ScorpioUprising
Account Details
SteamID64 76561197977081885
SteamID3 [U:1:16816157]
SteamID32 STEAM_0:1:8408078
Country United States
Signed Up September 4, 2012
Last Posted December 3, 2017 at 7:38 PM
Posts 320 (0.1 per day)
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#10 koth_airfield in Map Discussion
BerethFeedback!

1) That first sightline is definitely something to consider, I'm not sure how to adjust for it yet though. I could move the rock pillar back around I guess, but right now its blocking a sniper sightline from the area around the point to the upper and lower doors, so if I move it back towards the fence/gully area that sightline becomes exposed.

2) The handrail was supposed to indicate that that was blocked off, but I guess it may not have done enough. Throwing some more props up there, etc.

3) The jumping puzzle area is mostly so its hard for someone to flank a combo in that left most warehouse area, while at the same time giving the combo a quick exit if they need to switch push routes in hurry. Obviously, a simple ramp up to the vent would be easy to do, but I wanted to avoid it until I know how much that left push suffers from flank attacks.

4) Light was mostly to make the props not have ugly shadows. I'll probably end up putting a more secure blockage there so you know you can't get in.

posted about 11 years ago
#9 koth_airfield in Map Discussion
RuwinI LOVE SCORPIO

:O

posted about 11 years ago
#1 koth_airfield in Map Discussion

I got bored, so I made a map. I'm trying to broaden my style a bit, so I've primarily been playtesting with pubbers, but hey, its koth so if it plays well in competitive formats sweeeet bonus.

Airfield is a pretty standard take on Koth, viaduct and all that jazz. Its got a slightly different layout as far as connections to the main combat area, but it should feel fairly familiar.

Give it try, feedback plz and thx u.

Screens:

https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_1.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_2.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_3.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_4.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_5.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_6.jpg

Download:

https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7.bsp

posted about 11 years ago
#8 Absolutely gigantic Bioshock 2 update in Other Games

Minerva's Den hereeeeee i comeeee.

posted about 11 years ago
#8 cp_process's blu last... in TF2 General Discussion

Unfortunately, had to take Tim out for the official version of process :(

Valve b no fun zone.

posted about 11 years ago
#16 What Makes a Competitive Map? in Map Discussion
grapealso do not put large warehouses in between every single control point

that's what scorpio did on ashville and metalworks, and it's why they're so stalematey

if you're going to put distinctly separate space between control points make it a yard and not an enclosed space

Source. Material.

posted about 11 years ago
#5 Newbie Mixes in Events
liasDo these really need a thread?

Its a scheduled event, so yes.

posted about 11 years ago
#68 ESEA S15 Unlocks in TF2 General Discussion
E-thugWhy allow buff banner? :(

You guys remember that one time the buff banner totally wrecked the metagame??

ME EITHER!!

posted about 11 years ago
#5 SUPER HOT in Other Games

That shit be super hot.

posted about 11 years ago
#24 koth_coalplant (koth_ash redux) in Map Discussion
DaggerGood and fun map. However, The sniper sight lines from these opposing choke points make it very hard to push. Adding a small fence on top of the wall where the red box is can cut back on the sight line. (bad picture, it looks like it eliminates the sight line completely but there is still much room on the left side of where i was standing)

http://i.imgur.com/TWxvyHf.jpg

Perfectly reasonable. I will be watching the sniper sight lines this season, and that seems like a great way to cut down on them.

posted about 11 years ago
#4 Kaidus Older in TF2 General Discussion

I'm replaying FF7 right now, I lost it when the music started.

NSA OUT TO GET MEEEEEE

posted about 11 years ago
#23 Badlands in Map Discussion
Scarab#16 Yes you have a solid point, but defending badlands last seems like the chances are slim that you actually have a chance.

#17 Yeah I have realised that my experience lacks quality input, but this is what it is like at lower levels. At least from what I've seen and played.

I feel like its very very important to recognize that lower level play does not determine the optimal nature of a map. If low level play dictated whether or not a map was good/bad, pubbers playing 2fort 24/7 would be nirvana.

Basically, the discussion you're trying to raise is based on misguided premises, judging something that your not actually equipped to judge, and asking for feedback and criticism from a community that has pretty much unanimously declared badlands to be better than any other map. As such, I'm not really sure where you expect this to go.

posted about 11 years ago
#17 Badlands in Map Discussion
Scarabkaidusare you highNo, could you explain why some of my points are wrong?
Appreciate the reply with valid reasons and not just rage btw.

This is a losing battle my friend. Badlands is THE quintessential competitive map. Nothing in the conceivable future will ever upset it, custom, valve or otherwise. To be frank, your criticisms seem to stem more from inexperience than from any ACTUAL problem associated with the map.

Kaidus isn't raging, he is asking a fairly simple question, because the gross misunderstanding which this thread has been founded on seems at odds with years of competitive player experience.

posted about 11 years ago
#33 Mapsmapsmapamspsmspamsp in Map Discussion

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc5.bsp

Revised version for this season of ESEA. No changes at middle or last.

Some very slight changes to second to try and make it easier to attack.

-Got rid of the platform on top of the fences, you can still stand on the fences themselves, but you can't just walk around up there without penalty.
-Removed an awning prop that could spam the first choke. Also removed a small ledge, but put a couple pipes there instead. You can still use the pipes for a scout jump from alley to choke, but you can't just sit there without eating spam.
-Adjusted size and location of first forward spawn. Should make sniper sightlines from spawndoor to choke impossible.

posted about 11 years ago
#18 koth_coalplant (koth_ash redux) in Map Discussion

Change of plans, b2 is the official version for this season. Fixed the cubemaps, changed some textures, and got rid of the lip above spawn.

https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b2.bsp

posted about 11 years ago
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