a couple crosshairs and santa hats
hopefully some people's LAN memories
Account Details | |
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SteamID64 | 76561198108250545 |
SteamID3 | [U:1:147984817] |
SteamID32 | STEAM_0:1:73992408 |
Country | Belgium |
Signed Up | May 3, 2015 |
Last Posted | November 16, 2024 at 10:00 AM |
Posts | 1662 (0.5 per day) |
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In-game Sensitivity | 30cm/360? changes |
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Raw Input | 1 |
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traced it as VTF. didn't test in-game though let me know if something's off and I'll reupload a fixed version
https://i.imgur.com/eRdUfgN.png
shadow, no shadow, normal cfg.tf seeker for comparison. VTF files are white ( magenta here for comparison)
tob_RaysSeeker and tob_RaysSeeker_shadow
only has the VTF, instructions for making the VMT can be found in the github root (very easy)
Beautiful cat. Know you gave her a good life
Lost my girl 2 weeks ago. She was 12 years old but probably suffered from a medical condition
https://pbs.twimg.com/media/EdOeuW7WAAAx-GQ?format=jpg&name=large
user2740https://i.imgur.com/5bt58Vg.png
they're on github now
this is a full ramble as I run around the map without prior knowledge. Just looking at flanks and angles. I say some wrong/dumb suggestions though I correct myself for the majority of things I realised are wrong
https://www.youtube.com/watch?v=PVqxrwQ_MiA
Just so you can understand most of my feedback. my general philosophy for map design is:
- defenders should have some high ground
- flanks should favor attackers (if defenders are not playing correctly at least)
- nothing should favor snipers. They have to put in the work
- scouts shouldn't have access to all high ground with just a winger
- soldiers should have the option to high bomb from both sides on mid and second
main things I remember:
Last
- last point right side (attacker POV) feels claustrophobic for pushing in. Widen the platform for the defenders there, moving the pillar with it to widen the thin right flank. This gives defenders a wider high ground to compensate for a smoother push by attackers. Could also give defenders a tiny hp there. Also smoothen the wall between pillar and lobby by removing the 2 small protruding walls and remove the low ceilings on that side
- main shutter has a strong sniper angle (attacker POV). Moving the pillar as mentioned above might solve part of the issue. You could also move the last point fence closer to the left which would split the sightline to the left shutter (basically attaching part of the fence to the left side high ground (attacker POV). Could split the fence in 2 fences to keep it open to walk to point from left side low ground if this blocks it (didn't check)
- (defender POV) strong sniper angle at spawn to top right lobby. Basically a free shot + class swap each time. Unsure how to solve atm but if you're already considering moving things around on last maybe you'll find a good solution there
Lobby
- Looks fine. Could maybe use a tiny pack at medium ammo and tiny ammo at medium pack
Second
- Flanks should be harder to see from point/truck. A single player at truck can see all entrances very easily. In practise this matters less because your flank calls/watches too, but 1 combo scout shouldn't be able to see every possible soldier bomb
- Extend shutter/dropdown building at right flank (defender POV) to where it has to be peaked wider than the truck to watch it. Maybe move low ground medium hp out of sight of the defenders
- slope/window/door flank is quite claustrophobic. Should be wider all around (harder to defend, easier to push into)
Mid
- Left side push seems way stronger than right push because of high ground access and sightline
- I'd make it so scouts can't take the left high ground (attacker POV). The boxes are fine though the tower attached to it should be higher than a winger jump imo. This is just a personal opinion, but I believe not all high ground should be accessible to scouts easily. Can still boston basher up it during mid stalemate
- Basement pillar should be smaller than the pillar at the mid point above. Would make it more viable to push under as flank class
- The 2 above are mostly aimed at weakening the stronger left push. Didn't really look at how you could make right push stronger though it'd prob involve making the slope/doorway into right side mid wider and maybe a slope to walk up on the high ground from main
I'm always a fan of removing rng in a comp setting
Nerf the damage into oblivion to where it's actually a downgrade and I'd still prefer it over vanilla pistol
AdnurakWe're living in bad times, the whole world is kind of in the shitter right now and you're actively going out of your way to mess with somebody over something that's legit not a big deal in any way.
Why does that not also apply to Lyte harassing Cbc because of a videogame? Or are videogames a big deal now? Maybe I didn't get that notification in my emails
Tholeliterally everyone on classic mixup would have been banned according to these rules
Yes.
catbowcar
Should've just DM'd admins tbh. Still, good on you for calling him out. Doubt it's worth the shitstorm for doing it on TFTV though
Lyte's an adult. He should know better. Also idk why randoms suddenly think they have to defend him. He's perfectly capable of doing it himself if he'd care enough (hint: he cares less than you)
Nobody's going to change their minds because of this thread. Not Lyte, not Pugchamp admins, not catbowcar, not you, not me.
Racism bad. You're a weirdo if you think otherwise. Have a nice day
hipster_banyone know the particle effect used for the explosions in this? https://www.youtube.com/watch?v=mHgnjZzQKxw
didn't download to test but this seems to be alive link
you won't be able to get this regularly like you can w sapper explosion/pyro pool/muzzle flash
it's a custom particle that comes with the green overheal cross you can also see in the video
I remember bear and some others using it on pugchamp in the past so it works on some community servers
jorskiyou wouldnt say that to rambosaur
if talking to rambosaur at LAN counts as "encountering" a good engi main then I guess I've seen a good engi main before :)
frootspamfest - NA engi main that later played invite scout
Was actually thinking about exceptions like spamfest when writing this. Spamfest's a beast. And one of few exceptions. Only one I could think of off the top of my head
I should've clarified I meant it as "I've never encountered one". Sorry!
Then again it's supposed to be an unpopular opinion
I'm glad spamfest got to show off his potential by playing a class with actual impact
I've never seen an engineer main with okay game sense or DM after almost 8 years of TF2.
Probably a combination of how braindead most engi mains are + how little impact the class has even if they're good.
Many of the best engi players throughout TF2's lifespan have been HL players who play other classes.
They get put on the class because there are more HL teams than there are okay engineer mains to fill the slots.