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
1 ⋅⋅ 6 7 8 9 10 11 12 ⋅⋅ 50
#11 cp_alamosa (5cp) in Map Discussion

cp_alamosa_a5

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

changes:

Show Content
a4->a5
-added a small bit of height on the backside of the sniper fence at 2nd
-fixed the graphic glitch with the bridge fence
-added crates by the big container on 2nd to allow all classes up to the container at 2nd
-added a small lip on the dropdown at mid to prevent the tiny sightline from dropdown to dropdown
-fixed a displacement that wasn't flush by 2nd forward spawn
-fixed being able to get on top of spawn at last
-made the supports underneath dropdown at mid mesh so you can see through the right side of mid
-fixed the forward spawn door eating you @2nd
-adjusted spawn locations in the forward spawn on 2nd so that you don't automatically open the shutter
-adjusted the displacement floor on 2nd so you can jump into the box by the bridge
-added a shutter on the mid side of house
-adjusted the size of the bridge and ramp at 2nd
-adjusted the choke sightline a bit to make it easier to hold on 2nd
-lowered the point down to the main height of last
-raised spawn at last just a hair
-adjusted actual spawn points in the last spawnroom
-adjusted the left side of lobby and the left exit onto 2nd so that you can't be seen from the roof
-removed one of the orange bits by the arches on mid to prevent all classes from accessing height
-added a connector under the big brick on mid in the corners
-adjusted the ramps / death trap on mid
-moved the small ammopacks on mid to be near dropdown rather than be on the point
-added a box on last for climbing

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

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

https://i.imgur.com/Kj6jc95.jpg

https://i.imgur.com/ufC5rMX.jpg

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

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

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

https://i.imgur.com/TSPZK8l.jpg

https://i.imgur.com/Y4t1UrK.jpg

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

Would appreciate it. We've been playing inhouses and working through it and getting great feedback so far. Theme is pretty much wide open at this point, no clue how it will end up. Whatever the theme / lighting situation ends up being, it's going to be good for 6v6 - typically night maps / snowy maps don't usually work out well from what I recall, so it's probably going to be daytime.

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

cp_alamosa_a4

(thanks for the feedback everyone, I looked into making the ramps in lobby non-symmetrical... going to take more of a rework than just a quick move because of how the ramps line up towards underneath / vertical clearance. Maybe later if it's a big deal)

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

Changes:

Show Content
a2->3
minor change at choke

a3-A4
-made the choke sightline blocker symmetrical
-majorly adjusted respawn times
-made the roof above rollout smooth
-made rollout's wall a mesh so you can see through it
-fixed a tiny sightline from upper lobby to 2nd
-made HP in flank building on mid a small
-added a box
-made porch longer
-made the fences on 2nd so you can't stand on them
-fixed a glitchy shutter door trigger
-moved forward spawn on 2nd back towards lobby and made it come out a wider shutter
-added a fence on 2nd to block the sightline to lobby
-made the sniper fences on mid slightly shorter
-moved spawn back a bit at last to make it so you can rotate behind point to kite
-moved point toward lobby a bit, put it on the raised platform

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

https://i.imgur.com/2WV6EfB.jpg

https://i.imgur.com/Qege5Ft.jpg

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

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

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

cp_alamosa_a2

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

changes:

Show Content
-removed the doorframe top in lobby
-moved the upper right ramp out of lobby to last to the right and adjusted a few doors to limit a sightline
-changed the bridge's material at last so you can't splash through
-added a small block next to the fences on mid so scouts can get on top of height more easily
-removed lazy lip at mid and made it hazard texture so you can see the cap area
-removed a wall in lobby
-removed the big box rock at 2nd and replaced it with a much larger ramp
-made it so you can't stand on top of the shutter at lobby
-fixed a bit of invisible floor at 2nd
-made cap point outlines for 2nd and last
-added a fence across the 2nd point bridge to deal with sightlines
-made the rock outside of lobby much smaller so that it's more open there
-made the roof over lobby's exit to last much taller to make it more obvious you can't stand there
-made the light less orange
-brightened up the map overall
-modified a wall by choke to allow additional high ground at mid to allow scouts to get up to height more easily

https://i.imgur.com/b65KFZj.jpg

https://i.imgur.com/H5qD3X9.jpg

https://i.imgur.com/Iqgvk9o.jpg

https://i.imgur.com/oS0ZNCt.jpg

https://i.imgur.com/iET9Y32.jpg

https://i.imgur.com/KTCdKQ6.jpg

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

https://i.imgur.com/hUeKh1G.jpg

https://i.imgur.com/nNsiF02.jpg

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

Been messing around with a 5cp map idea for a little while now. Decently happy where it's at design wise at this point, interested to hear what people think.

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.

cp_alamosa_b12: https://tf2maps.net/downloads/alamosa.7284/history

lots of little things and some better textures but still definitely not detailed

changes:

Show Content
-fixed some displacements at 2nd not being flush to the arch building
-fixed some shadow issues on the rocks at 2nd
-lowered the arch bridge on 2nd a little bit
-raised the roof in lobby so that all of upper lobby matches
-changed the dropdown exit on mid to make it less awkward
-clipped an awkward corner leading towards dropdown in house
-clipped an awkward corner pushing into last
-removed an awkward wall in lobby
-removed a weird spot underneath the batts exit in lobby
-smoothed lobby out a bit
-got rid of an awkward spot in right lobby heading out to shutter
-adjusted the size and positioning of the pole in house
-fixed a weird block sticking out of watchtower on 2nd
-adjusted a ramp in alley to make it flush with the block
-adjusted the weird super acute corner in alley to be a 90 degree corner
-adjusted the arches in dark to be higher and a little sharper so they're harder to bump into
-smoothed the high ground on mid out a bit
-adjusted the location of a crate by 2nd to make it flush to a wall
-changed the left hallway exit of lobby a bit to make it a little more interesting
-added some lights to the underside of the bridge at last
-cleaned up some more awkward geometry by the arches at last
-got rid of some awkward barrels in front of last
-fixed a weird point in the displacements on mid
-got rid of the super thin fence on 2nd
-fixed arches not aligning correctly on the arched structure on 2nd
-adjusted a corner at choke to make things a bit smoother
-added a support pillar to hold up 2nd point
-made the doors in house a little bit bigger
-smoothed out the area below batts and moved forward spawn
-changed a bunch of textures to make the map look less shitty
-added some blood splatters in the jail cells

screens:

https://i.imgur.com/0Iu5Jwn.jpg

https://i.imgur.com/mvw1Qu5.jpg

https://i.imgur.com/fPcR6aB.jpg

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

https://i.imgur.com/DFXey0g.jpg

https://i.imgur.com/vaYlu0p.jpg

https://i.imgur.com/olrul9H.jpg

https://i.imgur.com/t3cwiKJ.jpg

https://i.imgur.com/OlfjxG9.jpg

https://i.imgur.com/6cX2My6.jpg

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

cp_logjam_rc7pre5

Last pre rc7 version.

I'm not 100% sold on changing the rocks on mid to huts, but I wanted to at least give it a shot. Hopefully some of you guys can get a PUG or something organized and let me know if it's a better change or not before rc7 official comes out.

Changes:
-raised the bridge over choke and clipped it more aggressively
-replaced the big rock on mid with a shed that is better used for high ground
-fixed a floating block of concrete at last
-Fixed a broken displacement on second by spire
-fixed some several year old z-fighting on saw room exterior.
-fixed some broken trim at 2nd that was eating splash

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

https://i.imgur.com/fiki8Xj.jpg

https://i.imgur.com/WrY0U3K.jpg

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

posted about 5 years ago
#8 favorite map theme? in Map Discussion

I'm taking notes, I have two maps that need theming...

I love the classic TF2 dustbowl / badlands vibe, just nostalgic for the game... there are tons of cool custom vibes out there too though.

posted about 5 years ago
#12 koth_waterton in Map Discussion

Huge thanks to Ozfortress for putting koth_waterton in their Midsummer Night's Cup 2019 #1! Very excited to see how the map plays with a bit more serious play than just PUGs. Would love to hear any and all feedback anyone has after as well!

https://warzone.ozfortress.com/forums/threads/122

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

cp_logjam_rc7pre4

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

Based on a bit of feedback, tweaked logroom one more time... differences from rc7pre3:
- Made the lower exit on mid a bit wider
- Changed the geometry to be more like the old with a ramp instead of the drop off in the hut on mid
- Raised the roof above the new higher part of logroom
- Replaced a bunch of trim
- Removed a hilarious roamer spot that was a glitched out roof in logroom

https://i.imgur.com/iCc86nX.jpg

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

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

https://i.imgur.com/PWcrLS8.jpg

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

https://i.imgur.com/NyBRM5m.jpg

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

Yes! That would be rad. I'm thinking of trying one more version with a slight change to logroom, probably the last rc7pre version before rc7.

Also it's post #491, so here's a picture of my babe 491 (I helped restore this at my last job):

https://c1.staticflickr.com/5/4364/36850044461_ec40188053_b.jpg

posted about 5 years ago
#11 koth_waterton in Map Discussion

koth_waterton_a12

https://tf2maps.net/downloads/waterton.7122/history

reduced cap time from 10 to 8 "seconds"
raised the height of the barriers in house to prevent a dumb sightline
made the door under house more obvious
Made sewer flat as a test

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

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

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

cp_logjam_rc7pre3

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

Changes:
Logroom is different - adjusted the flow, sightlines, height to make it a more dynamic flank and make it more viable to push through either way.
Made the concrete blocks at the corners of mid slightly smaller to allow logroom's change.
Fixed the damn issue with blue last capping wrong.
Made last cap slightly faster.

https://i.imgur.com/I38nT1R.jpg

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

https://i.imgur.com/A8wAzmX.jpg

https://i.imgur.com/A6d7VGA.jpg

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

https://i.imgur.com/5d8JL6I.jpg

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

Yeah clipping that rock has always been a pain. I'm not sure what the right solution is, if it's unclipped it feels like you should be able to get onto it easily but you really can't... I'll mess with it.

I did finally figure out what was causing the HUD issue at blue last - there were two capture areas for blue last, one at red last and one at blue last... oops. People who are better mappers than me probably have a group set up for there important game entities (control points, spawn rooms, doors, etc.) that they can turn off when they go to copy the whole map half over to make changes from one side to the other happen, but I haven't managed to do that in 5 years... lol.

Still toying with logroom. Came up with a decent idea to keep the old door position as I'm not 100% sure how the shutter will work out. Pics below. Only concern is the sightline in the last pic, but I think shrinking the big concrete pad in the corner of mid and then moving the door to the right so it's behind the log pile in log room would fix that pretty easily.

https://imgur.com/a/JoONlDn

posted about 5 years ago
#485 cp_logjam (5CP) in Map Discussion
sage_Actually like this change a lot, should give soldiers more of a chance, I appreciate how openly you take feedback. This may be fixed (I don't have tf2 installed to check right now) But in the version i looked at a week or so ago the concrete slab on last is hovering about a unit off the ground. I forgot to mention this in my nerd text wall. absolutely of no gameplay significance but thought you might like to know.

Appreciate that bit as well, I wouldn't be shocked if it is... lol.

I think we'll probably try this version and hopefully play a couple pugs or something on it to see how it feels. I'm not 100% sold on the shutter / door location on mid, but I really am liking how logroom itself is looking now.

I try to listen to all feedback that I can. I made mistakes when Logjam was in ETF2L where I tried to implement literally everything everyone said partially to please people and partially because I didn't know any better.

I think I know better (at least a bit!) now, so I will listen to what anyone has to say and try to understand where it comes from and talk through it with others before committing to the change. Hopefully you guys keep Logjam in for next season so we can see how the changes stack up.

If anyone wants to dance around on the new logroom and see how it kinda lines up in game, here's the DL: https://www.dropbox.com/s/t1du3ti3s8yzyr2/cp_logjam_rc7pre2.bsp?dl=0

Do note that this version has no clipbrushes, and the new logroom is only on the red side.

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

THE VICIOUS DOUBLE POST

I was thinking about both points #1 and #2... decided to mess with logroom a bit. Curious for opinions. The new design idea involves moving one of the doors on mid and making it a shutter (harder to see people coming, allowing them closer to the high ground), and changing the inner geometry of logroom making it easier to push further towards 2nd and actually own the flank without getting forced out.

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

https://i.imgur.com/bomVU8I.jpg

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

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

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

posted about 5 years ago
1 ⋅⋅ 6 7 8 9 10 11 12 ⋅⋅ 50