You should add the current map download link to the post at the top, so we don't have to look through for the most recent.
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SteamID64 | 76561198018389100 |
SteamID3 | [U:1:58123372] |
SteamID32 | STEAM_0:0:29061686 |
Country | United States |
Signed Up | November 19, 2012 |
Last Posted | March 18, 2017 at 12:28 AM |
Posts | 32 (0 per day) |
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Jayvideo games
video games
I think there's two important things to consider. Firstly, the power of the visuals gives the slow pace of the game a chance to catch up with players and hook them. Because the pace is so slow, it's sometimes needs a period of adjustment for some players. The graphics create a wow factor that enables that period to happen. More importantly, there a lot of environmental storytelling going on in the design, and what's interesting there is that Rob actively moved away from realism towards Impressionism as a visual concept. He talked a lot about this at GDC2012 if you can find the talk online, and abut his concept of emotional signposting, which underlined the design.
EBFThis is my new favorite thread.
http://i.minus.com/ibmxmUk8LFvyEo.gif
Holy shit I'm fucking dying
wareyaramps > lifts
the great debate
Added ramps in place of pretty much everything in b4.
SBARROHOTTOPICI just ran around in it and BOY IS IT NOT OPTIMIZED
once that happens this'll be great fun.
Still in beta. I'm gonna add lifts instead of the ladder things and some more gameplay stuff. But yeah, I know it needs optimization :P
Hey guys, I modified Aly's koth_windmilltrainsaw (http://forums.tf2maps.net/showthread.php?t=13455) into an ultiduo version. I did a lot of balancing and stuff, but now I just need to find and squash bugs, plus hear anyone's issues with the map. I've been playtesting with friends, and it's stupidly fun. So please, play it and tell me what you think! Normal ultiduo configs work. Just load it and give it a shot. Thanks.
To do:
optimization (last)
Suggestions?
Changelog:
b5 (4/2/2013) Now with 9% more saws!
(hopefully) fixed camping above point
fixed some texture misalignment
added arrows for launchers in hallway
fixed counter and sound errors that came up in b4
slightly adjusted train hitboxes
b4 (4/1/2013)
added launchers in hallways, should make those more useful.
replaced lifts with ramps
fixed some bullshit places you could stand
b3 (3/24/2013)
Added windows to the upper rooms
Added crate to make jumping to roof easier for meds
Exterior tweaking
Lifts replacing the ladders in spawn
LOT of patching/bugfixing (90% of it by Player)
Added a rock in between houses, we'll see how it affects play
b2 (3/17/2013)
fixed major 3d skybox issues.
b1
Fixed some nodraws
Extended roofs
Crates outside windmill redone and balanced
Added staircase for meds to get on roof
Not gonna post the alpha changelogs, cause there were a TON of changes and alphas.
Download link:
https://mega.co.nz/#!hdsQ1aQS!LNH3n2TNG-54fwuqA8_EvW2iQDFnfdM5XxI24iQW-oY
Special thanks to Player, Aly, and Jay.
Screenshots:
I just realized that the images make it look like the windmill doesn't spin. It does. And it will kill you.
http://i.imgur.com/zAku6Ec.jpg
Bape's ddosed pugs so that he could play. Dude's a shithead.
jp_tragicDo people really want a West Coast MGE that bad? I could put one up and let Fog take care of it.no, look what happened to MGEitWest.
What happened to MGEiT West?
I'm kinda curious, where is the server for these matches? I feel like ping would be an issue if any of ginyu's players were west coast or something.
Vanilla, do you go to CU boulder? I go there, and I've heard of some other kids who play too. We should totally do a lan on campus somewhere. Hit me up if you go here.
You're all terrible people.
Already found a team.
G1you should add when you're available to scrim
Added, thanks.