KevinIsPwn
Account Details
SteamID64 76561198027325929
SteamID3 [U:1:67060201]
SteamID32 STEAM_0:1:33530100
Country Rainbow Nation
Signed Up May 18, 2013
Last Posted October 30, 2024 at 8:58 PM
Posts 2125 (0.5 per day)
Game Settings
In-game Sensitivity i'm bad dw about it
Windows Sensitivity i'm bad dw about it
Raw Input  
DPI
i'm bad dw about it
Resolution
i'm bad dw about it
Refresh Rate
i'm bad dw about it
Hardware Peripherals
Mouse Razer Viper (Wireless)
Keyboard WASDKeyboards v2 w/ usb-c port
Mousepad ltt deskpad (the big ass one)
Headphones Sennheiser HD 598 Cs
Monitor LG 32GK650F-B 32" QHD
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#41 GWC, the team who used ingame comms in Off Topic

Hey, guys. I made this video. Had I known it was posted here, I'd've worked a bit harder on it. I also would have uploaded it on my gaming channel, rather than my personal one. Oh well.

MasterFloofyI`d just like to thank KevinIsPwn for this amazing work of art.

Thanks, floof.

reillyHoly shit, Square has an incredible voice.

Yup, I loved playing with him just for that. He got a consistent 5-20 fps and sadly, his computer exploded and he hasn't been online in a while. :(

shrtDat slowmo middie

I'm basically the best at this game. Here's a sooperdooper frag video of the mega sick nasty airshot: http://www.youtube.com/watch?v=AnC-i7PB4z8

shifty1gi think the funniest part of this video is the quality

I recorded the STV to show to a few friends. I recorded it with Xsplit (back before I had OBS), and cut out the boring parts with Windows Movie Maker. Sorry it doesn't live up to your standards; it was never really intended to be watched by this many people.

Foxwe should work as a community to help mentor this team

I offered my help, but they politely declined.

Spyromancerthis med has infinite uber!

They gave him so many saws that game. It was great.

SoapIs...is this a current team? Is this still happening?

I heard they dropped to iron this past season, but have since disbanded. It's a shame really, their DM wasn't bad. They just had no clue what they were doing.

mince__if you still have them you should post the demo for dl

If you want the demos, here they are. They split at the half.. Please don't kill my dropbox though.
https://www.dropbox.com/s/liw63blcxrmocp6/GWC%201.dem
https://www.dropbox.com/s/y0bsaveaf72n693/GWC%202.dem

If you're interested in more content like this, I try to do silly stuff on my twitch and youtube. Thanks for watching my video. :)

edit: fixed links

posted about 11 years ago
#423 stream highlights in Videos

Highlights from editing cp_badwater a few days ago:

a super serious conversation about game balance (... kinda): http://www.twitch.tv/kevinispwn/c/2938407
my secret box of racial obscenity: http://www.twitch.tv/kevinispwn/c/2938380

I dunno if this is tf2-enough to be a tf2 stream highlight, but I found the two moments pretty funny.

posted about 11 years ago
#8 Training map idea in Map Discussion
SpunksterAnother possible solution is just do mp_roundrestart 1 and it will put you back to your respective spawn. This won't restart the timer. I'm naming the command off the top of my head and it's very possible it's incorrect, or something similar. Hope this helps.

I generally use this. It's good because you get to practice the initial jump when you can't strafe or anything. You can use this code. "[" to restart the round, and "]" to give you a buff.

sv_cheats 1
bind ] "mp_restartround 0"
bind [ "hurtme -120"
posted about 11 years ago
#61 A/D cp_badwater in Map Discussion
RadmanWhy did you initially move the CP away from the traditional spot?

Too easy to spam out. With payload it works because you can inch the cart closer. But with a CP, it would be too hard to cap IMO.

posted about 11 years ago
#59 A/D cp_badwater in Map Discussion

I guess I'll end up using the concrete spire for now. I've been busy the past few days, but will hopefully get some work done this weekend.

I know everybody is "ooo add a spire," but I don't think this is the map for it. Keep it simple.

Spire worked pretty well in pugs. Putting the cap on the roof would cause crowding on the roof, as there wouldn't be anywhere else to hold effectively than on the roof itself.

posted about 11 years ago
#55 A/D cp_badwater in Map Discussion

I guess the majority of people like the concrete spire better, so I'll end up using that. I'm having some hammer issues, but the next release should be out pretty soon, which will include nerfed sightlines, better spire, and better cap-times.

miwoi'd suggest adding a hilled region behind the spire

I don't particularly fancy changing anything huge, such as the landscape stuff. I'll probably be adding the rocks back in to make height back there.

If your team/ pug group wants to playtest the map in highlander or 6s, please add me.

posted about 11 years ago
#50 A/D cp_badwater in Map Discussion

I have two drafts of possibilities for the spire. Sorry I didn't release when I said I would, Hammer is quite fragile and I broke some stuff. Anyways, here's what I have:

Wood:

http://i.imgur.com/dCyY6lI.jpg

Concrete:

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

Personally, I like the rusty wooden one, because it fits the RED build style. However, people brought up valid points about the surrounding area and how the wood spire didn't quite fit. That was sort of the intent, but whatever. Please tell me what you think.

posted about 11 years ago
#49 A/D cp_badwater in Map Discussion
hookyThe map has a leak.

Yup, I was working on that when you posted and just finished today. Leaks/ skybox fixed for next release, hopefully in a few hours. :)

http://i.imgur.com/nTCA8ms.jpg

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

All that's left is detailing (see: un-discustifying) spire and fixing a gate trigger that I broke when fixing 2nd's cap trigger.

posted about 11 years ago
#46 A/D cp_badwater in Map Discussion
wareya"which both teams try to cap all points" is what push CP is. Learn your jargon.

I misread your comment, sorry. I agree with you.

posted about 11 years ago
#43 A/D cp_badwater in Map Discussion
wareyaGuys
When you say 5CP, it doesn't refer to the number of control points on the map. It refers to a push CP style of map which happens to have 5 control points. Like badlands.

So just because it has five control points doesn't mean it's 5CP.

Um... no. 5cp is a 5 point control point map which both teams try to cap all points. Even if this weren't the case, the map has 4 points.

EDIT: I'M A JERK AND MISREAD YOUR MESSAGE SORRY FOR BEING SASSY.

posted about 11 years ago
#37 A/D cp_badwater in Map Discussion

Sorry guys, I've had a really busy few days that I wasn't planning on. I'll be trying to work on the map as much as I can over the weekend, but I can't make any promises as to a release (sorryyy).

Pythooonimo, just remove the spire and put the cp on the roof. much more simpler, no need to put so much effort into something that people generally don't want.

People in the other thread seemed to like the idea of a spire, and it's my favorite part of the map as of now. I'm pretty sure it will play in a very fun way. Putting the point on the roof adds OP sightlines, pretty much only one route to push (even if I were to remove the giant wall, and creates a very, very cramped space to hold in any environment other than 6s.

MerchantIMO, you should just get rid of the alley that is now blocked off and drag the whole yard over a bit.

I want to keep the shape of the original badwater. Otherwise, making a Co_badwater is kind of silly IMO.

posted about 11 years ago
#25 A/D cp_badwater in Map Discussion

Oh gosh, I just accidentally deleted a super comment, and now I'm sad. This one will not go into as much detail as I'd like, because I've already been typing for ~20 minutes, and I really want to go work on the map a bit.

LightningSpikeI feel like the wood you made spire out of looks really out of place in terms of the whole badwater design scheme.DeepYeah, it should've been a big concrete pillar, with stairs around it.MangachuIt looks really ugly honestly, if you try to make something like the process spire with those the same textures it would look better, if you also plan on using this spire i'd recommend adding something on the ground, it looks really bland and empty when we pugged itMerchantYeah a bit. Badwater is like Process but a lot more rocks and dirtiness.

I understand all of your concerns. However, I'm going to try to make a case for the style of spire that I chose. Take a quick look at pl_badwater:

http://wiki.teamfortress.com/w/images/9/9d/Badwater_Basin_overview.png?t=20111120115435

You'll see how BLU has to essentially push the bomb through their "base" to RED team's "base". Notice BLU's building style is very concrete and generally well put together, while RED's is much more hastily made, wooden structures. This comes with the goofy backstory that the TF2 world is based around, two companies that fight each other with paid mercs. There's obviously a bunch of back-plot, but there's no need to get too far into that. BLU team (Builder's League United) builds things well. RED team (Reliable Excavation Demolition) doesn't. Because BLU needs to capture points in their own base, it's pretty safe to assume that at some point in time, RED took over BLU's base and built up rickety, make-shift control points (as RED does).
I didn't just throw in the gpit spire all yolo-tastically. There was thought behind it. All this said, if enough people dislike the final product, I will gladly change it.

I'm being called to ring, I'll be back in a bit to post the rest.

posted about 11 years ago
#16 A/D cp_badwater in Map Discussion

Just added a custom spire as well as fixing some of the clipping issues. I should have a3 out sometime late on Friday.

http://i.imgur.com/j7mpnqA.jpg

http://i.imgur.com/n68LCOj.jpg

I got some of the spire visuals from gpit C. I need to fix the very bottom of it, but I think it will work out well. Any opinions on this? I thought it would be important to be able get more of your team up to cap.

Also, the cap time on B will be the longest, I think. Generally, BLU will only be able to cap A when RED is essentially wiped. It was way too easy to get B in our playtest last night.

If you and your team want to help playtest the latest version's pre-release, please contact me through this thread or via steam. I'm still looking for good highlander and 6s playtests to get everything right. After all that works out, we're going to test it on pubs. Thanks for the help everyone!

posted about 11 years ago
#26 Uneasy stomach pain, any tips? in Off Topic

Something similar happened to me. No other symptoms, just seemingly random, crippling stomach pains. Lost my morning appetite.

My physician said to stop eating/drinking soda, caffeine (energy drinks/coffee), and chocolate (and alcohol if you do that). That helped a bit, but I still had some problems and ended up needing surgery after a couple months of persistent pain. I'd say go to a doctor soon. Stomach pains that last over a few days are a sign that something could be seriously wrong.

Best of luck, man.

posted about 11 years ago
#1 A/D cp_badwater in Map Discussion

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

a5 is out!

https://mega.co.nz/#!18FjhQga!TJ8gFzrD7ba649btSvea56JBJseoaw58c276BD7oOqM

I essentially scrapped a4 and started fresh with this. This fixed a lot of broken things, and made the map much more similar to pl_badwater. I'll make changes as needed, but the goal is to keep the maps as similar as possible.

For those who don't know, Hooky decided against working on cp_badwater, so I went ahead and picked it up. Shoutout to Mangachu, Jenny, and Otterfiend for helping me with ideas. Also thanks to you guys on the forums pointing out when I'm an idiot, which is pretty often.

Album: http://imgur.com/a/iMiof

If you have any questions, I'd be more than happy to answer them. I'll be playtesting this with friends this next weekend probably (with a slightly modified map). If you want to playtest it yourself, please stream it/ record demos and stvs. I'm looking to see how it plays in 6s, HL, and pubs. I hope you enjoy the map!

old thread

posted about 11 years ago
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