D&RGW K-28 #478 on a bridge off of the high line over the Animas river.
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 |
kirbyI'm not a mapper, but how hard would it be to do something like replacing all the stairs on Badlands with ramps or fixing the cap time on the last point?
I completely understand where you're coming from. There's a lot more going on in Hammer with maps than just walls, props, health/ammo and respawn times.
So the best case scenario would be to either fix the problems we have on maps that have been around for awhile that we still play and constantly complain about or we can for once play test new maps so that we won't have to complain about them.
Fixing respawn times, cap times, ammo/health, and stairs is literally easier than beating off a horny 12 year old. You tell me what needs to get done and fuck it I'll make _pro version of any map you want. HOWEVER. If said map needs serious geometry changes, that's where shit sucks.
Also, as far as stairs go... Stairs are almost always playerclipped, so they act like ramps anyways, lol. I usually go so far as to bulletblock my stairs so that they literally are just ramps that look like stairs. Some aren't like that though. You can tell what isn't clipped by your head bobbing as you go up. You can tell what isn't block bulleted if you fire a pipe grenade and it gets deflected in any way other than the direction the stairs are going.
TruDom
It's generally not hard to edit/change existing maps at all.
the main problem when making comp maps is there is SHIT feedback on what actually works and what is specifically wrong with part(s) of the map.
it's very difficult to even find 12 players that are willing to even play a beta/alpha staged map. just as hard to get decent feedback from the players.
now i have come across a few players who were very good at critiquing a map... so hats off to them.
but the 6s community in general hates change and hates actually learning a new map.
.
kirbyOf course, this problem would easily be solved if we just play tested new custom maps that are made enough to the point that when they're eventually added to the rotation, there won't be a problem. Considering the fact that a lot of the maps we play now are custom maps (or were at one point the became official), it would make sense for that to be the case.
With the regards to these quotes... You know what would help me get community testing on my maps? Stop fucking beating off and saying "We should community test these maps" like I see so many people hop on soapboxes in these threads and do and actually fuckin' come help PUG and tell me what's wrong.
I ran a couple pugs on my maps and asked that people give me feedback afterwards. Only Benroads did in a joking manner about the number of healthkits.
I'm willing to get my maps where they need to be and edit existing maps if it's easy enough. I just need someone who's not a fucking immature assdick about everything to help me out a bit.
kirbysomeone should be kind enough to literally take every map we play/played and fix what's generally wrong with them. that way we can stop voting out maps that have great potential to last awhile and stop voting in maps like sunshine.
Mapping for competitive players is kinda like trying to build a custom motorcycle for a stupid person who only has one leg and likes to speak french.
A lot of times it is easier to start from a clean slate with some maps. For example cp_orange was not built to the grid at all and sucks to work with (I've had to make a couple special versions of it).
It also sucks really bad to take nicely detailed beta level stuff and undo it to change something because a lot of times it really opens up a can of worms.
It's possible to fix all the maps, it just sucks a lot. It's not so hard to learn a new layout; although coming up with new strategies and ways to fight on certain terrain can be hard.
tl;dr Fixing old maps sucks for mappers, is good for players; new maps are good for mappers, sucks for players.
If you help us out a little bit, we'd be more inclined to fix old maps. The poor bastard that was working on warmerfront just about got his balls chopped off by asshats. Be nice and you might get what you want.
This last page illustrates why mapping for a bunch of 12 year olds blows dick.
Show some respect.
Benroadswait im hurt just let me get one of the 45 health packs here - Wari
this isn't intermodel
there's like no health at second
god dammit
hey dicklords that pugged this with me last night
remember the sentence "post what you think in the thread"
do that
thanks
love hyce
I can make it, I sent you a message. You're the best.
Okay. I looked around this a bit today.
For some reason my screenshots aren't working so no pictures, sorry.
That upper route coming in to last... It might work out, but you really need to make some way that the team defending can hold versus that. The highest spawn door is the height of the point, and that ramp is coming up from something like 196 or 256 units even higher. In comp, soldiers and demospam is going to absolutely wreck everything trying to defend from that upper entrance.
You can probably keep it, you just need to add some cover or high ground for the defenders. Probably both.
2nd and mid are both pretty sniper friendly. 2nd is probably okay, but mid is really long and there isn't a whole lot of cover in the center. Mid is probably a bit too sniper friendly.
Water... Water is usually hilarious, so we'll see how that works out. I do like the connections between points a lot, and the forward spawns all seem logical. The only real issue is that upper exit at last, and probably the lower spawn door too- no one will want to come out underneath the point.
wareyaYou get used to it.
Mappers unite
https://www.youtube.com/watch?v=TZMzuezP_i0
This is how I feel whenever I make a map release
If I'm in my dorm, 72 because the thermostat doesn't do jack shit.
At home, we don't have AC, but my room is in the basement so its cold. However we blocked off the heater for sound proofing reasons so to stay warm in the winter I jam out with my 100w tube amp on 10. It gets pretty warm after a little bit :)
ALPHA 5 IS HERE!
Download: https://www.dropbox.com/s/xclgnk0mk2l7bw8/cp_uintah_a5.bsp
Changes:
Mid is different
2nd is different
Look at the fucking pictures
Love you all
HAHAHA MORE LOGS AIR DEAL WITH IT (they're condom'd with bulletblock so no worries ;D)
Screens:
MID:
http://i.imgur.com/LmnTwMG.jpg
MID-2ND TRANS:
http://i.imgur.com/TajR8AO.jpg
http://i.imgur.com/HX5dilD.jpg
http://i.imgur.com/3RTo8m1.jpg
2ND:
http://i.imgur.com/jwd8dpV.jpg
http://i.imgur.com/2AsK0bA.jpg
LOBBY:
http://i.imgur.com/Fiqrw5r.jpg
LAST:
http://i.imgur.com/ygPAWuR.jpg
http://i.imgur.com/HF1T3K5.jpg
LAYOUT:
http://i.imgur.com/X9UNywk.jpg
We're going to run it friday. Remember to join my PUG group if you're interested!http://steamcommunity.com/groups/hycepugs
wareyaIf trains were not random, but rather a defensive feature that could be toggled by players to block off a route momentarily would it still be too gimmicky?that would be even more gimmicky
This man is correct. That's like making it impossible to push last without like, 2-3 picks because they can call a fuckin' train in.
If it involves shootable/use key buttons in TF2, it's a gimmicky.
erkstonHycecp_intermodel (intermodel is the type of train that carries containers... containers transported by truck, train, boat... multiple modes... intermodel)shouldn't it be intermodal
fuck
I go to engineering school spelling is hard
HOW DID NO ONE NOTICE UNTIL RC2
un-hijacking this thread
Map looks good man
While I'm no one to hate on trains...
cp_intermodel (intermodel is the type of train that carries containers... containers transported by truck, train, boat... multiple modes... intermodel)
cp_uintah (narrow gauge railroad back in the day)
(me driving D&RGW 2-8-0 #346)
Moving trains have no place in serious TF2 maps.
Edit: Well, maybe. But not comp, it's not a skill based element. It's a bit gimmicky for comp.
The rest of the map looks interesting. I'll download it and wander around. Mid might be a bit big and open from the looks of it, but it does look neat.