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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#14 New map in Off Topic
CHERRYDid you really draw all of this or is it how your tf2 looks like? Either way I'm impressed.

Looks like a screenshot directly from hammer map editor to me.

Edit, nevermind, there are crosshairs.... full bright maps look yucky.

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

I'm leaning more towards leaving it as is. I think that making it more snakewater esque does not work with the rest of the mid. Clipping it off is shitty because of what sideshow said. If I were to go that route, I'd modify the building to reflect the clipping instead.

The question is more about whether or not the airspace around that roof is beneficial or not. I'd imagine it does something- whether or not that something is anything other than giving soldier mains a hard on I do not know.

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

Yeah I'm honestly not certain on that roof either. In one way it could seem OP but at the same time if you try and hide up there by surfing infinitely you're still quite visible and have limited motion until you rocket jump away, which won't get you terribly far.

I don't know if those roofs add much, or if they really take away anything either.

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

Osiris, have you tried doing those rollouts? The shutter opens wicked fast. It doesn't stop the fast roamer rollout. You certainly can't do any jumps from upper left to that shutter anymore, which I will agree is not the best but you can also do them from main, so it's not too huge of a deal IMO.

Then again, I've never gotten to play an official match or a scrim on this map so I've rarely ever seen a demo arrive at the same time or before me to mid.

I'll make those changes, they do look like they would make mid make more sense.

I appreciate all the feedback guys.

posted about 9 years ago
#24 Tips With Ipz - Tipz :) in TF2 General Discussion

http://i.imgur.com/aOn719S.jpg

posted about 9 years ago
#19 Names in TF2 General Discussion

Our medic told us that our team name was too long so we told him to fuck off

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

cp_logjam_b16

https://www.dropbox.com/s/y1elqpg742gw2b7/cp_logjam_b16.bsp?dl=0

Changes for b16:
-Made it clear where you can ramp slide by reverting back to a concrete ramp
-Modified choke so that there is a way for attackers going from 2nd to mid have a way of gaining high ground and an easier way to peak/spam house.
-Made it so you can't climb on the fence at second
-Fixed a strange unclipped spot by the transition from cave to mid
-Fixed some clipping above house preventing a granary-esque roamer bomb
-Moved two small plank piles on mid so that medics can jump on to the larger plank piles on mid (hey admirable)
-Modified some clipping on the dirt piles at 2nd

Screens:

http://i.imgur.com/KqiM0i8.jpg

http://i.imgur.com/KbdHTa1.jpg

http://i.imgur.com/Hk1TzPR.jpg

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

cp_logjam_b15

https://www.dropbox.com/s/l0t3mmrompe4550/cp_logjam_b15.bsp?dl=0

Changes for b15
Removed a pillar just outside of spawn at last to aid jumping
made the displacement ground around 2nd spire's right side make more sense and flow better
Changed forward spawns on mid to have stop sign hand on them so that new players are less confused
modified the upper left exit out of lobby to permit the fast demo pogo rollout
changed the skybox to have clouds
Modified the displacements and props by the spire to make jumping up the right side of the spire as an attacker easier
Added a box on the right side of spire for scouts to jump on
Made some changes on mid to differentiate colors better (concrete floors, houses changed colors
Detailed house a bit
Detailed a bit of mid (nowhere near done)

http://i.imgur.com/b0FZUII.jpg

http://i.imgur.com/Q9FhROs.jpg

http://i.imgur.com/MANL9h0.jpg

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

posted about 9 years ago
#4 Open team looking for players and subs in Recruitment (looking for players)

I've played with all of these guys before. A bunch of nice guys who have shown dedication to the game.

posted about 9 years ago
#16 NFL Playoffs in Off Topic

I'm a Cowboys fan from Seattle. My dad loves the Cowboys and I only watched the games to do something with him, now I"m a Cowboys fan. I imagine the NFC championship will be Cowboys vs. Seahawks, should be a really good game. I know the Cowboys could win it, but only time will tell.

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

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

Something along the lines of this? The ramp slide for the roamer rollouts will work still, I've block bulleted the strip along the right.

Looking at it now, it almost feels like that's a lot of open space and it needs a rock or crates or something for scouts to dance on. Not sure, let me know what you think.

posted about 9 years ago
#3 Messy Recipe LFT Demo (Open) in Recruitment (looking for team)

Messy is a cool guy. I don't have a ton of experience playing with him, but when I've scrimmed him or pugged with him he's always been mature and cool. Also seems to be pretty good at demoman.

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

That was rushed? That's fanastic man. Great suggestion, that will make things flow a lot more nicely.

posted about 9 years ago
#5 LFP Pocket midish open in Recruitment (looking for players)

Fweiner was going to try out for the team that I was going to lead until I couldn't lead it anymore, and when I pugged with him he always seemed nice and dedicated to improving.

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

cp_logjam_b14

https://www.dropbox.com/s/oud956vhkhpg6lb/cp_logjam_b14.bsp?dl=0

Fixed a very large clip brush being missing from blue 2nd

I appreciate the feedback. So, that was I think 5 versions in 15 hours. Yeehaw. The map should be set for a bit, looking for playtesting feedback now.

posted about 9 years ago
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