Phi
Account Details
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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#32 cp_edifice in Map Discussion

Too bad, I'm texturing it anyway!
WIP Screenshots of Alpha 9 -

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00001.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00002.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00004.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00005.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00006.jpg

I'll be releasing A9 once I make sure everything works properly. Thanks for the support!

posted about 11 years ago
#27 cp_edifice in Map Discussion

also fair warning: there's a few errors in a8 that I'm going to be addressing soon. Minor exploits but exploits nonetheless. The map works well otherwise, feel free to test.

posted about 11 years ago
#26 cp_edifice in Map Discussion

WHOA, I did something! A8 released!
http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a8.bsp.bz2

Changelog:
- Added dropdown from the A+B>C connector high ground to low ground
- Removed wall from upper connector
- Added jumproute to C from ground
- Removed easy demospam spot up to C and made it a bit harder to do so
- Detailed a bit around C
- Fixed some clipping errors
- Properly built cubemaps
- Added cover to A
- Widened area behind A to facilitate movement
- Added more metal on the ibeams around A
- Clipped B a little
- Added props in places that are inaccessible to make it look like they actually aren’t accessible
- Dev pass on all buildings, preparing for major detail pass in coming versions
- Removed many beams in connectors

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00011.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00010.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00009.jpg

Pic of the connector and its new dropdown:

http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00012.jpg

Thanks everyone for all the support and the few PUGs I got on this map were quite useful. Anything you may attempt on this map you should report to me so I can fix it up. Expect another minor detail pass in the next versions.

posted about 11 years ago
#45 New Map Pugs are returning! (again) in TF2 General Discussion

9PM EST, yes.
Looking forward to testing edifice again and this time hopefully I can get in mumble so I can get live feedback. Good luck with the tests.

posted about 11 years ago
#19 cp_edifice in Map Discussion

Alpha 7 released. Get it here or in the OP: http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a7.bsp.bz2

Changelog:
- Moved the C>B entrance left to the side of the point preventing direct spam
- Nerfed sightlines a lot
- Enlongated spawn times for BLU everywhere.
- Changed health pack positions and added lots of new medpack spawns
- Detailed around C a lot and in the OoB areas around A and B
- Added easier way to access C as RED team from spawn
- Clipped judiciously, especially on the connectors
- Deleted many pillars and nerfed many sticky positions
- Fixed areas where soldiers could hide on the cliffs
- Added better skybox and areaportal loading, preventing the insides of buildings from being seen in the air
- Made setup gates non-see-through
- Removed the invisible roof clipping in the BLU spawn enabling jumpers to have fun there
- Added protection and bettered the holding position for BLU setting up before C in the A>C connector
- Edited the walkways around B a bit
- Made jumping up the dropdown at C quite a bit easier (effectively functions as another route up)

Screenshots:

http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00001.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00002.jpg

http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00003.jpg

posted about 11 years ago
#17 cp_edifice in Map Discussion

Hi everyone,
Thanks for all the positive feedback! I'll be sure to consider all the criticism given and take note of it for the coming versions.
Thank you Mangachu for providing these useful streams of my map, so far that's been my #1 source of feedback and it's incredibly useful.

In terms of versions, A7 is on the way with fixes for most if not all of the offending issues, addressing sightlines, spawn times, and health pack placement.

If anyone has any other suggestions feel free to post them here so I can get them into A7. Thanks for the support and I'll be sure to release A7 soon.

posted about 11 years ago
#1 cp_edifice in Map Discussion

cp_edifice_rc1

A 3CP A/D Gravelpit-style map made to combat some of the problems Gravelpit had. This map is designed so defenses on either point are viable and ironman style defenses are a heavy possibility. Designed for 6s and Highlander.

Current Version: RC1

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_rc1.bsp.bz2

I've worked with quite a few members of the community to get this far and I'd appreciate any feedback/criticism/PUGs any of you may attempt upon this map. Cheers!

Screenshots:

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00003.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00005.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00006.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00007.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00008.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00009.jpg

posted about 11 years ago
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