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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#498 cp_logjam (5CP) in Map Discussion

I have heard rumors of at the very least, a preseason cup...

Definitely excited to see what everyone says. We've come a veeeeeeeeery long way.

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

cp_logjam_rc9pre1

https://tf2maps.net/downloads/cp_logjam.3835/history

Trying a thing out on mid that I'm not sure about. Keeping the other changes.

changes:
-adjusted a sniper sightline at last from behind the point to the left route in
-made the 45 degree wall in cave closer to the inner chokepoint of cave
-looked into flattening choke out. did not like it - yes it makes it less steep, but it makes choke itself a lot less dynamic and interesting (maybe it could be good with a serious re-work but I don't think that's necessary at this point). It introduces a couple yucky sightlines towards lobby that I didn't feel like just tossing more fences up to block. As it sits, you've got a good counterplay between the height of choke, the height of the point, and the bridge and I think choke is solid for both attackers and defenders.
-removed the sheds and rocks at mid bridge, added awnings on mid
(biggest change that I'm unsure about)

screens:

choke change for those curious (hammer shots only):

Show Content

https://i.imgur.com/twh0UYW.jpg

https://i.imgur.com/846HPGC.jpg

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

posted about 5 years ago
#7842 stream highlights in Videos

good lord

don't drink and map kids

posted about 5 years ago
#18 cp_alamosa (5cp) in Map Discussion

Pay no attention to the man behind the curtain....

Lot of dev happening the past week after the map showcase. All chronicled on stream / tf2maps.net if you're interested.

Let me present: cp_alamosa_b6f

https://tf2maps.net/downloads/alamosa.7284/history

changes from b3->b6

Show Content
b3->b4
made forward spawn doors have no entry signs on them
made main spawn doors have windows on them
made the cages underneath dropdown on mid smaller
made dungeon only tie into one side of lobby
broke one of the arches at mid to split the high ground up a bit
removed the sniper fences on mid
made the middle nipple slightly more erect
removed the big house on 2nd
entirely reworked the geometry of 2nd
reworked alley

b4->b5

-adjusted the displacements at 2nd so you can't get stuck going into flank
-deleted remnants of old floodlights on blue valley
-made the height of the fence on 2nd taller
-made underneath 2nd point bridge wider
-fixed being able to stand on a bit of wall in valley
-added a small HP/ammo on last
-made the wall towards flank on 2nd see-thru
-opened up the tower on 2nd
-adjusted the sightline thru valley
-added a catwalk on 2nd's tower for height play
-added a small walkway on either mid tower...

b5->b6
-fixed an invisible ceiling @2nd
-made it easier to get on the bridge from last side @2nd
-lowered the highground @2nd
-moved the health and ammo on 2nd to make the centralized
-adjusted the geometry under 2nd to make it easier to bomb out of under
-adjusted geometry @2nd to make the ramps smoother
-made it so you can cap from on top of the block at 2nd
-made the awning on mid a bit different and less op

b6->b6f
fixed a hole at 2nd that I tore in the floor.

Shit happens, man.

https://i.imgur.com/xqUZy4j.jpg

https://i.imgur.com/nOplyX8.jpg

https://i.imgur.com/E7Vw0F0.jpg

https://i.imgur.com/XZ3jN40.jpg

https://i.imgur.com/icml4Iq.jpg

https://i.imgur.com/R0hgllk.jpg

https://i.imgur.com/L9HvDKL.jpg

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

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

posted about 5 years ago
#12 ESEA Map Rotation in TF2 General Discussion

I think both logjam and propaganda would be very suitable next season. I know both myself and Quantum are very dedicated and would do our absolute best to make the maps as good as we can for you guys.

I know logjam isn't perfect, I know some of you guys have issues with it - but we can fix these issues. It's come a ridiculously long way, and though it's not perfect I think it's certainly ready to go. Would appreciate any and all feedback, and would be very excited to see the map in rotation of course as that's going to be the best way to really improve the map. Maybe it would hurt a little bit this next season, but it would help in seasons beyond - let's get rid of the stale stuff we have and find something fresh.

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

cp_logjam_rc8

download: https://tf2maps.net/downloads/cp_logjam.3835/history

changes based on the feedback from the new (heh) map showcase:

Show Content
-adjusted the doorway at the building on cave and adjusted the geometry in the building itself to make it easier to clear when pushing out of 2nd
-fixed being able to stand on a roof above cave's building exit
-drastically raised the height of the bridge at choke. Need to keep it to prevent ridiculously high bombs azzwzwaznd for optimization sake, but this should allow better high bombs through choke
-adjusted the location of the sheds on mid
-raised the level of one of the exits of logroom on mid to help flank players pushing into mid
-increased 2nd point cap time from "6 seconds" to "7.5 seconds"
-raised the roof! at left side pushing into last, made the door into last larger
-blocked off the cubby in saw
-got rid of a few useless props in lobby
-adjusted the sightline and width of the door pushing into right side of last
-added a window above shutter at last

https://i.imgur.com/0Kbp8QQ.jpg

https://i.imgur.com/DyvG6JI.jpg

https://i.imgur.com/2TQ40Hu.jpg

https://i.imgur.com/W5MnYFS.jpg

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

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

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

https://i.imgur.com/lpON7Zv.jpg

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

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

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

posted about 5 years ago
#14 New Map Showcase! in Map Discussion
mustardoverlordgotta be honest, I'm a bit wary looking at these maps because all 4 of them appear to, to one extent or another, have a lot of the flaws that I associate with custom maps (too big, too many entrances to each point, weird geometry)

hopefully I'm proven wrong

It shouldn't matter if you're proven wrong or not - the point of this is to get solid feedback and testing on the maps and if we run into issues like these then move to fix them.

You genuinely can't come up with the best version of a map without actually getting good testing on it. You can theory craft and design on paper and in hammer all you want and then have people try pickups on it, but until you've gotten more of a strategy based team on team setting you won't really find a lot of the more detailed issues, in my experience.

That said, I disagree. I think that "too big, too many entrances to each point" is something that anyone ends up thinking when they load up a new map and don't see how it all lines up right away. I only say that because I've heard it hundreds of times before people play the map, but once they get familiar with it their tune changes.

posted about 5 years ago
#17 cp_alamosa (5cp) in Map Discussion

cp_alamosa_b3

-made the lower right exit of last (pushing to 2nd) a little narrower and adjusted the door to be less thick
adjusted the geometry a touch at last
-clipped the little lip on dropdown better at mid
-raised the wall at 2nd by choke for c-tap double bombs
-fixed several missing textures by the lobby shutter on red 2nd
-added more lighting in alley
-added more lighting behind point
-added more lighting leaving lobby thru the middle exit on 2nd
-added lighting in the high ground hut on 2nd
-fixed the way the walls line up at the sides of the shutter in lobby
-moved forward spawn on 2nd to make it less spammable and a better exit / spawn feel
-shortened the overhang out of middle exit of lobby onto 2nd
-raised the middle exit of lobby onto 2nd by a bit
-added prison theming

https://tf2maps.net/downloads/alamosa.7284/history

https://i.imgur.com/04KVETC.jpg

https://i.imgur.com/7RRHeSa.jpg

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

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

posted about 5 years ago
#4 New Map Showcase! in Map Discussion

Absolutely love this. Thank you so much for setting this up to everyone involved! There are plenty of great up-and-coming maps and I think this will be a fantastic way to introduce them to the broader community. I've gone through each map in the list and they're all great - certainly good fits for our map pool. Would love to see how we can create a positive change in our next season!

Again - huge thanks to everyone involved for getting this set up. Can't wait!

posted about 5 years ago
#5 cp_workflow (5cp) in Map Discussion

Love the changes at last and mid. Looking really solid.

One thing to consider is looking into the pipe props on mid - I like that you block bulleted them, but it can lead for weird floating stickies - might consider just creating ramps / metal coverings etc. that cover the pipes so the geometry matches the clip.

posted about 5 years ago
#11 coke or pepsi in Off Topic

https://cdn.dopl3r.com/memes_files/henlo-may-itake-hi-can-i-have-seed-ur-order-ps-and-large-bepis-pls-give-me-the-bepis-sry-wat-was-that-MnPju.jpg

Coke, actually tho.

posted about 5 years ago
#16 cp_alamosa (5cp) in Map Discussion

Hotfix - cp_alamosa_b2

adjusted sightline from upper right lobby to right spawn
made the map brighter overall
fixed a broken texture at the bridge on 2nd
fixed a missing texture in blue house
fixed broken I/O on the shutter at lobby that caused them to be linked
smoothed out the grass to the point at mid

Download link is the same!

posted about 5 years ago
#15 cp_alamosa (5cp) in Map Discussion

cp_alamosa_b1

Now with 100% more texturing!

https://tf2maps.net/downloads/alamosa.7284/history

Trying out a dusk / swamp theme so far. Nowhere near final, but wanted to make it easier to distinguish areas so here's textures.

Changes other than visuals:
-added another small box so all classes can climb the boxes at last
-added some fences on last to block the sightline from left spawn towards lobby
-added some props / geometry in the passageway behind last point
-added some arches and props at the right side of the last point
-adjusted the height on right side of last
-made forward spawn at 2nd point a lot bigger and adjusted spawn points and door trigger size

https://i.imgur.com/3YJ7NSV.jpg

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

https://i.imgur.com/xD19Hrm.jpg

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

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

https://i.imgur.com/MwQ4RJA.jpg

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

https://i.imgur.com/F8uoPB9.jpg

https://i.imgur.com/pFlQ1sh.jpg

posted about 5 years ago
#16 PSA top IM / invite players: Whitelist pugs in TF2 General Discussion

Just sayin', there's plenty of great new maps (not even just mine!) out there to try...

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

cp_logjam_rc7

https://tf2maps.net/downloads/cp_logjam.3835/history

Changes from rc7pre5:

Show Content
fixed the catwalk around last point not lining up with itself
added trim at the big block on the right side of last
added more trim in the upper left exit of last
added mashed potatoe.
added actual light props to the upper left exit of last
added more trim in lobby
fixed dark logs in logroom
detailed logroom a bit more
added trim on the concrete block at mid
detailed the shed a bit more on 2nd
added trim at the ramp on 2nd
made the pillars at choke flush to the walls
fixed some textures on wood trim at 2nd
deleted the logs that didn't fit in with the theme at 2nd
added the trees back

https://i.imgur.com/2pRfCnk.jpg

https://i.imgur.com/QaX0fjc.jpg

https://i.imgur.com/N9TriCG.jpg

https://i.imgur.com/1yrxTiH.jpg

https://i.imgur.com/wUwXeg4.jpg

https://i.imgur.com/9S9TMZY.jpg

https://i.imgur.com/zaZ2Fh7.jpg

https://i.imgur.com/9b6CjjK.jpg

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

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

https://i.imgur.com/4OVyZ2B.jpg

posted about 5 years ago
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