If the first try is not the desired product do not release it for the community. It would've taken another 15 seconds to redo the jump, and a few minutes to edit accordingly. Polished, correct product is what people want.
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 | |
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In-game Sensitivity | 2.06 |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
1250 |
Resolution |
1920x1080 |
Refresh Rate |
144 Hz |
Hardware Peripherals | |
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Mouse | G400s |
Keyboard | 1986 IBM Model M |
Mousepad | Steelseries Mass |
Headphones | Sennheiser HD280/AT 2020 Mic |
Monitor | The 144hz BenQ everyone has |
Just got back from my vacation. If anyone has found anything wrong with this version of the map, let me know ASAP, it's going to start in the ETF2L Nations Cup tomorrow.
UEAKCrashHey everyone, you might know me as that jerk who made Trainsawlaser and Wubwubwub...
aka the god that made trainsawlaser. The king of joke maps. I've tried to get something that good with plr_bridge, plr_australia, or cp_tubular_peril, but nothing has come close to the sheer genius that is trainsawlaser.
This map does look very nice, we'll have to see how it plays. The layout seems good enough, but testing is the only way to truly find out.
cp_logjam_b9
DOWNLOAD: https://www.dropbox.com/s/up4uwpiaart64ld/cp_logjam_b9.bsp
changes:
Lowered the displacements in the corner at 2nd to fix a sniper sightline to upper lobby
Detailed the transition from choke to house
Fixed some visual stuff at top of choke
Removed the lower right window
Made the ramp in logroom a bit shorter heightwise
Fixed a few textures in logroom
Raised the height of the main door to logroom at 2nd by a bit
Made the railings in lobby not solid to projectiles, and clipped them better
Made the rocks a bit taller
Note: There are some visual glitches on the roofs if you look for them- they are not done; nor is any of the detailing.
Screens:
http://i.imgur.com/lu8xNRl.jpg
Hmmm. Hard choices.
Mid- Warmerfront or b4nny's map
I've always liked this mid. It's a very nice size, the entrances are well positioned, and the house is an interesting structure to fight on and around. Pushing onto mid via cliff is always interesting as well. This is a map that I'd like to see come back if it's 2nd/last get figured out.
The map that I finished to alpha 1 for b4nny also has one of the best mid's I've ever played on, although not many people have even seen this map.
2nd- Granary or Logjam
I've always enjoyed granary second. It's a bit of a fuckbox, but I'm a demo main so as long as I've got room I can usually spam out most things. The combination of the upper route, dropdown, and lunchbox makes a really cool flank and I enjoy how it flows to yard. And it's got shutters, more demoman fun. The flow of the map as a whole isn't very good (something I found out when making intermodal... closed chokes and shutters all around isn't great), but this point is nice.
Not to toot my own horn but every time I've pugged on Logjam I've really enjoyed the 2nd point. I've yet to play it seriously on a team so this may change, but I do quite enjoy the positioning of the spire and how you can quickly rotate through/around it to fight. Plus, the cave flank and choke are really enjoyable places to fight in as well. Also, watching people rocket jump and surf down the wall of the cave to market garden someone was probably the single most hilarious thing I've ever seen.
Last- Gullywash
I like gullywash last because it is a good size and has multiple ways to push and hold while not feeling like too much of a clusterfuck. Plus, think of all of the beautiful secret/under backcaps.
My best friend IRL asked how to unbox things in TF2, and promptly unboxed two unusuals in a row for his first two crates. I thought he was bullshitting me until he showed me. Orbiting fire otalaryngologist's mirror (probably spelled that wrong), and a steaming conjuror's cowl. At the time I was a shitty soldier main (still am bad at solly) but he gave me that demoman hat for free... so I had to try the class.
400 hours later, I'm still not very good at demoman. At least my mapping has improved in that timeframe.
Yeah I know I haven't gotten there yet haha. I was referring to covering up the cliff and house junction.
This could be really cool and help strengthen our community I think. Waiting for a match to start on the teamfortress.tv stream? Play another good TF2 stream while you wait. Could be pretty cool.
Eh, not sure how much help moving the spawn down would make it, you could skip off the ground or jumper higher anyways. I can look into it.
Anyways. Here's a sneak peak for B9, hopefully this will make E-thug feel warm and fuzzy on the inside
cp_logjam_b8
Download: https://www.dropbox.com/s/l40e52onewrq6u0/cp_logjam_b8f.bsp
This is probably the last version for a while- I believe I've exhausted what is to be learned from PUGS/mixes for the most part and I need to hear from teams playing it to further tweak the map. Barring any gay spots/strange things or obvious "hey fix this asshole" this will be the last new version until after it's played in the Nations Cup for ETF2L.
CEVO admins, this also means I'd like it if you could make this version the map for week 9 rather than beta 1. Playing beta 1 would not help me at all.
Changes:
Reverted mid to b5 version
Moved forward spawns to the upper corner of mid accross from choke, should be more intuitive
Made the ramps on mid make more sense, changed some of them to displacements
Rotated fences on spire to better cover from choke
Made the small door to banana larger
Added some props in secret/sneaky, clipped it better as well
Detailed upper lobby a bit
Added windows from last looking into upper lobby and lobby
clipping on rockwalls
Screens:
http://i.imgur.com/zvdNxJ2.jpg
http://i.imgur.com/bTD36X1.jpg
http://i.imgur.com/h6CaFER.jpg
http://i.imgur.com/BDsmPqn.jpg
He's a pretty solid scout, suitable for a low-mid open team.
https://www.youtube.com/watch?v=uaqZoph265U
as someone who volunteers at a railroad museum if you could get a real train to do this I'd be very perplexed and would not want to be the one who has to clean it up
cp_logjam_b7
A few minor tweaks again- here's the link: https://www.dropbox.com/s/z93kyiowmgr3xl5/cp_logjam_b7.bsp
Changes:
A few more displacement fixes...
Some clipping stuff, particularly on the arch at 2nd
Removed the arch at mid
See sceenshots for the rest
Screens:
I added this little lean-to on 2nd covering the exit from plank room.
http://i.imgur.com/V1dJlw9.jpg
Why? Snipers could be all the way back in plank room and have a sightline onto choke without being committed, and this was the easiest way to fix that without ruining flow.
New sightline:
http://i.imgur.com/wmj7t0h.jpg
Not very good...
To shoot choke, the sniper must now stand here:
http://i.imgur.com/csioNvG.jpg
This way, he's more spammable and easier to catch out, so the sightline should be less OP.
2nd addition is a new height idea for mid:
http://i.imgur.com/pS3qKqi.jpg
I put a platform over the rock on mid. Yeah, it's not pretty but if it doesn't work I didn't waste time making it pretty and if it works I can detail it.
It should give soldiers a nice place to go that's closer to the point yet not being in the way or completely retarded like the arch.
http://i.imgur.com/y3fHsdz.jpg
There's also a stump there for scouts to fight around/on.
https://www.dropbox.com/s/v513pe33hma39go/cp_logjam_b6f.bsp
Here's a version with a working middle control point... no fucking idea why it didn't work before, but it does now.