BLoodSire...
This thread was worth it just to read that.
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SteamID64 | 76561198012730425 |
SteamID3 | [U:1:52464697] |
SteamID32 | STEAM_0:1:26232348 |
Country | United Kingdom |
Signed Up | August 21, 2013 |
Last Posted | December 21, 2016 at 5:06 PM |
Posts | 245 (0.1 per day) |
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BLoodSire...
This thread was worth it just to read that.
Depends on how you see the game, but the way I personally avoid getting upset is to remember "play to get better, not to win".
Also what class do you play and what div/skill level?
The menu background is cool. The really think text on the health, the small scorescreen and tiny text on the menu aren't.
Note to Linux users: rename the 7HUD folder to 7hud. Linux directories are case specific.
Pick what you like. If you can't decide, just pick a class and try it. Play a few pickups, or even a whole season, then move on.
Seriously, forget skill. A lot of top players get to div1/prem, then change classes and work their way up again. I played Medic/Pocket for years before rage quitting a few months back when I started getting above div5 and hating how the class played above div6. I changed to scout and I suck shit, but I've never been happier.
Should be the same. If it's 2.1 in TF2, set it to 2.1 in quake/warsow, assuming direct input and the mouse settings don't change.
A CFT map <3
Flag room's a bit gloomy and maze-like. Excited to see how this turns out.
Oh and before you complain about me not knowing the map, go wander around cp_yranarg_ozfortress or cp_sdnaldab_ozfortress (mirror maps of granary and badlands). You'll feel lost or even sick, but your eyes will be drawn to the exit, so you think "this isn't the exit I expected" rather than "wait, that wall used to be an exit, and visa versa". Also, see some of the dev commentary about the importance of lighting.
OK, just wandered around it again, and it's much clearer now that I ignore everything and run forward. I was going to blame the layout, but actually the layout's not to confusing. It's the lighting, props and textures that make me think "that way looks important", when really the way forward is a gloomy slope to the side of second that doesn't look like it leads to mid until you walk around it, or it's a gloomy side garage that looks like it's just a side room, but actually down those stairs and through that door is a wide entrance to 2nd. My eyes were drawn to the fake door and the small health, not the large door to the right.
- Snakewater syndrome! The map's too gloomy in the shadows. Looks great as a piece of atmospheric design, not great to play in. Metalworks has a similar problem.
- Related, 2nd is visually confusing, especially with all the similar shades of grey. Red side isn't quite as bad as blue side. My eyes don't get focussed to the exits, so they just look like uninteresting building corners, not the way out of this area and onto the next.
- Spawns have to point out onto the point. You've got a unique design here, where attackers in lobby and defenders in spawn can look over the point at one another. If you're worried about people not finding the door, just paint arrows on the floor, or put little signs just below the window.
All in all, you're not using the lighting and colouring to point my eyes in the right direction.
He's providing a download mirror for the latest version of your map.
Now, waste never had the most interesting mid, but I don't think replacing the under passage with the slope helps. It takes away much of what little geometry the area had, and removes an important path from one side of the map to the other.
The pipe feels really out of place, both in aesthetics and layout. The struts particularly. Also it's badly constructed, robbing half of my frames look along it, which is probably because I can see into it through the cracks.
The boxes on the crates are also out of place, and despite their model not being flush with the crate, the hitbox still is.
Edit: Oh, I like that the water is removed now, even if it makes all that pipework look a little out of place now. Time to re-work the under-path entirely?
Literally worse than saying "first!".
On topic: Pipe <3 Kinda wish you used the same props on granary to keep it up, it looks nicer. Also maybe the pipe should've gone the other way, at 90
That sounds like a "why not just making them the same?" comment. How useful would it be to be able to see between the back of lobby and the bottom of kitchen? Optimising makes me think "not that important", but that's just my opinion.
First things first, 6v6 or 9v9? How much of each do you play. Most of the community agree that badlands is, /by far/ the best TF2 6s map and the most important to know how to play well. Drilling your badlands play is easily one of the best places to start your new team around. But I know absolutely nothing about highlander and can indeed imagine it being cramped. (Though, you mentioned off-classing...)
Oh geez, yeah, skates.
And europop: Aqua, Sash, etc. At almost every birthday.
Edit: Oh and Sunday night shows like Robot Wars, Magician's Secrets and that gameshow set on those forts in the middle of the English channel that look like an offshore prison (though, was it in the English channel?)