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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#22 New update (rip openplugin?) in TF2 General Discussion
LKincheloeWell, to change the subject. cl_first_person_uses_world_model is quite fun to play with.

heh

https://dl.dropboxusercontent.com/u/84556731/2013-04-18_00005.jpg

posted about 11 years ago
#74 cp_edifice in Map Discussion

In light of the upcoming Steampipe update (which WILL break the SDK and prevent mapping until VALVe fixes it), I've worked on B3 to get it released:

B3 RELEASE: https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_b3.bsp.bz2

Changelog:

- Added extra flank route from B>C connector to C
- DUSTMOTES!!
- Added cover to C in general
- Added a little cover to B
- Made most power 3 displacements into power 2
- General technical issues
- Reworked some detailed props and func_details to use brushes
- General Optimization
- Clipped off holes on C spire

ScreenshotS:

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00003.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00004.jpg

Get it here or in the OP! Be sure to edit any SOAP spawn files to correspond with this version! Tell me if anything's wrong and happy testing.

posted about 11 years ago
#15 koth_torque (koth_torx REDUX!) in Map Discussion

koth_torque_a2 released!
https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_torque_a2.bsp.bz2

-New theme (jungle!)
-Tiny layout edits everywhere
-General Bug Fixes

ScreenshotS:

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00007.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00008.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00009.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00010.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00011.jpg

Get it here or in the OP! Feel free to test!

posted about 11 years ago
#73 cp_edifice in Map Discussion

It was indeed intentional, if you look through the old versions you can see that in an earlier version I had it clipped off. I figured it would make a decent hiding spot and a place for people to check before pushing in. If it ends up being too strong/overpowered, though, I can easily remove it.

posted about 11 years ago
#67 cp_edifice in Map Discussion
CygnastyNot sure if this has been asked already, but if we could get this map tested with the UGC testing team, would you be willing to implement some changes for HL balance?

Possibly.
If the changes interfere with balance I've specifically designed for 6s, then most likely no (or I make a separate version for HL if the changes are that drastic).

In general, though, any testing is good testing and if it would be tested with the UGC league I'd be willing to look at feedback and criticism provided. If an issue is brought up, I'd bring up the issue during a 6s test so I can make sure the map is consistent between 6s and 9s. I'm more interested in making this a 6s map, though, so I'm not too concerned with problems specific to highlander (for now).

posted about 11 years ago
#6 koth_torque (koth_torx REDUX!) in Map Discussion

A1A released. Hopefully this is gunna be tested in New Map PUGs so that'll be cool.
Download - https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_torque_a1a.bsp.bz2

Screenshots:

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-12_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-12_00003.jpg

posted about 11 years ago
#3 koth_torque (koth_torx REDUX!) in Map Discussion
tehh4ck3rI think you should focus on edifice more for now since that's more likely to be used in the upcoming season

yeah, this is just an on-and-off project for the times when I have no tests/test feedback for Edifice. I'll be working on that more than this one but since I just got permission to make this from the original creator I thought I'd post and see if anyone remembers Torx.

posted about 11 years ago
#1 koth_torque (koth_torx REDUX!) in Map Discussion

Hello everyone,
I'm proud to announce that after a nice chat with the original creator of the well-liked alpha KOTH map koth_torx (http://forums.tf2maps.net/showthread.php?t=16820) that I'm adopting it and turning it into my own creation.

KOTH_CANOPY

CURRENT VERSION: B3A: https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_canopy_b3a.bsp.bz2

koth_canopy, as it's now called, will take the best ideas from Torx and place them into what I hope will end up being a decently nice KOTH map.

I'll be working on this map alongside Edifice over the next few months to hopefully get it up to standards. Until then, I hope whoever remembers the old one will appreciate the return of Torx (even if it's grown up a little) and I hope the testing goes well.

Screenshots:

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00003.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00007.jpg

https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-06-08_00002.jpg

posted about 11 years ago
#125 ESEA S14 Map Discussion in TF2 General Discussion
TurinI'm not saying the map was poorly designed whatsoever (I actually like it), but everyone's complaints of G-Pit will apply to any A/D in that a med pick will always cause a lost round.

Hopefully that won't be as much of an issue in Edifice as A will not be capped instantly once the round starts (per usual on GPit), leading to multiple pushes being required to take both points (instead of one big push at B on GPit). This may give RED time to recover after one point is down, but as I said earlier, I can never be too sure.

posted about 11 years ago
#122 ESEA S14 Map Discussion in TF2 General Discussion
TurinGuys what makes you think edifice will cause less upsets than gravelpit?

We don't entirely know if it's better or worse than GPit yet, to be honest.
Upsets? I'm not sure, I don't think I'll ever be sure.
However, the biggest difference between the two is that I've designed Edifice with the competitive scene in mind while GPit was simply adopted by it, without being actually designed in the correct way.
Edifice is made in such a way that defenses on both A and B are viable, the iron man defense is much more viable, and B does not have a huge advantage to defend over A.
If it's going to be in any subsequent season, though, I suspect it *will* need serious testing otherwise some things are going to slip pass screening and make teams mad because they weren't fixed (due to no tests).

posted about 11 years ago
#21 ESEA S14 Map Discussion in TF2 General Discussion

hey you know guys if you want to get another stopwatch map in the next season (or heaven forbid replace gpit) you should probably test edifice
I've got all the time in the world to update it massively before the next season if I could actually get it tested

posted about 11 years ago
#5 Need teams to SERIOUSLY test new maps in TF2 General Discussion

Also, if you're scrimming or testing Edifice in any way, please feel free to leave feedback in its thread (http://teamfortress.tv/forum/thread/5542-cp-edifice) as the layout is not final until we say it is! I'll be constantly updating the map as time progresses to hopefully make it ready for whatever comes its way.

posted about 11 years ago
#59 cp_edifice in Map Discussion

Hot off the press, and quickly made at that...
Edifice B3 (Test 1, there are two test versions, second coming later...)

DOWNLOAD: http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b3_test1.bsp.bz2

Changelog (so far, this isn't final B3!!)
- Prop detailing in many places
- Streamlined detailing in general
- Flattened roof at B
- Added clip ramp to window at B
- Eliminated many holes that rockets or sightlines could head through
- Trimmed down on sightlines on B
- Removed ramp to upper connector lobby
- Removed ammo around upper connector lobby
- Moved ammo on C point to behind the point
- Made two small ammo packs on A and B medium to encourage sentry setups
- Clipped a lot
- Blockbulleted a lot of lips to prevent wonky rocket and blast registration
- Tiny technical changes
- Fog editing
- Texture editing
- Custom prop replacement and optimization
- A few little extras to spice up the map a bit

Screenshots of the near-completed detailing:

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00005.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00006.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00007.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00008.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00010.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00009.jpg

posted about 11 years ago
#58 cp_edifice in Map Discussion

doing it for b3 along with many other things
proof:

http://dl.dropbox.com/u/84556731/cp_edifice/mm.png

posted about 11 years ago
#56 cp_edifice in Map Discussion

b2 released

http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b2.bsp.bz2

changelog coming soon

hopefully everything works alright b/c I rushed this out the door

(if it doesn't work you guys can use b1d)

posted about 11 years ago
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