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.
Account Details | |
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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 |
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.
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):
https://i.imgur.com/twh0UYW.jpg
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
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
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.
cp_logjam_rc8
download: https://tf2maps.net/downloads/cp_logjam.3835/history
changes based on the feedback from the new (heh) map showcase:
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
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.
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
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!
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.
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!
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
Just sayin', there's plenty of great new maps (not even just mine!) out there to try...
cp_logjam_rc7
https://tf2maps.net/downloads/cp_logjam.3835/history
Changes from rc7pre5:
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