Hey, are the STV demos from i61 publicly available anywhere?
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SteamID64 | 76561198042494131 |
SteamID3 | [U:1:82228403] |
SteamID32 | STEAM_0:1:41114201 |
Country | United States |
Signed Up | December 28, 2016 |
Last Posted | September 22, 2025 at 12:39 PM |
Posts | 470 (0.1 per day) |
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When I was a child and went to baseball games with my father we would always sit in the upper level of the stadium. Every time we went, at some point I would develop the horrible fear that I would lose my self control and chuck my baseball glove over the balcony to hit some poor spectator in the lower level.
Some part of my brain always obsessed over visualizing how this scenario would play out.
This is fascinating stuff, thank you!
Really cool ideas, but from a game dev point of view this sounds like a nightmare to code properly.
As far as having particles linger in the air for a few seconds, I feel like this would be easily abused to deny soldiers bombing through chokes. Imagine a pyro sitting in a choke just shooting flames upwards for easy damage/(denial?) of anyone trying to jump through.
Lowpander to wipe the floor with lower seeded teams in groups due to the sheer tilt factor
TLR
Thanks for the feedback guys, I'll tone the slomo down next time I make something TF2 related. I've got some solid leftovers from this project so I'm thinking of making a somewhat shorter video over my winter break this year. If there's interest I'll do a democall as well to round out the frags.
How much do you want to bet that the creators have no idea that TF2 actually has a comp scene IRL
Hey TFTV,
I've spent the last couple months working on this fragmovie, hope you all enjoy it! :)
Special thanks to ikpure for giving me permission to use these demos, also shoutouts to Deer and pyxelize for helping me get caught up with new editing tools and features.
Much love to you all,
~Shears
Would like to see some cp_hoto mapchamp tbh, promising map
http://generated.inspirobot.me/055/aXm8480xjU.jpg WutFace
http://generated.inspirobot.me/058/aXm1935xjU.jpg relevant to the whole CNN thing
REM_TF2Please excuse me for hijacking this thread a little bit but this is sort of relevant to the original topic.
I've just come back to the game after a long break from TF2 and as a result, I'm even worse than I was before (played mid-ETF2L 6s and High in Highlander) and a lot of people won't even know me.
I was saddened to see that, my regular haunt, TF2Pickup is dead for now and mixchamp EU doesn't have any games running at all. As far as I know (please correct me if I'm wrong because I'd like to play vidya games), the only EU sites where you can play 6v6 games that aren't either dead or dying are Pugchamp EU and TF2center.
Pugchamp EU is a great site but the issue is it's a captain picking system. I sympathise completely with the captains on that site but it is depressing when you don't get picked for several games in a row and this does happen quite often. TF2center is aids, I don't think I really have to explain why.
My point is though is that I feel that it's difficult to get into some proper games of TF2 if you're a newer player or a player who is old/inexperienced like me and that is never good for a gaming scene as small as ours.
We wanna be doing everything we can to encourage new players into our community. I'd love to see another site that is all about providing a more realistic 6s (or HL) experience for people who are bored of the same old nonsense on TF2center but aren't good enough or well known enough to be picked on Pugchamp. This is what TF2Pickup used to do and now that it's not there, I really miss it.
Do you know about FACEiT's TF2 system?
I jumped around on b6 for a bit.
General feedback:
-I could be wrong, but this map seems longer than any map currently in the competitive rotation. There's probably a reason for comp 6s maps being generally around a certain length, but I couldn't tell you why. I speculate that it has to do with how fast respawning players can get back to an ongoing fight.
-If you want this map to make it into the competitive rotation, comparing it to cp_granary might be helpful, since I think this map is somewhat similar. A lot of people hate cp_granary for various reasons, with "too many tight choke points" being a major one, since it makes stalemates more common. For that reason, I might look into widening the entrance and/or removing the ceiling of 1 or 2 flank routes in total between last-2nd and 2nd-mid to allow for more fluid play/make sacrifice plays easier for both teams. The transition between 2nd-last seems especially chokey, since it's just the dropdown and 2 tiny doorways.
-I keep hitting my head on the ceiling arches on last and 2nd when jumping around; this might just be because I'm not used to having curved ceilings when jumping around comp tf2 maps and need to git gud. I would say keep them for now, but be sensitive to feedback.
-The cap area on the 2nd point is pretty big, bigger than most I've seen. Would need to see this in some sort of competitive play to give any judgement on whether that's good or bad though.
Edit: Made my formatting much easier to read
I don't see this edit posted here yet so
https://www.youtube.com/watch?v=1JnCxYd8EJI