as usual your detailing skills are unmatched =)
I especially like the last point, the lighting + plants are awesome!
Quick question : how much time did it took you to do this detailing from the previous version?
Account Details | |
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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 | |
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Windows Sensitivity | |
Raw Input | |
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Resolution |
1024*768 |
Refresh Rate |
75 Hz |
Hardware Peripherals | |
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Mouse | Razer Copperhead |
Keyboard | Packard Bell wireless AA powered |
Mousepad | ikea gaming desk |
Headphones | |
Monitor | Packard Bell 17" CRT |
as usual your detailing skills are unmatched =)
I especially like the last point, the lighting + plants are awesome!
Quick question : how much time did it took you to do this detailing from the previous version?
SideshowWithout the venue providing rental PCs or having a sponsorship for them, teams found it very difficult to transport themselves and desktops to the middle of France. Might still get one team there, but it's unlikely.
they do provide it for 50€/PC/weekend
If you don't believe me ask Fmapkmn
biscuits4812622I think that most, if not all of them, were not planned to exist in the first place. Also, I think it makes the layout of the map cleaner.• Fixed hiding spots on Last and Second point
• Vents
• Edge and Lamp on top of Last
• Lower Left Lamps
• Small Edge next to Balcony
• Powerbox on Second point
whyyyy
Because hiding spots are a part of the gameplay and these spots are not "go there you win"
kudos for fixing symetrical issues tho
georgebaiiThink this is broken on serveme servers for some people.
same issue there, works like a charm on pubs (sv_pure 1) but not on serveme (sv_pure 2)
f_blueTwiggyI noticed tf_dingaling 0/1 triggers the regular hitsound, but what is the similar command for the lasthit sound?tf_dingalingaling_lasthit
yes thanks
tf_dingalingaling_lasthit 0/1 for those who need it. why there is dingaling and dingalingaling commands is beyond me
CollaideI have to disagree with you Twiggy. Having solid lamps literally above doors is ridiculous, especially if the only way of clearing it is to look straight up. On process you have a roof above sewer, but one can easily see you from the chokepoint and PC/IT area. (If you're pushing towards mid).
Making more hiding spots doesn't necessarily make a map better. Imagine if every window on the walls on granary would be solid, for instance.
Well it's a point of view for sure, maybe it's just me but since you talk about granary, i feel like lots of hiding spots have been removed from the pro version. I'm not saying these spots were good but they were at least usable once in a while.
All i'm wishing for is visual coherence. If you see a prop, then don't go through it. If it's only there to create lighting, maybe there's another way of lighting the area that does not trick the player into trying to jump on the lamp (ex : a high placed spot like on snakewater second)
Ok your map hooked me in ;). One thing that I'll keep saying is that I personally hate the use of invisible walls to restrict some areas. It was a huge minus to me on sunshine, and you keep doing it on reckoner. Either you want someone to go to a somewhat reachable place, either you make that place visually unreachable. I think invisible walls are a poor solution.
Apologies if I say stuff that has been tested and ditched in previous versions too.
Last
I like your last a lot, to me it feels like an attack favored last, which is awesome!
http://puu.sh/noPi9/22e5604cd2.jpg
This might be the coolest thing I've seen in custom maps for a long time
Lobby
If i get your ideas behind this map correctly, you want to make the last tough to hold and the forward hold to be the go-to position. To do so I think you should add some health/ammo at this spot
http://puu.sh/noPBk/5812101f5a.jpg
and add a prop to climb over this fence :
http://puu.sh/noPEl/cf9caff5ab.jpg
so that it's possible to rotate around easily.
Second
WTF are those two buildings?
http://puu.sh/noPMp/8b015cdd70.jpg
Since you put invisible walls you don't want people there. the heights of both those things should then match with the higher unreachable wall/roof to clearly tell players they can't go there.
http://puu.sh/noPX1/adff16ea3c.jpg
What is the point of this area? If it's only to give scouts/sollies a trap spot then I don't really like it. You should carve a door to give access to lobby to make this a sort of balcony
http://puu.sh/noQ5V/0c3fdddf00.jpg
that would lead over there.
This door is VERY narrow, could you enlarge it (to the yellow can for example)?
http://puu.sh/noQa8/aac331ad95.jpg
http://puu.sh/noQjZ/29cfb3c932.jpg
http://puu.sh/noRZo/4bf5405504.jpg
Again invisible walls, very annoying :( Either make it reacheable, or change the design to something that does not look reachable.
http://puu.sh/noQqG/082ff8233e.jpg
I think you should try making these lamps solid to create cool hiding spots. It's also VERY ANNOYING to see a prop only to go through it in general. Same goes for this lamp :
http://puu.sh/noQvX/244aa33d20.jpg
http://puu.sh/noR6W/e8b729d31b.jpg
Sniper sightline issue there. You should add some kind of prop over there/tweak the roof to fix it.
http://puu.sh/noRaj/1d76e32fec.jpg
Second-to-mid zone
http://puu.sh/noQAZ/727c60552f.jpg
This pillar right there looks very weird. I think you should make it align with the prop it sits on/tweak its width.
There is this balcony that is reachable but with no way to be reached by non jumpy classes. I think you should add a ramp there
http://puu.sh/noQLj/5a5f8137d7.jpg
and carve a doorway. So now it creates a potential sniper issue :
http://puu.sh/noQOm/8dfb41c39e.jpg
To me the simplest fix would be to make the doorway I aim at a shutter door.
You can also add a ramp there to connect to the balcony to give defenders a way to reach this place:
http://puu.sh/noQYT/60688538e2.jpg
Mid
http://puu.sh/noS8m/9023168ff4.jpg
I can put stickies into this thing :(
http://puu.sh/noShi/505de46c01.jpg
Hole over here
http://puu.sh/noRi6/e5d91b9aae.jpg
A few issues there : the healthpack is just in a spam spot AND very close to the one on the low ground access just behind, and the red thing on the wall has an invisible wall you should remove to add some dodge option. You should move the healthpack around there:
http://puu.sh/noRpI/ba9ac0030e.jpg
or more on the right around the little ramp.
Make this lamp solid :
http://puu.sh/noRv4/22d1c9a319.jpg
I foresee mad soldiers bitching about their rockets go through this place, so please make it normal :
http://puu.sh/noRy4/9a7cb58e1b.jpg
Pretty cool idea if you ask me :
http://puu.sh/noRET/7659a99f18.jpg
Other than that I have to say it looks pretty fucking amazing! Give up your bad habit of invisible walls and I'll hug you :3
PhiI know there's the ESEA and ETF2L seasons going on right now which is why this hasn't got much (if any) testing, but I'm just sending out a reminder for anyone who wants to feedback this/pug it/whatever. I can't exactly update or detail this without player feedback, especially since a4 was such a huge update.
Cheers.
Hello, keep up the good work, from what I saw in 5 minutes in, you are doing a really good job!
I come back later once i can collect my thoughts on the whole thing!
is it the same 2GD as the one involved in arena FPS?
nice strafe CondoM ;)
Phlog
MMMPH ability no longer grants crits for x seconds but deploys a shield that blocks damage and that stays up for x seconds max. Damage taken reduces the length of the ability, and Pyro can't fire during the ability, but can switch weapons like previously
Use the pyro either to reflect projectiles, or as a mini ubercharge! No more obnoxious spawn killing in pubs!A useless weapon made effective! A cool way to push against snipers!
Well it's still cool to have highlights of every game. You can't ask Messi for crazy goals each match.
Hey, here are my opinions, from a 6s(/pub player) :)
* Is there any particular area which is problematic/not fun?
IMO the last point/lobby has some stalemates issues. Defending last is easy while pushing it is hard (cuz of good sentry spots, sniper sightlines, entering far away from the defenders), but on the same time holding second is easy and pushing out of it is hard. So if either team decides to park the bus they automatically have an advantage for doing so, which is against fast gameplay.
I think this is due to the fact that holding the lobby is not good for defenders because you eat lots of spam and there is no immediate health packs available.
So ultimately it's up to you : you can change the lobby/last to make it attack favoured, or you can change the lobby to make it so that a defending team can forward hold it/push out more easily. But keeping it like it is a bit stale.
* Are there any glitches that have been abused in competitive play?
On grass on 2nd, there is rocks where you can put stickies into;
On the last shutter door, you can hide stickies on the cylinder thing above the door and stickies cannot be seen. It depends if you consider these a glitch or not.
* What is the general opinion on Snakewater in the various formats?
I like it! It's wide enough for pubs, straightforward to understand in 6s, promotes aggressive midfights as well as defensive play on last!
deetrHyperX Cloud Core. Got one new for $60 CAD in November, works well and good mic quality.
You think that 60$ is cheap? You're quite fortunate :(