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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#444 cp_sunshine (5CP) in Map Discussion

Any remaining bits of feedback before rc6 is released? I plan to make this a sustainable version so I need all I can get.

Also what's the nearest deadline? When is this map being played in ETF2L? I need to know so I can have some sort of calendar as to when rc6 needs to be out. Any dates are REALLY helpful. Thanks!

posted about 9 years ago
#28 cp_harbour (5cp) in Map Discussion

I have another map I have been working on for awhile, as well. I might end up posting that on the forums too because just... tf2m isn't worth mapping for anymore. Comp is the only thing that interests me at the moment.

Map tests and those types of things would be really nice to boot back up but I'm not sure exactly what we would do with it. Currently the new map pool is feeling very empty and I don't know what we would do even if we /did/ boot them back up. There don't seem to be very many new maps.

posted about 9 years ago
#27 cp_harbour (5cp) in Map Discussion

as tf2m is no longer a prospect for me, I feel like I need to take it upon myself to publicize this here

I have taken ownership of this map and have been updating it off tftv for awhile now. (Don't worry - cp_sunshine_rc6 is still due to be released fairly soon.) I have taken the liberty of pushing it into beta, redesigning a large portion of the map, and generally fixing issues and problems with it.

So, without further ado,

cp_harbour_b1a

Download HERE: https://dl.dropboxusercontent.com/u/84556731/HARBOUR/cp_harbour_b1a.bsp.bz2

SCREENSHOTS:

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00005.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00006.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00007.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00008.jpg

http://forums.tf2maps.net/geek/gars/images/1/3/2/6/4/2013-04-05_00002.jpg

http://forums.tf2maps.net/geek/gars/images/1/3/2/6/4/cp_harbour_a160001.jpg

posted about 9 years ago
#89 Favorite Album? in Off Topic

Aw hell yeah, I was waiting for RDJ to show up in here somewhere. Drukqs is a masterpiece. Used to own the ridiculous 4xLP boxset before I had to sell it off for college funds. His 4th album is also one of my favs as well.

posted about 9 years ago
#82 Favorite Album? in Off Topic
dot_Phidot_http://www.runforcoverstore.com/index.php/citizen-youth.html
RFC is the best. Loved that Citizen record.

They're putting out mewithoutYou's 6th full length this summer along with Turnover and Elvis Depressedly LPs and man I couldn't possibly be more excited. Unless Citizen announce a new LP. That would be the icing on the cake.

https://www.facebook.com/Citizentheband/photos/a.585965751448011.1073741825.112721522105772/888937027817547/?type=1

Haha damn. I didn't pay much attention to facebook posts back in December/January and I must've missed that. Seems pretty optimistic to expect an official announcement sometime this year, I'd hope.

posted about 9 years ago
#79 Favorite Album? in Off Topic
dot_http://www.runforcoverstore.com/index.php/citizen-youth.html

RFC is the best. Loved that Citizen record.

They're putting out mewithoutYou's 6th full length this summer along with Turnover and Elvis Depressedly LPs and man I couldn't possibly be more excited... unless Citizen announces a new LP. That would be the icing on the cake.

posted about 9 years ago
#42 Favorite Album? in Off Topic

saved my fuckin life, and I don't mean that figuratively

i could list off so many others that had similar impact on me but this one is the most important

http://cdn.pitchfork.com/albums/20161/homepage_large.fcf0d979.jpg

posted about 9 years ago
#439 cp_sunshine (5CP) in Map Discussion
moleI've found a gamebreaking bug on this map, you should really fix it as quick as you can.

https://www.youtube.com/watch?v=mT0g4gcDZgU

That's a video of it but basically in that spot I can escape plan taunt without taking any dmg myself because the explosion is above the ramp, meaning I can easily get 4ks or even more if the enemy team doesn't know about it.

edit: to clarify this is below the ramp on the left on last.

cool, thanks for posting this! it's a quick fix, i'll just clip that little thing that you stand on to do it

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

thank you for the critique, b4nny! extraordinarily insightful stuff. confirmed a lot of thoughts i've been having and a lot of opinions expressed towards the map.

as it is right now, last is currently in the process of being reworked according to your (and others') feedback.

heavy WIP screenshot, for anyone, definitely comment on what looks better and what looks worse based upon it (the pole is hidden for a better viewing angle)

right now, the spawn has been centered behind the point, the area to the left in the picture has been smoothed out, the wall that once was a spawn exit has been opened up and a room cleared out. the high ground in front of lobby is now a straight path all the way back, with various props to hop on top of/maneuver around/block sightlines from shutter. unsure about the orientation of the new big staircase on the left.

feedback is welcome. and as I said, it's WIP

https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202015-03-03%2021.12.00.png

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

euro server currently running rc5 if you wanna fuck around and pub on it: (not many people rn but if you and ur friends come on itll be better. itll be on for awhile so w/e do whatever until it changes)

91.121.155.109:27015

posted about 9 years ago
#430 cp_sunshine (5CP) in Map Discussion
botmodeloved the last changes
for the 2nd point it would be nice if the non-cafe flank was easier to push,perhaps make it less of an uphill battle / less difficult to fight soldier on top of the wood overhead
for mid the bell tower was one of the most obnoxious places to fight on because of the slanted platforms that you stand on either side and [ ] shape inside
I also felt like as soldier I had a lot of power when I was on top of the cafe roof, I could shoot about the entire mid and safely protect my team while doing so
not really sure what to do about that other than make the rooves unstandable but that seems like a bad solution

can I get anyone else to comment on this? In particular, the cafe rooves on mid? It's something I've been considering changing for awhile but I don't know how many people think it's a necessary change.

Any ideas on what I should change instead of the rooves if people don't like that idea? I definitely think the safety + height advantage provided by the rooves is a little too much, but I need multiple opinions before I can change something that hundreds of people will play on.

posted about 9 years ago
#429 cp_sunshine (5CP) in Map Discussion
dangoI'm sure you've heard this before, because this seems to be a rather common opinion, but the map is just very difficult to see on. There is too many busy textures in front of other busy textures. I found it really difficult to separate players from the background sometimes. Makes it unfun to aim.

Yeahhhh I know what you mean. Those brick and stone wall textures are the main culprit I think. I'm working on trying to swap them out for similarly colored textures that have less visual business, but it's tricky without messing up the color balance of the map too much. I think RC5 has a couple of those textures swapped, and RC6 should have even more exchanged for less noisy nextures.

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

tl;dr: tear my map apart and tell me everything you hate about it; but provide reasoning and explanation for where, why, and how the particular element of the map is bad so I can work my best to fix it

if that includes "the entire mid point is bad, and this is why" then so be it, just try to provide potential solutions/remedies for it. if THAT includes "rebuild the whole point, but with *this* element instead", then tell me! I'm cool with it.

posted about 9 years ago
#425 cp_sunshine (5CP) in Map Discussion
d_bterrain on this map is so bad and illogical

terrain, as in actual displacement ground, or as in height difference between areas i.e. lobby/last, lighthouse/ground, mid/cafe, etc)?

see the staircases/discussion about the upper exit from last spawn

specification would help, and this issue of awkward differences in height variation is something I'd like to address but when i get really vague negative feedback it doesn't help much other than telling me "well someone thinks it's bad, probably had a bad experience on the map due to the affected area, but I have no way of picking out what caused that so I don't know how to fix the problem."

was it a bad match? was it a hard loss? were you unfamiliar with the map? could it have something to do with the fact that nobody scrims sunshine and therefore nobody has developed hard strategies for the map yet? is a legitimate issue with the map that has plagued multiple people?

maybe while playing the map, you found some specific thing about it consistently caused you or your team to perform bad/get tripped up (i.e. "terrain"), and this is the cause? if so, where, why, and how? did it block movement, was it hard to navigate around, did it give an unfair height advantage to the enemy team? is it inherently connected to the design of a certain point (i.e. the lighthouse height advantage on 2nd) and therefore the entire point layout is at fault?

these are the types of questions people with criticism and negative feedback need to answer for me. I'm all for tearing my map apart to the ground, but I can't be present at every match, I can't watch every VOD, I can't see every cast made on the map. Some of the feedback needs to be here, written and explained so I don't have to stare at some vague comment about "terrain" when I really don't know what that means. If anyone likes doing paint-overs of screenshots to show exactly what should be changed, I love those.

this thread is the most efficient way of providing feedback because I don't search out other threads elsewhere for the map and I'm not always on Steam to converse about it. I always check this thread and I keep up to date with every issue and bug presented here, so people who post here should try to provide as much detail as possible.

posted about 9 years ago
#422 cp_sunshine (5CP) in Map Discussion
drshdwpuppetPhiYea or nay? I think it's a good small change so players don't have to do tons of jumps to get up there.
make the taller, two toned wall either have a ramp itself or able to be jumped up in two jumps. That looks like it would be really awkward to back up to if you have to give up lobby.

hmm, good point. maybe do away with the barrels/crate on the brick wall next to it? maybe extend the two toned wall or carve a hole in the corner of the big wall bordering the two ledges (the wall the computer modules are up against)?

posted about 9 years ago
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