Jusa
Account Details
SteamID64 76561197999525313
SteamID3 [U:1:39259585]
SteamID32 STEAM_0:1:19629792
Country Finland
Signed Up August 22, 2016
Last Posted June 17, 2024 at 5:30 PM
Posts 58 (0 per day)
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#24 cp_coilblaze (5cp) in Map Discussion

https://tf2maps.net/attachments/20161018175501_1-jpg.34815/

sneakpeek

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

https://tf2maps.net/attachments/20161008134244_1-jpg.34297/

a10

MID:
-cut down the rightside highground a tiny bit

2ND:
-minor detailing

LAST:
-added a small highground behind the point on top of the glass panel
-added highground made out of pipes connecting left and right side
-included wip models of teslacoil parts
-new capturepoint platform model

prolly forgot a lot

Latest version download (a10)

TF2maps.net

Anyone care to have a proper 6s test on this?

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

a9

MID:
-blocked the sides a bit more with a broken window
-detail and lighting changes
-minor clipping

2ND:
-opened the roof behind 2nd to allow jumps into and out of the point
-added a new small highground overlooking 2nd, accessible from lobby with a small ramp
-changed one of the left side doors into windows (which can still be used as a enterance to lobby)
-some detailing
-lighting pass

LAST:
-replaced the silly staircase on the right side with a dropdown/secret accessible from the rightside of lobby
-some detailing
-lighting pass

Latest version download (a9)

TF2maps.net

Would love to get some feedback from 6s pugs!

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

I've got a9 coming up real soon with a few (possibly) good changes. The roof behind second has been opened up for easier jumps to and out of the point, and a new tiny highground watching over 2nd.

https://tf2maps.net/attachments/20160923014900_1-jpg.33160/

https://tf2maps.net/attachments/20160923014915_1-jpg.33159/

Also removed the weird stairs from the right side of last and added a new dropdown/secret thing.

https://tf2maps.net/attachments/20160923014924_1-jpg.33162/

https://tf2maps.net/attachments/20160923014932_1-jpg.33161/

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

Oh neat, just realized I left a small ammo pack I was supposed to delete on the red side...
a8a incoming in 20minutes ->

a8a up in the previous post.

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

a8

MID:
-made the left side enterance to mid smaller and buffed the rightside enterance
-removed the concrete barrier wall wich players could jump over
-made 2nd forward spawn face mid to cause less confusion
-changed props inside the mid building
-added jumpable awning on top of the lower enterance to mid
-reworked the left flank from mid to 2nd to feel a bit more chokey
-moved pickups around on house and added an additional small ammo

2ND:
-added an alternative door to the rightside alternative shutter route
-reworked main enterance a bit
-added some highground for the defending team closer to main enterance
-made some brushes behind 2nd into displacements instead
-moved medium health closer to the point
-replaced small ammo with a medium and moved it next to the med health
-added an additional small ammo to the new highground
-a few new props and lights
-detailing

LAST:
-moved highround a bit higher behind the last point
-made right side ramp up to the highground wider
-made the flank/secret on the right side smaller to make it easier to clear last
-added a prop jump from lower right to top right
-removed the left railing on lobby and added some props to get up easier

OTHER:
-spec cams!

a8a
-removed the extra small ammopack from red last

Latest version download (a8a)

TF2maps.net

posted about 8 years ago
#15 cp_coilblaze (5cp) in Map Discussion
sage78the way the second forward spawn is positioned a lot of people (including me) accidentally go the wrong way

The 2nd forward spawn has already been fixed to face mid in the next version.

rowpiecesplease don't get discouraged with map making. it's always nice to see new maps but its a shame that so much people abandon their maps. keep working at it :)

so far it looks pretty nice, so good job!

I am currently feeling really good on how kalinka has turned out. I have no intention to stop working on it any time soon, so dont worry!

posted about 8 years ago
#12 cp_coilblaze (5cp) in Map Discussion
TsarbucksSorry for bumping, but do you want this included on New Map Pugs tonight?

Sorry I could not respond in time, I was asleep already. (timezones woo!) And yeah any testing and feedback is more than welcome! Someone from possibly another pug group already asked me the same and I told them that it would be really cool to get some proper feedback. Adding a part to the OP that explains any testing without my specific permission is completely fine.

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

a4-a7

MID:
-redesigned mid point (twice) into a broken building.
-highground now accessable from both left and right
-stairs leading from the lowground under the point to the point
-polished lobby and connectors to 2nd point
-extended the lobby building towards 2nd on the flank route side
-added small ammo pickups behind the tanks on mid

2ND:
-reworked right side shutter enterance to 2nd and removed the little building in front of the shutter
-left side enterance to last connected to lobby to make escaping 2nd into lobby easier
-moved first forward spawn a bit forward in front of the 2nd point
-sightline blocking across the point
-opened up the area behind the point more
-highground for the defending team on the left flank route

LAST:
-redesigned last point a lot
-removed highground from directly behind the point and added some cover instead
- reworked and polished the rightside chocke/holding area
-added a pilar to the left side to break the gameplay space a bit

OTHER:
-more frontline
-some detailing
-stuff that I forgot to mention

Latest version download (a7)

TF2maps.net

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

a4

Ton of changes:

MID:
-removed interior from sheds and made them larger
-made central tank hollow and added some platforms up there
-remade right side choke into highground
-made the mid lobby area larger
-added ramps to get on top of the sheds

2ND:
-opened up the walls a bit around the point
-relocated some of the enterances
-made right side larger
-removed shutter from the left flank
-added some cover

LAST:
-polished up the left side for less clunkyness
-redid main enterance
-made right side flank area larger
-removed third exit that led to the highground
-removed the weird lowground behind point
-moved spawn exits a tad higher

OTHER:
-redid pickups
-added some more frontline assets
-minor detailing and displacement adjustments

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

a3a
-packed missing textures in

posted about 8 years ago
#5 cp_coilblaze (5cp) in Map Discussion
BrimstoneHow do I fix the purple textures on much of the floor on mid and underneath second?

https://puu.sh/qKoO4/9d2a6c12dd.jpg

Seems like something went wrong with packing the custom ground texture, I'll look into it!
edit: Forgot to run pack on compilepal, releasing a3a with content packed in soon.

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

https://i.imgur.com/XqUGec5.jpeg

Tesla coil goes brrr

Feedback or thoughts on the map can be left either on this thread or the thread over at tf2maps.

Latest version download (rc6a)

TF2maps.net

[WORKSHOP LINK]

[DIRECT STEAM CLIENT LINK]

Images of changes (rc8)

posted about 8 years ago
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