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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#9 How to wait for MvM during a stream as a bird... in Off Topic

Thanks peoples.
Buschy: You're welcome.

Alder: No, my dad original bought me the base kit back when I was 12 (read: not good at the game) and I've been adding/replacing bits over the years. Miss it at college. My dad did help me acquire a 100 watt amplifier head to piss off my mom when they divorced... gg

Horse mask? That's too stereotypically fuckin' redditor bullcrap

And yeah Cage, I should've changed over to my nice mic for this... lol

posted about 10 years ago
#1 How to wait for MvM during a stream as a bird... in Off Topic

http://www.youtube.com/watch?v=NASnxT1DkMI

Edit so I can whore out my live stream:

http://www.twitch.tv/hyce777

posted about 10 years ago
#12 cp_logjam (5CP) in Map Discussion

Alpha 2 is out!

Download: http://www.mediafire.com/download/3vcfz3y0189n3cy/cp_uintah_a2.bsp

Changes:
Added a lobby in front of last
Moved choke and the right entrance to mid closer to 2nd
(these two changes made 2nd much smaller)
Widened the ramp in house
Moved the health on top of the logs to just inside the house
do you guys even fucking read these?
Added a healthkit by choke
Made choke more narrow
probably some other stuff

Screens:
Last:

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

Lobby:

http://i.imgur.com/BJ0PfUJh.jpg

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

http://i.imgur.com/t2k0I7gh.jpg

2nd:

http://i.imgur.com/uGxLhT3h.jpg

http://i.imgur.com/W1sVMOgh.jpg

Mid:

http://i.imgur.com/FmXT4Vkh.jpg

Layohzyoh.jpg[/img]

posted about 10 years ago
#2 cp_quarryhole (5cp) in Map Discussion

Looked around on this for a bit. Could be interesting, but it's going to need work.

In general, much of the indoor areas are really chokey. Pushing 2nd from mid is going to be awful because you either take the route at a heigh disadvantage or push up a big friggin' hill through a chokey door to push with height advantage.

I feel like if anyone goes under the point at mid, they're pretty much just fucked and nothing else, basically making the only viable way across mid across the actual point.

http://i.imgur.com/eeFSjs2.jpg

Last is really long, and the point is really far back in last... And there are only two exits for people who can't rocket jump. That's going to be easy to camp, especially with how long, awful, and chokey the lower right exit is.

http://i.imgur.com/6iypkcI.jpg

The exit in question... splash damage disaster. Soldiers/demos can sit on top of that ramp and spam and not be spammed very much from the other team.

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

From mid-2nd... two routes, the lower one to the right and the left one up the big hill. Shitty to push either way, probably easy to defend. I'd also hazard a guess a sentry in here would be awwfuuuul.

http://i.imgur.com/DAXYu3A.jpg

Both of the upper exits at last come through here and leave out of this smallish door to the right onto second. The best way to hold last is probably closer to 2nd because the majority of the exits pop out in the same area, which is decently small with small doors.

The layout looks cool, I just think the routing from mid-2nd and 2nd-last could be reworked, last could be moved, and the indoor areas need some help. Definitely good for a first map... scaling is always hard.

posted about 10 years ago
#62 cp_intermodal (5CP) in Map Discussion

Beta 2 is here!

No screenshots, there isn't much to highlight. Biggest visual change is the rotation of the crates on mid.

Changed captimes, respawn times, clipped a bunch of stuff... probably more stuff needs to be clipped (BENROADS WHERE ARE YOU) but it's certainly much better. Figured I'd get one out to prove I'm not dead.

Download:
http://www.mediafire.com/download/05fshypndk2cb9m/cp_intermodel_b2.bsp

posted about 10 years ago
#19 cp_limited in Map Discussion

I apologize if my critiques seem sassy. I'm just a strange man.

From your pictures, those areas do look better. Not sure how that upper spawn door will work out still but it should be better. The lower door- it's not so much being able to stick the door up, it's the fact that I can toss pipes and stickies right over the barricade and still just completely lock that door up while capping. Looks like you've fixed it, hopefully.

As far as the two minor detail things-
I'd say the hole being bigger or smaller isn't a minor deal. A player new to the map will probably get screwed because he/she thinks that its an escape route and it isn't. It's just a bit confusing.

I've been yelled at for making ramps too steep before, so I guess I was being the first to warn you that you are going to hear it again.

As far as "places to get fucked" go...

Obviously they're just my opinion and my opinion might change with play testing. Yes, Gpit has the attackers on a disadvantage- but it's a nice even open displacement ground advantage and is less chokey and less steep, if you understand. It seems to easy to be spammed out of that side.

And lastly, cap times:

Hammer is a lying slut, it says the times for respawn times and cap times are in seconds. They are in some stupid mythical valve time unit that is much longer than a second, I promise you.

Overall its looking much better, I'd like to play it soon.

posted about 10 years ago
#16 cp_limited in Map Discussion
wareyaa5!

>Seems like the width between the door and edge is a bit wide and between the edge and building are a bit thin.
I don't understand what you're trying to say.

The distance from the left door in the pic to the metal part is too long; the distance from the right building to the metal part is too short.

I think that's right but who knows, lots of the kraken does not help me think. I'll give not rum-induced thoughts about a5 later.

Edit: I think the kraken has gone away somewhere not in my toilet/stomach so we're good here.

I took like, 14 screenshots of what I think (take with grain of salt, I still think I'm hilarious... (*is not actually hilarious))

So rather than spamming this whole post, http://imgur.com/a/aBSgd#0 here's an imgur album.

posted about 10 years ago
#60 cp_intermodal (5CP) in Map Discussion

Feel free to add me (hyce777) on steam if you want to PUG this, I host pugs a couple times a week.

posted about 10 years ago
#9 cp_logjam (5CP) in Map Discussion

Got some good feedback in a couple pugs i hosted. However i cant do anything until i get my laptop unbricked...

posted about 10 years ago
#204 cp_sunshine (5CP) in Map Discussion

I've got a server we could use for a tournament. I need feedbacks too! I'd be willing to help.

And yes. TF2maps is cute. They like to make arbitrary stupid comments about making things pretty and good for pubs... lol. They can be very helpful, though.

posted about 10 years ago
#5 cp_logjam (5CP) in Map Discussion

If I could map like Phi I'd be pretty happy with my life. I should change my name to theta or some other Greek letter and maybe I'll be cool

posted about 10 years ago
#3 cp_logjam (5CP) in Map Discussion

shiiiiiiiiiiiiiitttttttt

name change inbound

BAM Map's name is cp_uintah now, someone who's really cool (mod) can you change the name of the thread? Thanks.

I'm stupid. gg.

Edit: Awesome admins/mods are awesome. +rep.

posted about 10 years ago
#1 cp_logjam (5CP) in Map Discussion

Hey guys!

Intermodel has gone into beta, therefore it's time to get another one into alpha!

cp_logjam is a 5cp push map that's styled more like process/badlands, with open chokes and fun rollout opportunities (hopefully).

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!

cp_logjam_rc12f

Download: https://drive.google.com/file/d/1sL3_1caHNLxc2utHIwM5u7btTEKy4qLR/view?usp=sharing

Also available on Steam Workshop!

Changes for rc12 -> rc12f include clipping, visual upgrades, bug fixes, and adding Rick May's statue. Salute!

Changes from rc12pre2:

Show Content
-fixed hole in new divider by choke
-fixed missing paint patch under ammo/hp at 2nd red side
-fixed a hiding spot above logroom's exit onto mid
-fixed a little hole in a displacement on 2nd red side
-fixed a missing roof in an area outside gameplay at right last
-fixed a clip brush not lining up with the grid on red side of mid causing a dumb hiding spot and not smooth play experience
-turned up the lights in red choke to make it match blue a bit more
-adjusted lighting in red choke
-fixed weird clipping on the new cave/choked divider

Changes from rc11:

Show Content
- Removed cave's connection to mid; made it connect at choke instead
- Increased the size of batts on 2nd considerably to limit vision at the main exit from lobby onto 2nd and help defending at disadvantage
-Slightly decreased the size of the main 2nd lobby exit to limit a sniper sightline

Screens:

https://i.imgur.com/gWpwZQg.jpg

https://i.imgur.com/RazSUsP.jpg

https://i.imgur.com/sSF7Z57.jpg

https://i.imgur.com/xQUE2uA.jpg

https://i.imgur.com/6ZuPCng.jpg

https://i.imgur.com/QitYVGT.jpg

https://i.imgur.com/JGzWPfK.jpg

https://i.imgur.com/5L3am1M.jpg

posted about 10 years ago
#57 cp_intermodal (5CP) in Map Discussion

INTERMODEL HAS GONE BETA AAAHGHGHGHALARAHRG:ALKSJDALSKDABSDABWYDAYS:ALSDAA:SLDA

Download cp_intermodel_b1 here

Detailing isn't finished (never is) but the clipping should be decent. Benroads will of course find every single gay roamer spot possible, of course. Looking forward to this. Lighting also isn't final, some rooms are a little dark, others are to bright, and the environment lighting is pretty bland.

Screenshots!

Last

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

http://i.imgur.com/zj6FHUmh.jpg

Transitions, last-2nd

http://i.imgur.com/i9oq0qhh.jpg

http://i.imgur.com/cU6wgDWh.jpg

http://i.imgur.com/9hD17Vuh.jpg

2nd

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

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

Transitions, 2nd-Mid

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

http://i.imgur.com/1f87tRih.jpg

http://i.imgur.com/ZsieU8fh.jpg

http://i.imgur.com/ZDZC3vTh.jpg

Mid

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

http://i.imgur.com/7fHG2iah.jpg

posted about 10 years ago
#50 cp_intermodal (5CP) in Map Discussion

I'm not dead, I'm just an engineering student and I'm not ridiculously good at detailing like Phi.

Almost all the way to mid on the blue side... here's some update screenshots:

Last

http://i.imgur.com/ycAS0HDh.jpg

http://i.imgur.com/H6ZbpAQh.jpg

2nd

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

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

New route from last to 2nd, per request of puggers

http://i.imgur.com/zY3v3H3h.jpg

http://i.imgur.com/S9DZMzah.jpg

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

Transition from 2nd-mid

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

posted about 10 years ago
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