b4nny warcry
https://clips.twitch.tv/TenderCrispyRavenWOOP
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SteamID64 | 76561198126730893 |
SteamID3 | [U:1:166465165] |
SteamID32 | STEAM_0:1:83232582 |
Country | Vietnam |
Signed Up | December 19, 2016 |
Last Posted | May 24, 2019 at 9:22 AM |
Posts | 164 (0.1 per day) |
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cegrDon't know if you got my pm or not so here are some things I noticed: https://imgur.com/a/eQ9cT
Perhaps a little trivial, so ill try and get a lobby going for more feedback.
yeah sorry, i didn't see the notification,
here's some mid layout update, hope it works
B4:
Turn the ramp back into a bridge (it provides too much cover and height advantage)
https://i.imgur.com/pSL6CEw.jpg
B5: tech update
+ Cap time reversed to 24s (from 12s):
After a mid fight, with longer cap time, your teammates can take advantage of the fast respawn time (4s) and then regroup with you on point, while the enemy team still busy respawning (8s)
+ Remove the wall cover on this flank route, and make it chokier. Easier to control, enemy can't free pass through
https://i.imgur.com/Mf9DnGp.jpg
https://i.imgur.com/Uc0bG7P.jpg
+ Nerf the water flanks
+ Raise the coffin's platform height, no coffin shield anymore
+ Fix the pillars and broken roof, and other standable highground
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B3 version just incase: https://tf2maps.net/downloads/pain.5747/download?version=13479
sageSome feedback from lobbyIts hard to see whats going on at mid due to the cap point and all the walls and stuff Flanks seem too big Theres too many entrances to mid
thank guys, i'll see what i can change
B2 + B3 - the fps drop update
Direct: https://tf2maps.net/downloads/pain.5747/download?version=13479
Changes:
Art-pass the "Long yard" and the Pyramid
Remove the unnecessary third spawn route
Move the small ammo pack from Long yard to mid, now there're 4 small ammo packs around the point
Screenshots:
https://i.imgur.com/SQTZ41N.jpg
https://i.imgur.com/qULoQIU.jpg
B4 plan:
Open another route on spawn area to prevent spawn camping
Adjust the captime (waiting for the playtest)
Some clipping
https://www.twitch.tv/videos/247754193?t=12m00s
dev stream from Pax, awkward af, like there's no script for them to speak
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- New Duel map with Ruins of Sarnath theme
- New Super Nailgun skin: Plasma gun
- New champion: Strogg
Gameplay and Intro
https://www.youtube.com/watch?v=A7SNQ_cj_gg
Health:150
Armor: 100
Passive:
On kill, a small health pack is dropped (25hp)
Can be picked up by the enemy's Strogg
Active: Peaker or Peeker (!?)
Strogg becomes invisible (still glowing red), immobile and still vulnerable, if you died the Peaker died too
Summon a big drone that can be controlled
The drone can fly freely around
The drone shoots projectile, deals 10dmg per shot, has very high rate of fire and can kamikaze to deal burst dmg
The drone can "spot" enemy team, allow your teammates to see them through the wall
The drone can be get shot down
Visor can see Strogg but not Peaker
B1 - hit beta phase
Direct: https://tf2maps.net/downloads/pain.5747/download?version=13396
Changes:
My dumb-ass just realised that the Cap time was twice normal (24 seconds), and it's been like this since A1, no wonder why players have a hard time trying to retake the point
- Reduce cap time to 12s from 24s
- Make the balcony surfaces buildable
- Remove the danger sign in the danger zone, make the danger tape bigger and add bulletblock brushes
- Art-passing the spawnroom
Screenshots:
https://i.imgur.com/h50Uwzk.jpg
https://i.imgur.com/9OwvCuC.jpg
https://i.imgur.com/fbAbqAG.jpg
https://i.imgur.com/ZTg5Z5U.jpg
vJill answered
https://www.reddit.com/r/tf2/comments/8a632g/the_comp_coordinator_seems_to_be_working_now/
A13 - the lucky number
Direct download: https://tf2maps.net/downloads/pain.5747/download?version=13354
Change logs:
Bring the broken part of the bridge pack up, and make it look more realistic
Add an alternative path to the sneaky route
Put some props at choke
Move the resupply lockers closer to the doors
Move the columns and stacked bricks to block some Sniper sightlines
Screenshots:
https://i.imgur.com/hOI6388.jpg
https://i.imgur.com/yMDDRws.jpg
https://i.imgur.com/4zfLW2i.jpg
https://i.imgur.com/CKqpvBp.jpg
https://i.imgur.com/IppmrG4.jpg
https://i.imgur.com/xfAO01B.jpg
koth_pain, an Egyptian theme koth map
Starts out as an inspiration from a Quake 3 map "House of pain" or q3dm2.
After many big changes and playtests, I feel like the map currently is pretty balanced, but I also want to hear some feedbacks from the competitive players, really appreciate.
The a5 version of the map was also participated in Beater's map making contest
http://www.teamfortress.tv/45156/meet-your-map-competitive-map-making-challenge
Screenshot: https://i.imgur.com/olr4QUa.jpg
Current version: koth_pain_b6
Map thread: https://tf2maps.net/downloads/pain.5747/
Direct download: https://tf2maps.net/downloads/pain.5747/download?version=13619
the dragon fury hitbox is still much bigger than normal projectile
but you have to hit directly to get bonus damage so i think it's fine
Edit: the energy ball seem isn't as OP as i think, it flies really fast and the radius is kinda small
but hiding in spawn shooting balls out would be annoying
oh it will vanish in a short range
ok Valve you "fixed" the Pyro, now "fix" the Heavy, and we all can quit the game for good
https://quake.bethesda.net/en/news/6ASbNsdf2MYkqe0saAUYIe
patch note is up,
Anarki got nerf to hell while Sorlag got buff (!?), also a lot of changes to other champions but no balance for weapons
holy shit, til there're 8 tiers in the game