What the community considers as 'cancerous offclassing' like building guns on 4th CP or even not showing up to mid when leading would be done much more often if this game had any significant money on the line. As Starkie said in the midst of all the shit plays involving gimmicky classes and items there are some things that stand out as effective.
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Rumor has it they will not fix the stickydet bug
StylaxHad a quick jump around.
I like the aesthetic of the map. Something I don't like is that there are a lot of areas that look like you should be able to jump on or over them, but you can't.
1000x this. Make it clear with actual walls where the players cannot go.
I'm sorry I couldn't help much :(
So whats messed up is only your cfg files? Do you use mastercoms' vpk? are your cfg files in custom/yourconfigfolder/cfg?
Can you try on another computer?
Can you try disabling steam cloud? (right click tf2 > properties > update)
already at the pub? Did you even leave it last night?
tron fortress was lit af
Back then there was other crews like boneyard putting out crazy edits, good times
CBTTwiggy- offer a good visibility to promote open space fighting : you want to avoid blind corridors where you turn a corner and face the entire team at close range)I'm going to have to disagree here. I quite like granary 2nd. Scout doesn't need to be the best class in literally every fight.
perfectly fine opinion. It's a trade off.
But notice how little badlands or granary are played in pugs/pubs compared to process/snake/gully. To me it could be because there are much more blind spots and as a result a bigger reliance on proper comms makes playing such maps harder/less fun in a laid back environment.
The best of both worlds could be things like the glass panel on gully last, or on reckoner. Gives you good visibility, but one that wants to see what's on the other side still has to expose to a flank
Also with gran 2nd and blind corners as a soldier you experience the dumbest shit in this game when you face a scout, direct him, do as much damage to yourself as you did to him, and die to one scattergun shot
What i'm gonna say has probably been said on cirlo's links already
First you have "technical" things :
- good performance
- preferably small file size (cough cough sunshine)
- good and consistent lighting : darkest example could be metalworks, brightest process
- NO INVISIBLE WALLS IN THE SKY REE IF YOU DONT WANT A PLAYER TO GO SOMEWHERE DONT PUT A SPACE OR A LEDGE (COUGH COUGH PHI)
Then you have layout things (5cp) :
- 2 to 3 paths between points
- no useless rooms or hiding areas : look at cp_croissant or bazilion for some bad examples with too many useless paths. Btw , I say that with 6s in mind. Obviously if you make a pub map those additionnal zones are cool
- no 500km long sightlines (cough fastlane)
- offer a good visibility to promote open space fighting : you want to avoid blind corridors where you turn a corner and face the entire team at close range)
Then more opinonated things :
- Each zone must offer one of the 3 fight classes a strength to play around. Ex : badlands spire : scouts already on top of it dominate, demo destroys everything on top of spire from below, soldiers have a lot of blind spots to play corners or get close/bomb
- Holding inside of last spawn should not be good (ex : snipers sniping from spawn and banny binding away)
- Last lobby zone should be made in such a way that pushing out is easy; bad examples include badlands or sunshine where the team holding the 4th cp has a huge positional advantage
- The map should offer options to break the mid/2nd stalemate. For example gullywash makes it easy for people at mid to get players in lower lobby, and sunshine gives good bombing routes to go deep into 2nd, badlands rewards taking control of resupply by allowing players to infiltrate, process lets you have a wide front from sewers to choke, etc.
Some koth specifics :
- Good visibility (very little blind spots on viaduct)
- Simple layout
- Options to flank the defenders ; notice on viaduct how flanking thru the connector/by doing wall jumps is easy, but the enemy team still knows you went behind
- Very wide chokes
- Sniper should not be able to see everything from a safe spot; it's fine to have him deny one or 2 accesses, but not all of them. For example on viaduct a sniper can see everything but cliff by playing on china and on top of house stairs, which is a rotation that takes 2 seconds
- scout must not be able to go anywhere on the CP area without touching the ground
- use flat ground to make soldier stronger(cannery), and displacements/props to make scout stronger (viaduct)
was it needed to make another thread in another (non-related) sub forum?
if your goal is to burn time before the 500 hours, you could play some mge, jump maps or deathmatch, to get used to fighting comp players / hone the important 6s mechanics.
nice to see nas boii + marten
You gotta bring it back next year for the one who didnt sign ;)
MakOnly thing i signed at lan was another mortgage to pay for shit overpriced food:D
But you got Doughy's big mac code
bleghfarecAWJhttps://drive.google.com/open?id=1kMAulnbQ-TPWhjFwwSs1MlqzInaKKJF7
https://i.imgur.com/Fds1EEj.png
find someone who looks at you the way jay looks at skeez <3