download: https://www.dropbox.com/s/2y00zuo7h0gbb13/cp_logjam_rc2.bsp?dl=0

Screens:

http://i.imgur.com/1QoFRZg.jpg

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

http://i.imgur.com/EIW1EYo.jpg

http://i.imgur.com/24wkVf7.jpg

http://i.imgur.com/J5aatOg.jpg

http://i.imgur.com/a5XagKC.jpg

http://i.imgur.com/wWtQvX9.jpg

http://i.imgur.com/qg1qJ7h.jpg

posted about 8 years ago
#8 R.I.P. Lemmy in Off Topic

A fifth of whiskey every day and cancer gets him. Rock in peace you magnificent bastard. I poured out a stiff jack and coke in his honor.

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

Huh, that's a bit surprising. I haven't heard too many complaints in the past about it, although I guess valve has been monkeying around with TF2 more and more so that could have something to do with it. I will look into some optimization as well for RC2- thanks for the feedback.

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

As promised here's a quick look at the rough idea for choke in RC2:

http://i.imgur.com/n7CMCZS.jpg

http://i.imgur.com/cIzeD3q.jpg

http://i.imgur.com/2guDbGA.jpg

http://i.imgur.com/ylPO80L.jpg

http://i.imgur.com/vp0zata.jpg

http://i.imgur.com/N0sJWmB.jpg

I wanted to get rid of the natural rock cover to make a distinction between choke and cave, thus the little bridge to prevent bombing from a million miles above.

I have removed the little connector between cave and choke- it seemed that there was no nice way to have it set up with sightlines being right to have it there anymore. Plus, with how I moved cave's entrance on 2nd much closer I don't think it was as necessary- cave used to be a huge long connector and that cut it in half- now that it's lost most of it's length I think cave should be fine without the door to choke.

I also made the middle of choke the high ground- after doing lots of analyzing and looking around it's pretty clear why this is really the best option- limiting sight, keeping the lines of the map fluid, without giving either team a distinct advantage. There's a few sniper sightlines that have creeped up with the rising of the ground- but like I said this is rough and I'll work on tweaking before I release.

Merry Christmas all.

Hyce

(Edit: Sorry for the viewmodels and hud in the screenshots I've got something up with my cfg that's not letting me change anything in console... I'll figure it out.)

posted about 8 years ago
#114 what did u get for xmas in TF2 General Discussion

Core I5 6600 and a mobo to go with. Now to get the rest of the stuff to hook into it.

posted about 8 years ago
#7 B4nnay's Q & A About MM in TF2 General Discussion
Astrin_myaso is it "b4anny" or b4nnay", i'm confused now... 8)no, it's "benny"

Still not sure why he picked froyotech over "b4nny and the jets"

posted about 8 years ago
#19 New Map Saturday's hosted by Power Pugs in Map Discussion

It's not a new map but it's a custom map that could be good with tweaking.

(read: it's a pile of shit that I'm trying to make into something dammit please give me testing)

posted about 8 years ago
#16 New Map Saturday's hosted by Power Pugs in Map Discussion
liasThe last time I played new map pugs it took HOURS to scrounge up a meager 12 people, splitting up such a small crowd doesn't make sense. I am really excited to try koth_highpass though, it seems like a solid map.

I -think- that they're attempting to just run the custom maps on saturday- i.e. using their normal power pugs group of players, not necessarily the crowd that goes to new maps pugs. I don't know that for sure, that's just the assumption I'm making based on the wording in WPJ's posts. If this is the case it wouldn't be so bad. However, if they do end up pulling from the normal new maps pugs group- then it's not great. Either way a different day would probably make more sense.

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

Thanks for the notice WPJ. I appreciate you guys running the map in your pugs!

Anyhoo- here's what I've been up to the past few days, taking a look into a few issues with 2nd- choke and lobby. I haven't touched choke yet. It's going to need quite a bit of work. I looked into lobby and I've got a rough idea for what I want. Pictures below. Every entrance coming out of lobby from last going into 2nd comes out at a disadvantage, so this is an attempt to give a place to push from onto spire with a slight advantage.

These are just rough ideas:

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

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

http://i.imgur.com/IJzv2DJ.jpg

http://i.imgur.com/ELn3Rzf.jpg

Should see RC2 by January. I've come too far with this map to not make something out of it.

posted about 8 years ago
#7 New Map Saturday's hosted by Power Pugs in Map Discussion

Thanks for throwing Logjam in the mix guys. I just dusted it off working towards RC2 yesterday- so yes it's still around. I looked at my notes for what I needed to do and half of it I don't remember exactly what... so if I get a little more feedback I'd really appreciate it. Thanks for running it guys.

Hyce

posted about 8 years ago
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