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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#358 cp_logjam (5CP) in Map Discussion

CP_LOGJAM_RC1

DOWNLOAD: https://www.dropbox.com/s/peumff7z3mqqcsq/cp_logjam_rc1.bsp?dl=0

SCREENS: http://imgur.com/a/bKKiP

Gameplay changelog:
Metric fuckton of clipping
Modified the forward spawn at 2nd point to have a larger door that opens sideways
Added a raised walkway around spire at 2nd to block choke -> saw sightline as well as allow players to still utilize the space
Detailed a lot of stuff
Probably more things I forgot

Special thanks to Phi, Wareya, Benroads, and Bereth for detail/clipping/gameplay feedback.

Here's a few screens for those of you that don't want to peek into the imgur link:

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

http://i.imgur.com/uM29Pw6.jpg

http://i.imgur.com/l1jRgeA.jpg

http://i.imgur.com/E237vQB.jpg

posted about 9 years ago
#47 Dumb Competitive TF2 Trivia Thread in Off Topic
Sideshowyukibadlands is the oldest map that we still play, now that granary seems to be getting phased out for pro_granary.

Or are we counting pro gran as the same map?

badlands is the only map made by valve that we play now

If we're arguing that pro gran is essentially the same as Gran- then proDuct's foundation was made by valve? So that makes two maps.

posted about 9 years ago
#356 cp_logjam (5CP) in Map Discussion

More RC1 teasers... Logjam in ESEA S20?!?!?!

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

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

http://i.imgur.com/a9A2Q9M.jpg

http://i.imgur.com/91FJSRX.jpg

http://i.imgur.com/8joYFLS.jpg

posted about 9 years ago
#355 cp_logjam (5CP) in Map Discussion

I'm not dead! I swear!

Anyhoo. Working towards RC1 at the moment. None of this is finalized but here's what I've been working on. I hope to have RC1 finished by August at the latest.

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

http://i.imgur.com/YBlFmR5.jpg

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

http://i.imgur.com/40L5tj9.jpg

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

posted about 9 years ago
#27 New-New Map Pugs? in TF2 General Discussion

Yeah, thanks so much for running Logjam... if anyone has anything to say message me on steam or post it in my thread: http://www.teamfortress.tv/thread/14370/cp-logjam-5cp

posted about 9 years ago
#15 New-New Map Pugs? in TF2 General Discussion

Only reason I mentioned it was that I haven't heard anything for about a month or so now. Hard to do anything to the map if no one is saying anything.

posted about 9 years ago
#10 New-New Map Pugs? in TF2 General Discussion

An actual solid map pug group would be cool. I'd love to actually get feedback for logjam.

posted about 9 years ago
#353 cp_logjam (5CP) in Map Discussion

http://steamcommunity.com/sharedfiles/filedetails/?id=454812035&searchtext=logjam

Logjam is now on the steam workshop! An end to awful naming conventions and suffixes and feedback all over everywhere! Thanks Valve!

Also- anyone who's tried B20, I'd love to hear what you think.

posted about 9 years ago
#23 musicians? in Off Topic

I've been playing drums for just shy of 10 years, guitar for about 6 years, and bass for about 4 or 5 years.

I do "one man band" type recordings where I overdub myself over and over to make a song... I come up with an idea on guitar and run with it.

https://soundcloud.com/hyce777

That's where my original stuff is.

I also play in a fun rock band named BEERFINGER as the guitarist (mostly) and drummer (on like 2-3 songs).

https://soundcloud.com/beerfinger

posted about 9 years ago
#351 cp_logjam (5CP) in Map Discussion

cp_logjam_b20

Pre3-> b20
Increased cap time of last point (hammer value was 1.3, now it's 2.5)
Fixed a plank pile floating at 2nd
Fixed mesh not rendering in logroom
Fixed a few displacement errors in cave
Added the upper ground back in choke
Moved the big HP on mid back towards choke
Moved the big ammo on mid to be by the rock by choke
Added a small ammo on either side of the point

Download: https://www.dropbox.com/s/nklfx94pjxizmyb/cp_logjam_b20.bsp?dl=0

Screens:

http://i.imgur.com/7EpxPjG.jpg

http://i.imgur.com/adwAp7v.jpg

http://i.imgur.com/x52jlr7.jpg

http://i.imgur.com/rYhp2yo.jpg

http://i.imgur.com/xbB0nOv.jpg

http://i.imgur.com/WwUMRp0.jpg

http://i.imgur.com/n8Xco0s.jpg

posted about 9 years ago
#348 cp_logjam (5CP) in Map Discussion

So Wareya jokingly jabbed at me, "How's the tenth different mid for logjam going?" So I went on a nostalgia trip...

Here's the full convo...http://pastebin.com/imTmiff2

And a tl;dr:

Logjam had 9 different mids in alpha. 3 of them were introduced under the name cp_uintah, and 1 of them was introduced under the name cp_stagg.

Logjam had 10 different mids in beta. (sonuvabitch his joke was right.)

Some highlights:
-b2 had the "Viaduct Mid"
-b6 had the bigass rock arch over the point... sometimes I wonder if I sniff glue then map
-b8 modified the ramps a bunch, and was the beginning of WARHURYEAH telling me mid sucks balls:

"Mid is really in dire need of something changing, it's so open and wide that all you get is 30 seconds of people just eyeing each other, there are very few ways for a roamer to jump without being clearly seen. Most other maps have blind spots/cover to jump from behind, creating a good amount of space for the team as they can jump in without being immediately called. This mid offers none of that." -WAR

"Make a new mid or it's going to be difficult for people to play it this season. If you don't it might lose a lot of popularity and may not be considered in future seasons. The ETF2L map pool is pretty shitty and unstable."
-WAR

Talk about forshadowing... #riplogjam

-b10 introduced THE BRIDGE MID, aka OBSCURE MID... I'd never seen obscure until I recently looked it up. Can't say that it looks like my mid too much, but I can see where people are coming from.

-b11 introduces the side corridors on mid where cave comes out...

-I laugh my ass off at my optimism: "Detailing progress so far, b12 (maybe RC1?!?!?!?) should be out by January.

-b18 introduces the humped bridge and the ramps up the rocks that got played in ETF2L S20.

-b20pre1 introduces the rock bridge mid, RIP houses

-b20pre3 introduces a better exit from logroom, and modifies the bridge pretty decently

So, that's 10 mids during beta. 5 of which came out after WAR told me mid was a pile of balls.

Logjam's first beta mid was the same as the last alpha mid- so the total number of mids is one less than the sum of alpha and beta mids.

18 different mids. That's just mid. Last has stayed pretty much the same through the whole thing. 2nd had about a billion different alpha versions, and the transitions have always been an issue.

So... next time you say "I'm interested in making a TF2 map for competitive" I'm going to recommend drinking heavily instead. Hah. It's been a fun ride having this map in ETF2L. By no means am I going to stop working on the map, but I'm pretty sure it's getting replaced in ETF2L.

What's my honest opinion on that? Well, I'd say that they're taking it out and I'm going to lose testing and it's going to be hard to get good feedback. That being said, that's none of their fault. Who wants to play on a shitty map that's constantly changing? Probably not many. I think Logjam got hyped a bit too hard and I got too excited when the chance of getting it in season happened originally, and it got thrown into rotation very prematurely. Which is certainly largely my fault for even letting it happen. I did make a shit ton of progress on the map between when the Logjam Cup was held and now. Hopefully the map will be good someday. Thanks for letting me run it for two glorious (lol) seasons, ETF2L.

posted about 9 years ago
#347 cp_logjam (5CP) in Map Discussion

As 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.

posted about 9 years ago
#345 cp_logjam (5CP) in Map Discussion

cp_logjam_b20pre3

Last pre beta 20 version. It's got a decent amount of graphical issues and a couple other bugs. If anyone finds anything that's not clipped properly let me know.

Screens to come later.

https://www.dropbox.com/s/euqw7obm9x29baz/cp_logjam_b20pre3.bsp?dl=0

Pre2-> pre3
Major Changes:
blockbulleted and re-styled the stairs on 2nd
blockbulleted holes in the bridge on 2nd so you can't kill people hilariously with stickies
Added an addition to logroom's upper exit on mid
Added another wall in logroom
Moved where cave came out on 2nd

Made the cover at last larger and added some more too

Minor Changes:
raised some slanted roofs on mid and clipped so jumping is easier
modified the position of the rocks right by point
fixed a blue stripe on red's second
modified the clipping on the slant roof at mid so you can't stand on the very edge of it
fixed a displacement gap by the right side fence at 2nd

posted about 9 years ago
#343 cp_logjam (5CP) in Map Discussion

http://strawpoll.me/4273376

Which mid do you prefer? The one in b19, or the one from b20pre2? Either way I'm likely going to have to tweak either one to make it work a bit better. I'm just curious as to how the new one works after people have tried it a bit.

posted about 9 years ago
#342 cp_logjam (5CP) in Map Discussion

So I guess I need to make it a full size door at the very least, and perhaps move it again? Got it.

posted about 9 years ago
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