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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#511 cp_sunshine (5CP) in Map Discussion

yo! been talking to a lot of people about what they think should be done about last and I'm gonna be doing pretty much exactly what you're saying, sideshow:
removing double door and making it into a single door choke, slightly wider, pushing it back a tad to open space up without extending sightlines.. & actually making it so all the sightlines on shutter don't exist anymore, removing box, extending gap under fence a little. one thing that some people might not unanimously approve on is that I'm removing secret, but in my eyes and in the eyes of many others it was just a dumb spot where a sentry could be put and not much else. optimization is also going to improve as well. the teleporter bug is gone for rc8, clipping all over has been smoothed out as much as possible, and various bits of visual clutter are being removed.

there are tons of other minor changes too, like one-way spawn windows and differently oriented spawn doors ( | | instead of _ _ ) and they're all coming for rc8. test versions are being distributed locally, hmu on steam if you want one to run around in.

I am aiming for rc8 to be *essentially* final, but reserving the "_final" name for what the future may hold. could be a little brash to hope for that, but there is always a possibility that an rc9 may happen due to anything that could need fixing; although I feel like this version may be the last big update. this has been an amazing journey, don't hesitate to leave any and all feedback for me so I can fix things as much as possible before release. I'm very happy with how the map has turned out and I hope you all will be too. Cheers!

posted about 9 years ago
#75 The Gun Mettle Update in TF2 General Discussion

to everyone who hates these skins: you realize that some of the money used to buy the passes will be distributed to community mappers, right? it's a plus for all of us. the skins look rad.

"A portion of the sales from Campaign Passes will go towards our hardworking TF2 community mapmakers."

also the weapon balances are so much to take in, it's incredible

posted about 9 years ago
#18 The Gun Mettle Update in TF2 General Discussion

snowplow is official now nice way to cave in to peer pressure valve :^)

posted about 9 years ago
#5 Weird texture bug? in Q/A Help
yttriumalmost guaranteed to be a bug similar to sv_pure 2 preloading. Nothing you can do about it, probably. Any workarounds would likely involve using default textures everywhere but pls no.

gross.

weird to think it happens like that in gully though (is it the same bug? is it different? idk) because gully is all stock/default textures. i think the sv_pure 2 thing is the same mechanism that sometimes causes the custom props to turn into wireframes...? idk much about how all of that work, wish it was fixed so ppl didn't always come complaining to me about this problem that seemingly can't be fixed

posted about 9 years ago
#3 Weird texture bug? in Q/A Help

i wish i knew the mechanism that made this happen so i could put together some sort of solution to fix it in sunshine

as far as i'm aware it's a bug with the game or engine and has nothing to do with the maps *specifically*? although i could be wrong.

posted about 9 years ago
#20 New-New Map Pugs? in TF2 General Discussion

I'll be there, dunno if I'm good enough to play with others who show up but I'll at least be able to give/listen to feedback. Excited to play (or watch) logjam again, haven't played that map in forever.

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

I found the issue. It will be fixed for RC8. Apparently it's a as-of-before-now undocumented engine bug.

posted about 9 years ago
#496 cp_sunshine (5CP) in Map Discussion
FrozyI posted this reply on etf2l first but this thread seems more active so...

After seeing this video from sideshow (http://plays.tv/video/55805fbde61116fed1) i tried putting a teleporter myself there and it did the same thing. It seems like the whole like area doesn’t work for a teleporter since whenever somebody enters it the exit just destroys itself.

Tried it on both sides and the exit still exploded too.

I have absolutely no idea why that's happening. That was in no way on purpose and if it's a glitch with the engine, it's one I've never encountered before. If anyone could clue me in to why that's happening (especially in some of those areas that should absolutely have enough space to tele through) please do. I'm going to have to try to dig around for an answer.

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

Sadly I can't update OP as it's not my account but here's B2:

cp_harbour_b2

Download: https://dl.dropboxusercontent.com/u/84556731/HARBOUR/cp_harbour_b2.bsp.bz2

And a link to its workshop page as well: http://steamcommunity.com/sharedfiles/filedetails/?id=460890893

It might not be stupendously better, and it still has flaws, but I'm expecting the map to flow better overall. Second and mid have had some pretty big (and TENTATIVE!!!) changes to them, all of which can and probably will be edited and changed in the future. Have an open mind while giving feedback. There are bound to be a few glitches and bugs this version, just calmly present them to me and I'll sort them out. Thanks!

changelog:
removed water, added a valley on second
added a bit of raised ground over second
changed area in front of left choke
various touchups on second
added stairs on last
edited multiple stairs on last from 1:1 to 2:3
changed mid a bit
opened up paths in buildings on mid

Screenshots:

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-14_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00005.jpg

posted about 9 years ago
#487 cp_sunshine (5CP) in Map Discussion
SideshowOnce you play the map more than 3 times it's painfully obvious where you can and can't go. I don't think it needs changes. HOWEVER THE SNIPER SIGHTLINES FROM LAST YOU CREATED WITH THE MOST RECENT UPDATE....

All sightlines mentioned in this thread with references to where they point (for example: the ones Mangachu posted) are and will be fixed for RC8/next version. I realize that these are not the funnest thing to play with on RC7 but rest assured they're going to be removed/fixed next update.

The only pair of those inlet clipping spots I am planning to fix are the two on choke, since sticky traps in them are pretty much invisible to players pushing in. The rest, not so much of a big deal. Market isn't as bad as you'd think, most new players to the map learn you can't get up there pretty instantaneously - even in pubs.

Remember to post pictures of any sightline/issue that has not yet been mentioned in this thread. I'm not perfect, I can't predict everything that's currently wrong with the map (although I sure am trying).

posted about 9 years ago
#108 cp_edifice in Map Discussion

Edifice is up on the workshop, for everyone who wanted me to continue working on the map - this is a good sign for you.

http://steamcommunity.com/sharedfiles/filedetails/?id=454774252

People seem to like it more than I remember they did. Upvotes/favorites/subs are appreciated dearly. <3

posted about 9 years ago
#14 TF2 update for 6/2/15 in TF2 General Discussion

HEY LOOK ITS SUNSHINE //shameless plug

http://steamcommunity.com/workshop/filedetails/?id=454138250

upvotes, favs & subscribes are 100% cool!!! Thanks so much!!

posted about 9 years ago
#477 cp_sunshine (5CP) in Map Discussion
TwiggyThe map is still over 100 MB, and there's still plenty of roofs/props/architecture that are no clipped that we can't stand on. I understand you want to make it pretty, but this bugs me a bit..

I think the last changes will be good also.

Filesize optimization is definitely a good chunk of what I'm going to do for RC8. Lots of lightmap stuff and hopefully taking out most of the custom textures/props that aren't mine and replace them with stock ones.

A good deal of those clipped things are for detail, yes, and I don't think they're an issue - anyone who spends a couple minutes on the map will learn what's clipped and what's not. If there's any particular spot that really looks like it should be walkable (but isn't), feel free to post screenshots here and I'll see what I can do.

posted about 9 years ago
#475 cp_sunshine (5CP) in Map Discussion
STOGEJust my 2 cents, but I think the last is a tad too sniper dominant. You can literally have a sniper lockdown an entire area from spawn, and if he missed he can always just switch back to his class almost instantly.

Could be countered by simply rotating the spawn doors like 90 degrees so they face the point I reckon, but hey I'm no map maker, just a thought from recent scrims.

Sounds good to me! Glad to hear other people are having the same thoughts. That's definitely one change I'm most likely going to make for next version, as well as a few other things on last to make sniper less powerful. I know of most of the sightlines everyone is talking about so I'll definitely be doing something about it! No worries, thanks for posting about this!

posted about 9 years ago
#470 cp_sunshine (5CP) in Map Discussion
yttriumPhiSorry for the RC6 mess, just went straight to RC7 so as to not add too much more to the confusion.Damn, I'm sorry you had to go through something like that. I've had similar issues in the past and I know how much of a pain it can be.

Do you know if you fixed up any lighting issues in RC6/7 that could have caused what I mentioned earlier about SFM?

Have you tried rebuilding cubemaps in-game in SFM? I would have no idea if that would fix the problem, but it could be a possible solution.

posted about 9 years ago
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