nowahiirc you can change the footstep sound of the texture using VTFedit. You will have to pack the new textures into the bsp aswell tho.
Oh right VTF edit, I forgot about that. I could make a custom texture in the future
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SteamID64 | 76561198932763170 |
SteamID3 | [U:1:972497442] |
SteamID32 | STEAM_0:0:486248721 |
Country | Philippines |
Signed Up | April 16, 2025 |
Last Posted | April 18, 2025 at 8:24 PM |
Posts | 5 (1.7 per day) |
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nowahiirc you can change the footstep sound of the texture using VTFedit. You will have to pack the new textures into the bsp aswell tho.
Oh right VTF edit, I forgot about that. I could make a custom texture in the future
capnnofapni would like it if you made it so that when youre running/jumping on the metal grate high ground at mid, it didnt trigger the clunky metal footstep sound. I think its fine in the transition areas, but on mid i could see it getting a little... grating hahahahaha
sadly don't know how to work around on that, that is just how the texture works in TF2
Update Release: B6A
mostly bug fixes and some smaller tweaks
- smooth clipping all doors
- more clips on other areas for a smoother flow
- patched some perch spots
- patched some hidden sticky spots
- adjusted some overlays and textures
- adjusted displacement on mid, and small adjustment of the displacement in 2nd
- subtle adjustments of geometry on some parts of the map
- other miscellaneous fixes and such
Thank you for the feedback Rents! appreciated it. yeah most of the clipping issues are oversight on my part thanks for pointing them out, I will eventually fix those perch spots and such and make things more smoother, and yeah some visual oddities i still need to fix to make it more polished. regarding arrow its intentional some areas have both red and blu because its where most of the traffic between teams as I noticed. although I will fix the missing overlay, thanks for pointing out that too.
As for the feedback on the layout I will take everything into consideration, although I will still need some data for it to be change but still thanks for mentioning the ins and outs. the layout was rather avant-garde so i was already expecting that there might be some issue since it was really experimental to begin with but still somewhat following the basic design process of other maps. lastly it havent been played in a serious 6v6 format it was mostly played in 12v12 looking on how it plays in an actual match so yeah raw data is needed but again I will take note of all of this information and adjusted accordingly if it was played in PUGs
if you may? can we discuss it further through discord if you want to (if not it's fine). my discord is simply named sitrulusmelon. thank you
Hello there, Introducing my Map CP_Gelid. It is inspired by several popular 5CP maps but with my own twist. the map is fairly open, has a lot of verticality/high ground and have a unique mid with it being double layer. feedback would be appreciated, and if players enjoyed it, it would be more appreciated.
currently in beta now, since it was first developed at December 16 of last year
TF2Maps Links: https://tf2maps.net/downloads/gelid.18647/
latest version: B6A (4/17/25)