This area feels very clunky, could be smoothed out. Feels like pre-last revamp sunshine.
These railings might be a problem, they just feel like they're there for no reason.
Account Details | |
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SteamID64 | 76561198067800778 |
SteamID3 | [U:1:107535050] |
SteamID32 | STEAM_0:0:53767525 |
Country | Australia |
Signed Up | May 18, 2015 |
Last Posted | August 22, 2016 at 12:33 PM |
Posts | 49 (0 per day) |
Game Settings | |
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In-game Sensitivity | 1.5 |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1920x1080 x2 |
Refresh Rate |
60Hz |
Hardware Peripherals | |
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Mouse | Zowie EC2-A |
Keyboard | $10 keyboard from the 90's that still hasn't died |
Mousepad | shitty $5 mousepad |
Headphones | ATH-M50 |
Monitor | BenQ GW2255 |
This area feels very clunky, could be smoothed out. Feels like pre-last revamp sunshine.
These railings might be a problem, they just feel like they're there for no reason.
ShpeeismeTry to make sure it doesn't murder fps like sunshine
If Sunshine murders your fps, get a new computer jesus christ. I get like 5 less fps (from 144) when playing Sunshine over other maps.
DaggerLainNot sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).you're still playing rc3 then if that's the case. rc4 shouldn't do that.
If you do have actual reasons for keeping them like that i'd love to hear them.
Fair enough, RC3 is the Ozfort version so I can't exactly switch. But i'm glad you made the change.
Not sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.
5cp
Only issues with it are that it encourages stalemates, as there is no incentive to push because of the time limit. Being in a losing situation has no weight like something like CSGO.
How I would fix this is by giving each point a 3 minute time limit, and at the end of the time limit if no team caps the final point, teams get an accumulation of points based on how many points they capped, so say that Blu is losing by a small amount of caps and was attacking last, but Red turtled the fuck out of it. Previously it would have been really difficult to win in that situation as the time limit would take away any urgency to not lose, because even if Red drops a round in that situation they still have others to fall back on. But if they do not push out in the new system to extend time limit, Blu gets the round advantage of 4 points vs 1 point. This puts the onus on the losing team to push out, and the winning team to push in to get more points, and it doesn't push as much dependence on the last point over other points as much in certain situations.
Obviously would probably need work, but I think it would fix the very few problems that 5cp has.
Koth
Main issues are with players not wanting to learn how to play other Koth maps in 6v6 in my honest opinion.
There are quite a few koth maps that would work great for the mode, but unlike 5cp where a generic >try to push with uber >work flanks for picks strategy works in most situations, koth requires teams to learn a whole new holding and pushing strategy for certain maps. And I don't think people are willing to learn it, which sucks.
CTF
Has potential, but classes like the engineer and heavy make the defensive squad a lot more useful than anything that an offensive squad would be like. Maybe it could work with some clever level design (like CTF_Landfall but a lot smaller) where teams don't HAVE to split up into two squads, but I heavily doubt it will result in enjoyable gameplay.
AD
People don't like AD because it's not a dynamic fragfest, it's a slow, deliberate push and pull between a choke point. It's probably only really Viable if someone works out a way to make retaking points a thing, like CSGO. Because the main issue with AD modes is that once a team has a point, that's it. The defending team has to fuck up ONCE and the attacking team can fuck up thirty or so times within the span of 10 minutes.
I had a smaler solution to this with my Koth A/D map, where teams had to hold the attacked point for a minute to lock it down, but I never got around to finishing the end of the level. If there is some outcry for such a gamemode I might have another whack at it though.
Pass Time. Mannpower, PD, SD, Payload
Broken on a set of varying levels. In order,
Takes agency away from one out of 6 players, is really easy to kite others with the speed boost. Engineer is too good.
Maps are too large, Grappling is OP, Powerups are dumb, Engineer is too good. (this comes from a guy who loves mp)
Random deathmatch, no strategy, a team gets WALLHACKS LOL
Do I need to explain why this is stupid.
Need to commit a person to the cart, could work if levels where designed with 6 in mind but still wouldn't be any better than an AD map with the same effort put in.
(Just post the demo so he can look around on his own)
Ultiduo_Monolith_B2
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Changelog:
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Screenshots
http://i.imgur.com/dGnxOao.jpg
http://i.imgur.com/YKxxHSp.jpg
http://i.imgur.com/iKkbJNy.jpg
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Would love to see some gameplay on this map, only played it a bit on terrible ping between Aussies. Not the best environment for feedback i must say.
Okay so I just tried using it in Monolith. It looks like it does spawn the class that you've picked if it's available, but say you have a Soldier only spawn, a Medic only spawn and an Any class spawn, it will still spawn, say, a Demoman from the Medic spawn if there is no Medic to spawn there. So there might still be some issues we might have to talk to Jill about fixing with that then.
Doesn't upward do clip brushes that extend to the skybox? If valve do it i see no reason we can't, tbh.
http://puu.sh/q6zOC/d3294d3fb5.jpg
Hey guys, I made this in about 5 hours to just get my head around hammer after a bit of time off.
It's a little bit too close to Baloo to my liking, but that could definitely be changed. Feedback is very appreciated.
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Screenshots
Middle http://i.imgur.com/dGnxOao.jpg
Shack http://i.imgur.com/XVUkw3v.jpg
Inside Shack http://i.imgur.com/PoJB3xh.jpg
Spawn http://i.imgur.com/UggeJqk.jpg
Inside Spawn http://i.imgur.com/iKkbJNy.jpg
I've gotta say, i'm really enjoying the look of mid and last. But second / last connector is really janky and doesn't look very good. It's so open there isn't really a defined choke point like Snakewater
the301stspartanWat, if this is possible, why has it not been used for 9 years?
Pretty sure it was added a while back, but since everyone uses the ABS pack, his pack didn't have this.
mafia_is_mafiaWhat a toxic community
mafia_is_mafia walks into a movie theater and starts screaming at the top of his lungs in the middle of the movie like a retard.
He gets escorted out by security and told to never come back.
"What a toxic community"
SideshowIf we were gonna move game-mode I'd advocate quite a few before getting to PL. PL sucks in tf2 which is a movement based game unlike OW and excels with fast-paced teamfights back and forth across a map.
I actually would like to hear what you'd have in mind. Payload is 100% a no-go, but A/D seems like it could work.
If you wanna list a few game modes you wanna see done up for 6s I could put together a couple of test maps to play some pugs on.
I've got an A/D koth map that i've not gotten around to finishing yet
http://puu.sh/phiiL/07aa4b8112.jpg screen of the point, red has 5 minutes to defend and blu has to hold for 1 minute. The red team's spawn is a bit closer to the point and has a better approach, but blu has a lot more health packs and sustain leading into the point so it's easier to set up a push.