http://i.imgur.com/nVvxm2g.png
thank you stephentf2 and dreamboat!
Account Details | |
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SteamID64 | 76561198045667986 |
SteamID3 | [U:1:85402258] |
SteamID32 | STEAM_0:0:42701129 |
Country | United States |
Signed Up | July 18, 2012 |
Last Posted | May 14, 2024 at 1:59 PM |
Posts | 263 (0.1 per day) |
Game Settings | |
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In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
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Resolution |
1920x1080 |
Refresh Rate |
144Hz |
Hardware Peripherals | |
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Mouse | Glorious Model O- |
Keyboard | MX Keys for Business |
Mousepad | Glorious XL |
Headphones | Cloud 2 |
Monitor | Asus 23" |
http://i.imgur.com/nVvxm2g.png
thank you stephentf2 and dreamboat!
Mid looks interesting. Right now it's way to constrictive around the point. Make sure you can cap the point by standing on the low ground as well, like the entire white ground. The thing hanging down looks out of place but maybe you could make it work. Need more variation on the high ground.
You could try lowering the green area down to open open the point while giving high ground a second level:
Looking good.
http://i.imgur.com/rSTpqot.png
You can walk on only part of the beam. That doesn't seem very obvious. Also make it more obvious you can't use those two doors. Like a prop in front of each.
A quick run through.
-both entrances from spawn are right next to each other
-all 3 chokes (right outside of spawn) start and nearly end at the same height, are about the same size, and function nearly identical to each other.
-lack of sightline cover on mid. It's important to create very distinct sight lines, especially on mid. Think above and bellow badlands mid bridge, low ground and high ground on gullywash, even the hill on viaduct works as a sight line blocker because you never really want to stand in the middle during a mid fight.
-scaling and ramp incline on most of the map
Every entrance should act as a unique path for players. Some should end on high ground, some should begin, some should lead to chokes, others to open areas. You want just as much strategic variety as possible so combo has a reason to push one choke over another. Ask yourself: are there 2-3 unique paths for the combo to push from area to area? If they push on the left do they end up in the same place as if they push through the middle? You want as much variety as possible.
By the way maps in the map pool are by no means perfect. Figure out what works and what doesn't.
Any improvements, and not just fixes, would have to be major since snakewater is already a very solid map. Not worth risking a solid map with major changes in my opinion.
SideshowThe biggest issues for me watching and playing snakewater: the mid is incredibly one-dimensional, and the last point can be tough to push.
This is what I hear as well. As far as mid goes perhaps look at the two side rooms or "kitchens." They are mostly used as hard flanks right now instead of dynamic flank areas on mid fights. Perhaps connecting high ground to kitchen (a drop down or something else) or just opening up kitchen in some way could improve mid.
Ever since I started playing tf2 froyotech/leviathan-gaming/bp/etc have always been a large part of this community. It felt like that permanent part of competitive that existed before I started playing and would exist years after I quit. Tonight it came to an end. You guys played some awesome tf2.
try setting gravity to default: sv_gravity 800
this used to happen to me even when playing in online surf servers
BLoodSireI think you are missing the bigger picture here. When VALVE releases MM it will eventually be a success or failure (in terms of revitalizing the game). The comp community wants it to be a success so that heaps of people will care about a structured form of TF2, thereby bringing support to our game in a similar (albeit diminished) way CS and DOTA have support. If at such a time, the comp communities dreams come true and MM is a success, the success will be in the MM version of structured TF2. Not our current 6v6 meta. The 2 can probably (and ideally) work to meet somewhere in the middle, but if this community decides "Valves Game" is too foreign from "our" current meta to be taken seriously, this community will be left by the wayside. Players will quit. 90% of the scene could quit and refuse to play, and it wouldn't matter. If we are pulling for MM, and MM succeeds, then MM is the new meta, the new 6v6, the new comp.
I don't think people realize the cake they're trying to hold on to is the cake they're also trying to eat.
This community has been "left by the wayside" for years now. And that's fine. We will play Valve's 6v6 no matter what unlocks are allowed, but until it's at least vaguely balanced our community won't abandon what is already here. In the mean time we shouldn't try to conform to a ruleset that hasn't even come out yet.
For people that make the MM argument: If we want to make 6v6 more like pubs we should change pubs, NOT the other way around. Anything else is just a waste of time.
If the loose cannon isn't banned now we will have this exact same discussion for years to come. It isn't a weapon that gets better with time. Demos will learn how to deal more damage and other players will what? Learn how to not get hit with random double donks?
The problems with the LC aren't THAT big of a deal right now but they aren't going anywhere any time soon.
eXtinemarioThis idea is absolutely unheard of...
https://www.patreon.com/eXtv
It means I have to give up a meal once a year. Ridiculous.
We need to do a better job...
Yeah this wasn't necessarily pointed at you. I was just making the point at how stupid it is to get upset by a system already implemented within our community. This patreon thing was actually my exact recommendation when I took the survey.
This idea is absolutely unheard of...
It means I have to give up a meal once a year. Ridiculous.
http://i.imgur.com/GrPA3gB.png
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When I coach newbie mixes often it takes over 20 minutes to get each mix started. I know going over rollouts and calls is important, especially for very new players, but we should really concentrate on maximizing game time. After each mix a lot of the time the best advice I can give is just to play more and let it come naturally. I have a hard time telling them that game time is important when it takes so long to get each mix started. Newbies should be given the opportunity to play as many mixes as they can. PLEASE speed up the starting process. If someone isn't there or is having problems and we have subs, then move onto a sub. If they are having problems they can play the next one.
Is there a way I could get a vmf file of b2?