chojje
Account Details
SteamID64 76561197998577229
SteamID3 [U:1:38311501]
SteamID32 STEAM_0:1:19155750
Country Sweden
Signed Up October 13, 2012
Last Posted May 8, 2023 at 4:07 AM
Posts 167 (0 per day)
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#31 cp_snakewater in Map Discussion

Here's the current WIP version if anybody wants to try it out: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_g4.bsp

posted about 11 years ago
#29 cp_snakewater in Map Discussion

There are several bugs which need fixing (teleporter outside map, crates unbalanced on mid, spawnroom missing), so I figured I might as well try to do some balance changes while I'm at it.

I'm not sure when and how I will release the upcoming version, for now I'm sticking to internal versions while I'm making changes. Who knows what the future has in store....;)

posted about 11 years ago
#15 cp_snakewater in Map Discussion
frknLunacideI think moving the forward spawn to here would be good. It would make it harder to contest 2nd from the yard, but it wouldn't make 4 man suicides impossible.
Show Content
I like this better than swapping the forwards. It allows for good jumps to get you in the fight fast, but not as fast as is possible with the current location.

That is literally swapping the forward spawns, though. I like the idea.

posted about 11 years ago
#8 cp_snakewater in Map Discussion
kalhoThe extra room looks interesting and i subscribe everything frkn said. Longer respawn times or the spawns being farther away is needed.

Alright, I'll take a look at changing this.

cage-Would that new fence to the left of the big door remove the sniper line from there to the back left? because if that is where most medics hold that might make sniper useless on last.

You can no longer see in through the door, but there is a sightline if you move up a little on the far left side (defenders perspective). I'm definitely looking at tweaking these sightlines.

Another thing I'm gonna try working with is the light settings.

posted about 11 years ago
#1 cp_snakewater in Map Discussion

Alright, I've been tinkering with a new version of Snake, and I've got some screenshots while internal testing commences: http://steamcommunity.com/sharedfiles/filedetails/?id=158581334 http://steamcommunity.com/sharedfiles/filedetails/?id=158581316 http://steamcommunity.com/sharedfiles/filedetails/?id=158581271

The idea is to make pushing out easier through blocking off sniper sightlines and giving much more room for attackers. Tell me what you think!

If there's any bugs you've find through the almost 2 years (wow!) since the release, now's the time to tell me! A few have been fixed already (crate discrepancy on mid, missing spawnroom on BLU, etc), but I'm sure there are more out there!

Download of current version for anyone who hasn't got it: http://fakkelbrigade.eu/luke/cp_snakewater.bsp.bz2

posted about 11 years ago
#65 so process is an official map now in TF2 General Discussion

Amazing to see Valve picking up community maps again! Really well deserved after all the work Scorpio has put down mapping and running map pugs to keep evolving competitive TF2.

posted about 11 years ago
#41 CP_Quay in Map Discussion
aykarinI'd love to run this on my server, but Multiplay haven't uploaded B3 yet.

I will run b2 for a few games today ^^

Cheers!

I updated to b3a to fix the invisible wall: https://dl.dropbox.com/u/2447457/cp_quay_b3a.bsp.bz2

posted about 11 years ago
#39 CP_Quay in Map Discussion
LimboBeen jumping around it for a bit, and it looks really good but on the second point on the red side, the door that is right beside the point you cant actually walk through, but you can on the blue side, other then that though it looks good, ill update if there's something else i find. If you want a video i can do that just tell me.

Wow, thanks. Lucky we found this before any major playtesting commenced!

posted about 11 years ago
#36 CP_Quay in Map Discussion

Alright, finally b3 is out! https://dl.dropbox.com/u/2447457/cp_quay_b3.bsp.bz2

Changes include a completely reworked second point along with some lobby changes. Mid remains more or less the same compared to b2, so if you have some more feedback on that area I'd appreciate it. Screens can be found here: http://steamcommunity.com/profiles/76561197998577229/screenshots/

Enjoy!

posted about 11 years ago
#50 S14 Potential Maps? in Map Discussion

Try out quay!

posted about 11 years ago
#41 ESEA and Maps: A proposal in TF2 General Discussion

If there's a genuine interest for fixing these issues, I might be able to help out. If somebody could compile a list of what needs to be fixed, I'll have look and see what I can do.

posted about 11 years ago
#14 etf2l s14 in TF2 General Discussion

Time to quit tf2 again :(

posted about 12 years ago
#14 process rollouts in TF2 General Discussion

OH GOD THIS MAP HAS SO SEXY ROLLOUTS

posted about 12 years ago
#4 Dota 2 Binds in TF2 General Discussion

I run [1 2 3; ALT+A ALT+S ALT+D] So I won't miscast spells when intending to use items, kinda sucks to have shitty binds for control groups but mostly binding "target hero" and "target control units" bound to x and c works out.

posted about 12 years ago
#26 12-0 baby in Off Topic

Is this the "soccer" you play over in america?

posted about 12 years ago
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