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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#210 cp_reckoner (5CP) in Map Discussion

cp_reckoner_rc3

HYPE. Let's go.

Download RC3!

As always, if there are bugs please let me know ASAP and I will release an RC3A.

CHANGELOG: (this is where it gets good)

• **FIXED BUG PRESENT ON RED LAST SPAWN DOORS**.
• Remade toxic's choke into mid completely – this includes repositioning the entrance and the adjacent forward spawn. A brand new open-choke design is now present, alongside much nicer opportunities for jumps into mid and on crates from the new room.
• **MID IS NOW ON TOP OF THE BRIDGE.** Mid is no longer on the low ground. NOTE: This is not a change which is set in stone – I am testing out the idea to see if it encourages a more enjoyable playstyle on mid, alongside the new open choke.
• Widened main choke into mid from cargo.
• Crates on mid are now double-stacked to give better ground for soldiers, both on offence and defence. Scouts will now have a harder time getting onto crates, although there is a single lip that will allow them to jump up slowly. I can remove that lip if it proves still too good for scouts.
• ALL forward spawn doors are now non-windowed.
• Entrance from toxic to second has been enlarged.
• High ground in front of forward spawn on second is now jumpers-only.
• Upper door from lobby into second is a bit larger. Making it any larger than it is now will require a portion of lobby to be completely remade – will only undertake that if absolutely necessary.
• Cover entering from toxic is now much nicer for people attacking second, no sightline from upper lobby exit.
• Widened one of the doorframes from cargo to second slightly.
• Mast supports on mid are now angled differently to make double rocket jumping off them easier from the bridge-area: try it!

**Currently the entrances from mid to the second point are the most tentative areas of the map. I would like to see how these changes affect the map flow before going on an expedition to remake them – as it will require a lot of work to move them around. The optimisation here is pretty tight.

https://tf2maps.net/attachments/20171129115602_1-jpg.67658/

posted about 7 years ago
#209 cp_reckoner (5CP) in Map Discussion

Goodness, it's been 4 months since I last posted in here? Time really does fly when you're busy. Moving has been a hell of a chore and consumed a lot of what used to be my mapping time, but rest assured Reckoner RC3 is being worked on. Expect it out within the next two weeks (most likely).

I vaguely remember someone giving me a large document with prem feedback for Reckoner but I seem to have misplaced that. I PM'd a few people but I'm not sure if I PM'd the correct one - if you're who gave me that, please message me on steam or post it here! EDIT: Found it!

Thanks for the support. Hope y'all have fun with the new Jungle update, too.

- phi

posted about 7 years ago
#89 cp_cardinal (5CP) in Map Discussion

Apologies for how much time this version has taken. I'm moving to the UK in August so my life has been very busy lately! Let me know if there are any problems.

cp_cardinal_b3

Download

Changelog:
• Connected café/fishery/house with arch, will result in less wrapping and hopefully a general feeling of a smaller area
• Added pill to second balcony from fishery to support soldiers bombing and scout boston basher movement
• Shifted health around the arch area due to new path
• Fiddled with clipping around arch
• Generally started de-cluttering the map as a whole
• Removed lip clipping on various tiny fences
• Made lampposts on arch nonsolid, roamers beware
• Removed clutter ledge on ground of second
• Closed off room below second
• Centred map on 0,0 to make DM spawns much easier to format

posted about 7 years ago
#21 Water in competitive maps in TF2 General Discussion
sendPhido you know what version of process had the water?

I don't recall which was the last version before it was removed - it was present throughout the beta versions, I can confirm that at least b4 had water on second. Could have went on for more versions than that but I don't remember and it's not a good hour to go sifting through it all

posted about 7 years ago
#19 Water in competitive maps in TF2 General Discussion

One of the biggest problem with water in Source is that it negates all fall damage, even if it's only an inch deep. I imagine that was a reason for its removal from Process second, and a reason why it rarely finds decent spots in other maps. The longer jumping is interesting, but the complete lack of fall damage from even the highest of heights can lead to some off gameplay - especially if placed around areas that have >256u natural drops. It could be a unique mechanic, if it was in a spot which purely benefited from said use, but in general it just leads to annoyance more than anything.

addendum: height is a unique incentive for gameplay in tf2 and the 256-unit fall damage cutoff is essential for a good handful of game mechanics that wouldn't be possible otherwise. it's very powerful to have 256+ unit advantage over someone, fall damage is one of the game's natural ways to confront that. want no fall damage naturally? don't use 256+ unit drops. even if water isn't used around said drops, it still negates soldier/demoman fall damage from blast jumping - which, while not 100% bad in theory, can lead to unexpected consequences.

Deep (swimmable) water has no place in competitive TF2.

As far as I am aware cheap water does not impact framerates in TF2 at any significant level when used correctly by the mapper. Expensive water is something else entirely and should be used with caution in competitive maps (including in purely aesthetic detailing). Improper use of water in Source (especially through interactions with entities) can lead to framerate issues; but generally speaking, if you know what you're doing cheap water can be used to little harm - and expensive water isn't impossible to use responsibly.

posted about 7 years ago
#205 cp_reckoner (5CP) in Map Discussion

well that's a bit of a strange bug! Probably just due to improperly aligned spawnroom entities of some kind... I'm not sure if it merits a completely new version, but, I'll have it fixed and a version ready in case the league admins want one. Thanks for bringing it to my attention.

posted about 7 years ago
#15 Why does everyone hate reckoner? in TF2 General Discussion

I'm not gonna put much response into this thread (sorry!) but mid did get a good bit of changing in RC2. Not a complete overhaul, but enough to change lines-of-sight and how it'd feel playing it. I acknowledge the mid-second transition is a bit wobbly right now + some heavy analysis from people comfortable with picking it apart would be useful.

(i also hope people aren't bandwagoning too hard on 'hating' it but i understand not liking a map-in-progress as much as finished-level maps)

posted about 7 years ago
#198 cp_reckoner (5CP) in Map Discussion

cp_reckoner_rc2

DOWNLOAD RC2

Changelog:
• Heavily reduced size of shack in all axes (exposed a few key lines of sight while still keeping some additional cover that did not exist without them)
• Bent shack roof
• Added metal ramp from side-of-mid up to bridge again! It's wider than it used to be, as well.
• Shortened length of side-mid angled jut-out by 64?-ish units, a bit more point space now
• Shortened metal entryway from cargo (why haven't I done this already? it's like free space on mid)
• Expanded space within stairwell to under mid by 16u
• Added transparent grate hole to the centre of mid bridge – not as much visibility as a fully transparent bridge, but not as opaque as a fully covered one.
• Removed a couple problem detail brushes around shack that could catch players
• Adjusted clipping around single crates to provide easier crouch jump on top of them
• Closed up diagonal fence near forklift – harder to use it to get free visibility on tunnels
• Removed boxes on mid bridge entirely

https://tf2maps.net/attachments/20170402130718_1-jpg.46007/

https://tf2maps.net/attachments/20170402130725_1-jpg.46008/

posted about 7 years ago
#7 Map Help. in TF2 General Discussion

Here I was thinking to myself "man, de_inferno is such a daring and exciting choice of map to replace Sunshine with!" smh, ESEA

posted about 7 years ago
#20 ETF2L S26 UBR1: Se7en vs. Lowpander in Matches

A L L E

posted about 7 years ago
#197 cp_reckoner (5CP) in Map Discussion

Just so everyone is aware, reckoner is getting an RC2 update very soon, since its weeks are over in ETF2L and OzFortress. I will be contacting admins of the respective leagues to organise how it will impact playoffs. EDIT: I will not be updating the map until after playoffs, so as to not introduce unfamiliar elements into important matches. Managers of pug systems who run Reckoner, be ready for RC2 in the coming weeks.

Major changes, almost exclusively to mid:
• Heavily reduced size of shack in all axes (exposed a few key lines of sight while still keeping some additional cover that did not exist without them)
• Re-added metal ramp from side-of-mid up to bridge again, and it is wider than it was in beta
• Shortened length of the angled jut-out on mid grass by 64?-ish units, a tad more point space now
• Shortened metal entryway from cargo, there is much more space on right concrete now
• Expanded space within stairwell to under mid by 16u
• Added transparent grate hole to the centre of mid bridge – not as much visibility as a fully transparent bridge, but not as opaque as a fully covered one
• Removed a couple problem detail brushes around shack that could catch players

posted about 7 years ago
#31 Would you be in favor of a map rotation revamp? in Map Discussion

fyi: reckoner is getting an rc2 update very soon with its mid being worked on, hopefully will be the best it's been - it's had a bunch of play in EU and got a lot of feedback already so it's gonna be pretty strong, i know it's kinda the runt of the EU litter right now but it's growing a lot

cardinal is ready for anyone to give it feedback/test some more and is wholly ready for a b3 update whenever it needs, although i don't know if it's ready to go in a rotation yet

bagel is awesome + it's not my project but i'd love to see it in a rotation, replacing granary maybe

i'm all up for being contacted in any method to get feedback or whatnot, if i can provide strong enough maps to help the rotation that would be swell.

posted about 7 years ago
#88 cp_cardinal (5CP) in Map Discussion

Alright.

Working on a beta 3 now - if anyone has any more feedback, especially heavier stuff from the map cup, I'd love to hear it now so as to fix it up for b3 (Reckoner is also getting an update soon, if anyone wants to head over to that thread and feedback there too). I will integrate all prior feedback into Cardinal b3 and it'll get a big polishing-up.

For anyone writing programs relying on coordinates, aka DM spawns or anything similar, I will be centring the map on 0,0 come beta 3. So your job will be much easier.

Cheers, thank you for the positive reception.

posted about 7 years ago
#97 Mapchamp by Champ.gg in TF2 General Discussion

(wrong thread, sry)

posted about 7 years ago
#82 cp_cardinal (5CP) in Map Discussion

cp_cardinal_b2

Download beta 2 here!

- Added full 3dsky (still a couple things to edit/polish up but it's there!)
- Lit map as a whole better
- Clipped various problem spots
- Edited displacements throughout the map
- I forgot to fix the lamppost. Rest assured that's coming in the next version.

Generally, this update is heavily visual, for players and casters alike. Gameplay changes will come after the New Map Cup and various tests for beta 3. If there are any problems with clipping, any missing content/textures, or any unintended exploits, let me know ASAP.

Looking forward to seeing this played in the New Map Cup!

Screenshots:

https://tf2maps.net/attachments/20170221171529_1-jpg.43786/

https://tf2maps.net/attachments/20170221171541_1-jpg.43787/

https://tf2maps.net/attachments/20170221171502_1-jpg.43788/

https://tf2maps.net/attachments/20170221171547_1-jpg.43789/

https://tf2maps.net/attachments/20170221171558_1-jpg.43790/

https://tf2maps.net/attachments/20170221171608_1-jpg.43791/

https://tf2maps.net/attachments/20170221171515_1-jpg.43792/

posted about 7 years ago
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