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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#250 cp_logjam (5CP) in Map Discussion

Okay. I was too quick on the draw to fix things I guess. Fix fix fix fixed version soon.

This came about because I deleted blue second and copied over everything from red second as far as detail goes, and I guess I missed that clip brush as well.

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

That'd make too much sense. Done. We won't talk about the map suffixes that an older map I made got, I ended up naming it with something like _a13_ffbmiafbal or something like that to spite a friend.

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

The wonderful people of ETF2L pointed out that I'm a really shitty mapper and the map had a bunch of little things wrong with it...

HOTFIX INBOUND...

cp_logjam_b13 (yes this makes more sense)

https://www.dropbox.com/s/x1n719vsqvojwor/cp_logjam_b13.bsp?dl=0

Fixed nothing in plank room being clipped (hilarious roamer spots)
Fixed getting stuck on the displacement by the log ramp at 2nd.

Changes (b12f):
-Fixed a major ramp being missing at blue second
-Fixed a rock clipping through into logroom
-Raised and clipped the roof above the high exit from 2nd (so it seems less like you should be able to jump on it)
-Modifed some textures at last to look a bit better (this will be ultimately fixed when I do a real artpass at last, coming soon)
-Fixed a few displacement errors in cave
-Fixed the building after blue cave by mid being not the same as the red one (this has been in for like 6 versions and no one noticed? not even me? the ramp geometry is similar but very different... lol)
-Blockbulleted a prop you could walk/shoot through at 2nd (god dammit valve why u no collision model)
-Lowered and adjusted clipping on a pulley on 2nd spire for scouts
-Removed a small healthkit by blue forwards on mid AGAIN... must've been doubled lol
-Did not do a few small texture fixes because they require a lot more thought than just changing one texture. Will be fixed in future artpass.
-I couldn't actually see any displacement errors in choke, but I smoothed out each seem anyways
-Redid the gravel displacement at 2nd so that the edges sow properly and smoothed it out in places

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

The big quintuple post...

cp_logjam_b12

Download: https://www.dropbox.com/s/065u9ilih4r7zw4/cp_logjam_b12.bsp?dl=0

Changes:
-Removed a small health kit on each side of mid by forward spawns
-Swapped health and ammo on mid back to the way they have always been
-Fixed up displacements by choke and logroom (thank you wareya!!!)
-Made the ceiling in rollout make more sense
-Fixed the roof on mid not being surf-able
-Removed redundant sniper sightline blocker at nd
-Added some crates at mid
-Polished up 2nd spire, plank room, and 2nd area (this is NOT RC level detail yet!)

Screens:

http://i.imgur.com/jNz8zE8.jpg

http://i.imgur.com/2a6L2Sg.jpg

http://i.imgur.com/9X0hItg.jpg

http://i.imgur.com/lg8bfVI.jpg

http://i.imgur.com/jqwM6Ix.jpg

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

posted about 9 years ago
#39 cp_glassworks (5cp) in Map Discussion

Pugged this map a bit the other day. (RC2, so maybe you've changed some of this already)

It's a really pretty map, and it seems pretty well thought out. As far as 6v6 is concerned though, I don't really like it.

There seem to be too many ways from 2nd to mid, and two of them are very far away from the actual 2nd control point.

It's hard to hold 2nd as a combo because the enemy team comes out with a height advantage and better cover already if they come out of the left doors (why would they even go out of their way to go all the way to the right anyways?)

The lobby at last is really cool, but it's a bit too convoluted for 6 people to hold. The dropdown and large basement and multiple ways into last are a bit too much for a 6 person team to be able to hold in lobby.

The tunnel was pretty much useless, glad to see that it's gone.

I dislike the mid as demoman because there's no way for me to get an initial sticky off at the other demo. This may be because no one I played with figured out the way to play this mid, but I found myself just stickying up the main house instead.

Overall the size of the map is about right, it's just a little too much in the transitions for 6v6. It might work pretty well for Highlander but I am no authority on HL so I can't say.

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

Detailing progress so far, b12 (maybe RC1?!?!?!?) should be out by January.

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

http://i.imgur.com/50npbVC.jpg

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

Post any big problems or changes (Structural things, flow, etc) within the next few days. I'm going to go into RC next version if I can, so I'd like to have those issues ironed out.

Thanks!
Hyce

posted about 9 years ago
#1 Open Team LF pocket, scouts, medic in Recruitment (looking for players)

Hey guys, Hyce here.

It's not looking like there's going to be much hope of Thintri and I finding a team together so we're getting the band back together. The dream lives!

Scout: ???
Scout: ???
Roamer: Thintri
Pocket: ???
Demo: Hyce
Medic: ???

We've both got 2 seasons of CEVO-O and 3 seasons of UGC experience (Steel 2x, silver once).

We will definitely have a regular scrim schedule to be determined by whoever we can get to play. Thintri and I are dedicated to improving and just want to have fun and be chill. If you're not the best player but a cool guy you can be on the team.

We'd like you to have some open experience (CEVO or ESEA).

Add me on steam http://steamcommunity.com/id/hyce777 or post here.

posted about 9 years ago
#36 ESEA Map Poll in TF2 General Discussion

logjam's not even in the voting this season? :( I don't think it should replace gran, but at least make it an option, lol.

posted about 9 years ago
#11 Hyce and Thintri LFT Demo and Roamer in Recruitment (looking for team)

Bump, we're still LFT together. I guess if this doesn't work out I'll try and captain a team again.

posted about 9 years ago
#30 ESEA Map Poll in TF2 General Discussion

I do not know what map is going to be potentially replaced, but if Logjam is chosen to replace whatever map I will try my hardest to make it the best map it can be, given your feedback.

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

Test version b12pre1 is here.

Changes made for b12pre1:
Removed small kits on mid by forwards
Moved healthkit and ammopack back to the way they were
Made displacements make more sense at 2nd by choke and logroom
Made the roof from rollout make more sense
Made the slanted roofs on mid surf-able
Removed a redundant sniper sightline blocker at 2nd
Added some crates on mid to make stairs to make getting fucked in the corner seem less like rape and more like consensual fucking

TEST CHANGES, NOT CERTAIN AT ALL!!!
Replaced the arch with a cave.

Download: https://www.dropbox.com/s/271oxv0cpgs6190/cp_logjam_b12pre1.bsp?dl=0

posted about 9 years ago
#40 ESEA Season 18 Registration in News

I'd like to see Logjam get played in NA. I'm not certain if it's quite ready yet but with registration ending in just over a month a lot of changes can happen.

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

Man, that's gorgeous Phi. Can't wait to see how it plays!

posted about 9 years ago
#6 Hyce and Thintri LFT Demo and Roamer in Recruitment (looking for team)

Nah man, Thintri is pretty good at the game.

posted about 9 years ago
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