Phi
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SteamID64 76561198039117675
SteamID3 [U:1:78851947]
SteamID32 STEAM_0:1:39425973
Country United Kingdom
Signed Up February 22, 2013
Last Posted February 19, 2020 at 12:23 PM
Posts 427 (0.1 per day)
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#31 MAJOR TF2 update for 10/28/15 (Scream Fortress 7) in TF2 General Discussion

SINSHINE MADE IT, BOYS

Now vote up normal Sunshine on the steam workshop if you want to see Valve add the standard version! (RC9 incoming... remember to leave feedback in its thread so I can make it the best it can be)

Better yet, send Valve an email about it! Show your support! I'm excited.

posted about 9 years ago
#642 GXL LAN 2015 in News
drshdwpuppetPhiwheeeee they're playing sunshine rc7 instead of rc8......

so is there any specific reason why they're doing that map-wise or is it just because esea is playing rc7 too?

at least they're playing the map, but i'd love to see the most recent, proper version being played

I think that is is because this was the version of the map that was around when the maplist was created and it never got changed. Sorry Phi!

No worries! Thanks for the response, I was very worried it might have been something to do with the map as the rc7 over rc8 thing has been happening a lot recently with little explanation. Good to know it was just an oversight, and the Ascent v Froyo match was hella fun to watch.

posted about 9 years ago
#639 GXL LAN 2015 in News

wheeeee they're playing sunshine rc7 instead of rc8......

so is there any specific reason why they're doing that map-wise or is it just because esea is playing rc7 too?

at least they're playing the map, but i'd love to see the most recent, proper version being played

posted about 9 years ago
#529 cp_sunshine (5CP) in Map Discussion

So this is deja vu - just got around to watching the Challenger's Cup and they used RC7 (at least for the semifinals match between Epsilon and TLR, haven't watched any other sunshine matches yet).

What's the issue? I can't possibly seek out every single tournament and league running Sunshine and tell them to use RC8. Is this a matter of RC8 not being on servers or something...? It's been out for almost 4 months, people have had a lot of time to update. I guess the issue of ESEA not using RC8 might impact people's decisions but I urge coordinators and tournament organizers to use RC8. Please. Every time RC7 is run people complain about issues I have already fixed and it discourages me a lot, especially in very recent events like the Challenger's Cup.

I urge you to contact me if you have issues with RC8, or any reason why you would possibly play RC7 over RC8.

Thanks

posted about 9 years ago
#13 New-New Map Pugs in TF2 General Discussion

http://imgur.com/a/i20EB

oops, my fingers slipped

posted about 9 years ago
#6 ESEA S20 W2 IM - Kill Zill vs. Champagne and Cocaine in Events

i think the question should rather be "why is esea running cp_sunshine_rc7 instead of rc8?" rc8 has been out for over 2 months, I tried to get into contact with Killing but I don't think my messages got through. I'm disappointed ESEA isn't running rc8, I have no idea why, people have been on my back about things in rc7 that i've already fixed months ago...

posted about 9 years ago
#525 cp_sunshine (5CP) in Map Discussion

I've had Killing ask me numerous times before when ESEA updated versions in the past. I assumed his silence this time was a way of telling me "we know it's been updated, it's been out for 2 months" as all the previous versions had all been released very shortly before the season.

posted about 9 years ago
#522 cp_sunshine (5CP) in Map Discussion

It's just incredibly frustrating because I know people will complain this season about things I fixed in RC8. Hell, people will probably give Sunshine votes out in the map poll because of things I fixed already. RC8 was out for over two months. I don't get it.

posted about 9 years ago
#520 cp_sunshine (5CP) in Map Discussion

Can I get an answer as to why ESEA is still playing sunshine RC7?? I thought 100% they would switch over to RC8 this season but they have not. Nobody told me they were still planning to play RC7, nobody contacted me to ask for RC8. I'm very disappointed. Is something wrong with RC8 that nobody has told me about?

posted about 9 years ago
#11 We need to encourage TF2 map makers! in Map Discussion

Creator of Sunshine here.

The main issue I find with my fellow mapmakers is that they're very discouraged from making maps for comp due to the high level of antipathy players tend to have towards them. I've experienced it firsthand - throughout the >2 year development cycle of Sunshine, I've had literally hundreds upon hundreds of people telling me my work is shit, giving me no advice on how to improve it, telling me it's worthless and a ripoff of other maps.

Mapmakers don't want to hear that.

Don't blame us for not making maps - blame the inconsistent testing groups, assholes who will take every opportunity to talk down custom maps without giving any feedback (mustard, I'm looking at you), etc. You can't expect mapmakers to make a perfect map from iteration one. It doesn't happen. Not everyone can be Scorpio. Even Scorpio isn't perfect.

If you want more maps, support map testing groups. Show up to tests. Support people giving constructive feedback, and get rid of assholes quickly. A few weeks ago some map pug group ran Edifice and I stepped in to listen, first thing I was greeted with was a group of people who ran around the map and proceeded to shit all over it. They didn't give any constructive feedback. They just said over and over again how terrible it looked.

Don't blame TF2Maps.net for not wanting to map for comp when every time they try to, they're greeted with people telling them their map is shit.

I'm making another 5cp map right now (see: http://tf2maps.net/threads/wildlife.23624/ ) but I'm hesitant to bring it over to comp. I don't think people will give me good enough feedback for it to be worth it. Can people change enough for mappers to care again? I don't know.

Sunshine was a huge step for custom maps and I'm currently in the process of writing a "5cp guidelines for comp" sort of article for tf2maps.net, so as to maybe encourage people to get back into comp. It can't be only the mapmakers effort, though. The community as a whole needs to change their outlook. Embrace maps like Sunshine and Logjam, don't constantly shit all over them without actually providing feedback. Mapping takes time, lots and lots of time, and mapmakers like me and Hyce don't get paid at all for the years of work we're putting into our maps. I have not got a single bit of monetary compensation for sunshine, I spent tireless hours over 2 years putting it together. Don't blame us. We're trying.

posted about 9 years ago
#3 TF2 update for 8/27/15 in TF2 General Discussion

+enum TF_SkillRatingMatchType {
+ TF_SkillRatingMatchType_INVALID = -1;
+ TF_SkillRatingMatchType_PUBLIC = 0;
+ TF_SkillRatingMatchType_LADDER_6V6 = 1;
+ TF_SkillRatingMatchType_LADDER_9V9 = 2;

:O

posted about 9 years ago
#6 i55 Teaser in Videos

mmm, pretty plays on Sunshine warm my heart.

great job on the video, i55 hype is REAL

posted about 9 years ago
#517 cp_sunshine (5CP) in Map Discussion
ElepimpPhiElepimpwhat does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.
of course with the nature of the layout there are going to be a few remaining sightlines but from what I can tell none of them are anywhere near as strong as the ones on rc7. none shut down shutter as much as the ones on rc7 did.

You can still snipe over the box and look at shutter if you stand on the thing under the box, its risky because of how close it is but I just wanted to let you know :]

ah! good to know! that isn't anywhere near as strong as it used to be but it's completely my fault it still exists hahaha. didn't think of that specific position.

i don't think it warrants a completely new version right now but rest assured it will be fixed whenever next update comes out..

posted about 9 years ago
#515 cp_sunshine (5CP) in Map Discussion
Elepimpwhat does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.

you might be thinking of an entirely different sightline than the ones I covered up. the one over the boxes from tile room should be fixed as well as the one to the left side of them from tile room too.

of course with the nature of the layout there are going to be a few remaining sightlines but from what I can tell none of them are anywhere near as strong as the ones on rc7. none shut down shutter as much as the ones on rc7 did.

if you want, you can post a screenshot of it, maybe? if it's a big issue I can put an rc8a out. there's nobody saying that i didn't miss anything. who knows, i could have overlooked it. if it's an issue, it'll be fixed; don't worry.

posted about 9 years ago
#512 cp_sunshine (5CP) in Map Discussion

Announcing...

cp_sunshine_rc8

Upvote Sunshine on the Steam Maps Workshop!

Google Drive Download: https://docs.google.com/uc?id=0BybsdBbM2e8xaGhKUll0dzhWYkU
Mediafire Download: http://www.mediafire.com/download/lowlj2id10jn3us/cp_sunshine_rc8.bsp.bz2

rc8 changelog from rc7:
- changed lower choke on last
--- removed double door
--- instead, made it a single thin door
--- pushed entrance point back a little bit
- eliminated sightlines to shutter
--- lifted box up to protect against sightline that went over it
--- added barrel on side of prop pile in order to prevent the corner sightline
--- moved boxes in tile room over a slight bit to prevent sightline from spawn
--- tyler's door, aka the small door situated at 45° off of tile room, has been moved slightly
- spawn changes
--- moved resupply cabinets forward slightly
--- angled doors perpendicular to the large wall on last rather than parallel
--- lowered right door, staircase is now outside spawn instead of inside
--- one-way windows à la snakewater
- eliminated secret
- subtly changed capzone on last
- removed computers you could stand on behind last
- fixed teleporter bugs
- extensive clipping pass and prop clippings
- extensive fps improvements, will not be perfect but it will run better than rc7
--- occluders optimized
--- hint brushes worked on extensively
--- more prop fades
--- prop optimization - removing certain poly-heavy props and various little clutter
- streamlined various roof edges
- fixed many texture bugs and lighting errors
- no more spinning lighthouse
- polish
- deer

All glamor screenshots are in the OP, as well as other polishings.
If anything is broken, let me know ASAP and I will put out a cp_sunshine_rc8a. Thanks!

Screenshots of major changes:

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00003.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00005.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00007.jpg

posted about 9 years ago
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