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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#19 cp_harbour (5cp) in Map Discussion

http://forums.tf2maps.net/showthread.php?t=20749

This could be a contributing factor towards your un-registering stairs.
The Source engine calculates blast damage in an odd way and it's unavoidable in certain circumstances. You'll have to take that into account when designing your stairs (that's why a lot of maps, like Process for sure, use flat ramps instead of stairs to register rockets more efficiently).

posted about 11 years ago
#54 cp_edifice in Map Discussion

To be completely honest:
I don't think I've really taken anything from that doublemix at all, except for a few clipping errors and general technical bugs.
I'd like to see this map be seriously tested on instead of fooled around on.

I'm thankful to atmo for at least informing me this was happening, though. Will be interesting seeing any feedback I receive in the coming days.

posted about 11 years ago
#2 koth_ultiduotrainsaw! in Map Discussion

oh my god, I love you
I am not the only one who remembers this map

posted about 11 years ago
#15 cp_harbour (5cp) in Map Discussion

I can personally attest that this map is really fun. I'm not *too* sure how it would play in competitive play but I think it will do pretty well.

Good luck with any potential tests, and I'll be here watching as this map progresses.
Let's hope it goes somewhere good!

posted about 11 years ago
#50 cp_edifice in Map Discussion
Derpuschange the name pls.
:/

if you're going to propose something as crazy and outlandish as that, at LEAST provide reason for why. I personally think the name fits very well. An "edifice" is defined as "A building, especially one of imposing appearance or size; a large or massive structure." The map is exactly that.
An I'm surely not going to make another (insert name ending in -water). There's enough of those.

posted about 11 years ago
#48 cp_edifice in Map Discussion

B1D Released: http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b1d.bsp.bz2

Changelog:
- Fixed small clipping errors
- Made metal sheets solid
- Added small 3d skybox
- Minor technical upgrades

Please use this instead of B1A for any tests you might have. Thanks.

posted about 11 years ago
#47 cp_edifice in Map Discussion
Fog you can shoot through the sheet metal on a and c

I'm wondering how this wasn't caught earlier. I just noticed all the sheet metal props are set to nonsolid, meaning that projectiles can go through them. I'll definitely fix that for b2, thanks.

posted about 11 years ago
#45 cp_edifice in Map Discussion

I've been informed that there were some New Map PUGs held on this map the past weekend.
To anyone who was there: were there any large problems, inherent bugs, exploits, errors, or anything noticeable of the sort on the most recent version? I was not able to attend and any feedback that I can use to make a much-closer-to-finished B2 is gratefully accepted.
Thanks.

posted about 11 years ago
#42 cp_edifice in Map Discussion

Thanks.
Most of those hiding spots will be kept, thanks for informing everyone about them. I like having little spots that aren't too overpowered to hide in, gives the map character and places to check before pushing.
That "hole" is actually an unrendered texture, won't affect gameplay at all but I'll fix it for the next version.

EDIT: I think I understand now, those pink rectangles are toggled with some command that shows clip brushes. What's the command? It could be useful.

posted about 11 years ago
#40 cp_edifice in Map Discussion

B1A - http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b1a.bsp.bz2
Edited previous post as well so people don't go downloading the exploited version.
If it doesn't work just tell me and I'll make another version, but this one should work.

posted about 11 years ago
#39 cp_edifice in Map Discussion

Shoot, forgot that one exploit on top of C.
I'll fix that quickly and make a B1A, thanks.

posted about 11 years ago
#37 cp_edifice in Map Discussion

I wasn't originally planning for this, it just kinda happened, but...
B1(A) RELEASED! DOWNLOAD - http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b1a.bsp.bz2

Changelog:
- Humongous detail pass everywhere, fully detailed the map and all OoB areas
- Adjusted skybox locations a lot
- Optimized a bit
- Fixed minor technical errors
- Changed the A-B lobby around quite a bit
- Added cover to C
- Removed bridge straight to C in favor of a board leading to the base of C
- Added a bit of cover to B and some stuff in the unused portion
- Fixed a few exploitations
- Clipped a lot
- Changed a bit of func_details to func_lods to lower my waterindices count (86.3%!)
- Minor changes all around the map

SCREENSHOTS:

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00006.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00005.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00003.jpg

The #1 issue I am unsure about is framerate. I don't have any issue on my computer, I'm getting normal-good FPS rates, but I know a lot of comp players have crappy computers or something so I'd like to work for that.
If there isn't anything blatantly wrong with this I'd like to see it pugged and tested a bit so I can start refining gameplay.
Thanks for the support!

posted about 11 years ago
#36 cp_edifice in Map Discussion

Alright, so I've been thinking.
The upper connector between A+B+C is probably the most broken part of the map, there is a powerful hold spot there and I have been thinking of ways to make it less overpowered to defend upon.
I've created a list of possible options to take:
1. Remove the upper lobby entirely
2. Remove the boards and/or the pillar from upper lobby to C
3. Move the upper lobby around inside the connector to make it less powerful (have no idea how to do this really)
4. Instead of the boards straight to C, make a board going to the bottom of the spire instead of the top:

http://dl.dropbox.com/u/84556731/cp_edifice/edifice_a10test.png

Which option do you think would solve the problem the best without compromising defense or offense too much?

Additionally, I'd like any and all feedback anyone might have before I push this map into a10, as I'm preparing for a major detail pass and as such I'd like the gameplay to be streamlined as much as possible before I take the task on. If anyone could run pugs on a9 just to see what should be changed, I'd be forever in your debt. Thanks for all the feedback so far and I'll be sure to make it 10x better for a10.

posted about 11 years ago
#35 cp_edifice in Map Discussion

This map is going to be played in a tf2maps.net gameday today at 4:40-ish EST:
http://forums.tf2maps.net/showthread.php?t=20966
70.42.74.31:27015

It will be played alongside other maps like Pheesh's ctf_torch2.

It's not going to be, like, *organized* or anything, just a pub and if you want to check out the map this'd be a good time. I don't expect great feedback normally so if anyone experienced wants to check in and give me some useful stuff that'd be great.

posted about 11 years ago
#34 cp_edifice in Map Discussion

QUICK Release of Edifice A9!
Bigger, better, smexier - http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a9.bsp.bz2

Screenshots are above.

Changelog:
- Removed lip on dropdown
- Slight overall technical editing
- Unnoticable brush editing to prepare for a possible flank route to be created on B
- Major detail pass around C and the OoB areas around BLU Spawn
- Lots of little tiny things to make the map better overall

Get it here or in the OP!

posted about 11 years ago
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