thun you could have summoned graba and used vaccinator to piss your teammates off :(
Account Details | |
---|---|
SteamID64 | 76561197981944988 |
SteamID3 | [U:1:21679260] |
SteamID32 | STEAM_0:0:10839630 |
Country | Tonga |
Signed Up | April 19, 2014 |
Last Posted | November 10, 2024 at 5:11 PM |
Posts | 1566 (0.4 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
1024*768 |
Refresh Rate |
75 Hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Copperhead |
Keyboard | Packard Bell wireless AA powered |
Mousepad | ikea gaming desk |
Headphones | |
Monitor | Packard Bell 17" CRT |
quakeworld runs everywhere
Unreal tournament 99 and 2004 are great
Dawn of War 1 & 2/Company of Heroes
Trackmania
the best way to demonstrate that a group is wrong is by letting them fuck shit up. It's easy to talk shit and use populism, but now, good luck sorting this out England.
best of 5 in TF2 are a bad idea.
If you are going to inspire from domination, allow me to restore credit where it's due : Unreal Tournament :)
with that said, you now have a few options that you should discuss on tf2maps.net since these guys like experimental things.
Either make a double domination map, either change the way points are accounted for in standard 5 cp maps somehow.
Also give 6s stopwatch maps, gravelpit was actually not stalematey!
i think the level in eu prem is quite pathetic to the point i stopped watching prem casts to learn more about the game/how to play.
i also think the greatest ever team was i49 mix^ and not froyo/epsi because they did not rely on one single player to make sick plays (hello cw mike sheep) nor on scout dm powerhouses but on their actual team play.
And also because they didn't use snipers too much, i hate that class.
wallhacking featured in the first trailer, riiiight...
PhiTwiggyGizmoTwiggyI got b81. You might want to try your map with an FPS config then because with one it looks like that :r_renderoverlayfragment "1"Show Content
Yeah as i said some fps configs force this to 0 hence making signs invisible. I think that a mapmaker (esp. since you ask feedback from comp players) should make all the parts of the map renderable regardless of client settings.
Sadly we as mapmakers can't force overlays to render when your client has disabled them. That's why nearly all the most relevant signs in Sunshine are props, and why the layout of Reckoner tries to tend you toward certain routes. Lots of comp players play without overlays, which is something to think about when designing maps for comp (which, in fairness, abyss has not been designed for comp)
Alright, fair point. I enabled the command but this really was the first time i heard about it. I'm afraid i'm not the only one not aware of such a client limitation so maybe it deserves a note in the map description somewhere like 'enable overlay rendering to see every detail' or something similar. Thanks for the information.
GizmoTwiggyI got b81. You might want to try your map with an FPS config then because with one it looks like that :r_renderoverlayfragment "1"Show Content
Yeah as i said some fps configs force this to 0 hence making signs invisible. I think that a mapmaker (esp. since you ask feedback from comp players) should make all the parts of the map renderable regardless of client settings.
I got b81. You might want to try your map with an FPS config then because with one it looks like that :
http://puu.sh/pqpii/b7595656f0.jpg
Thanks for the explainations for the other things!
yeah amazing visuals! I think it's the most beautiful map i've ever seen!
Visually i'd say you need to add signsthat tell the players where to go. Otherwise it's perfect.
Gameplay wise, props on walls can cause spash bugs, small spaces below ramps are meh for projectiles, i'm not sure it's a good idea to raise the middle point after it's capped, i'd rather see it the other way around (so holding mid becomes more difficult, and the first midfight is airshot city)
The second point seems quite odd. The point itself is completely enclosed but the attackers can bully defenders out of the big ramp room with their height advantage and then cap the point.
http://puu.sh/pqlmq/af5c97973b.jpg
I cannot climb on this :(
This area is quite odd : perfect for pubs but offers a big sightline for a sniper
http://puu.sh/pqlFj/5f0fddc46b.jpg
http://puu.sh/pqlKJ/7eb470544c.jpg
at least give the guys on mid a way to go there to attack the sniper, or nerf the sightline.
I love your last with the curved ramp.
Overall your map seems perfect for pub play. THere is a bit too much corridors to make a good 6s map because getting flanked and backcapped can become a serious issue, but maybe for HL its ok, i dont know.
I'd love to play it on a pub server!
and yet america will find a way not to blame their gun laws...