NUMerous Leeches Killers. tag: Num LK
Team Ypsilon
seriously, a good one is "Utopia", imho.
Account Details | |
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SteamID64 | 76561198041836298 |
SteamID3 | [U:1:81570570] |
SteamID32 | STEAM_0:0:40785285 |
Country | European Union |
Signed Up | September 4, 2013 |
Last Posted | January 24, 2024 at 2:31 PM |
Posts | 866 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 0.6 |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
1200 |
Resolution |
1920x1080 |
Refresh Rate |
120 Hz |
Hardware Peripherals | |
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Mouse | Xtrify M4 |
Keyboard | CM Quick Fire Rapid-i |
Mousepad | Razer Goliathus |
Headphones | Sony MDR 1AM2 |
Monitor | SAMSUNG SyncMaster S24B150 |
NUMerous Leeches Killers. tag: Num LK
Team Ypsilon
seriously, a good one is "Utopia", imho.
popcorphttp://tf2maps.net/threads/valerias-guide-to-competitive-mapping.21718/
Nice. I'll post the link on the other thread.
I'd like to point out that the straight line thing isn't a must of 6s maps, tho usually a map of that structure presents something like 4 doors/passages from mid to a large and spacious second and this prevent the defending team to set a proper hold.
What makes granary still playable (but not the favourite of the average 6s player) is that the 2 yards are divided (unlike fastlane, foundry or gorge), allowing teams to keep tabs on all the entrances and all the space around them and distinguishing a combo and a flank side.
EDIT:Anyway I haven't examined cp_granary because I wouldn't define it a perfect 6s map.
REM_TF2Excellent project and I really like the idea. Unfortunately it doesn't work :(
I just tried sharing a picture using the URL link provided with a friend and neither he nor I could share our respective pictures with each other even if we saved the image and then re-opened it. The page loads but it's just a blank white screen. Looking forward to it being fixed :)
you just have to add something into the map and your friend will see it.
I had the same problem
many many thanks for this! it's an awesome project!
If anyone is interested Sideshow is streaming a map test pug on cp_draft_a3.
Seems funny.
kounterpartscirloDo you accept non-NA players if you haven't enough for a pug?its kinda a general but unwritten rule in the pugs to play scout if you are from europe due to ping, but yeah, come on down :D
aight, thanks!
Do you accept non-NA players if you haven't enough for a pug?
2 days ago I posted this thread about how we should encourage not comp map makers to do with us new maps for 6s.
I've got many replies from 6s players, tf2maps.net users, and map makers themselves.
It tourned out that (after 8 years of comp tf2) isn't yet clear why badlands, process, gullywash,... are the perfect maps to play on
In this thread I'd like to try to find out together WHAT MAKES A GOOD COMP MAP, and draw up a list of of the points.
I'll try to update this #1 post with the many things you'll say here in this thread.
I'll start with my thoughts. Please tell me I'm saying something wrong:
2013 Valeria's guide to competitive mapping
A look at the detail of Badlands - 2010 guide
I don't think overwatch is the actual tf2 killer itself, but more likely the prizes pool of its tournament will attract tf2 players (top ones especially).
Oh, did they fix scoreboard colors?
EDIT: no, my hud has been fixed...
HyceCirlo, moving the point would be really easy. Making the lobby room smaller could be hard depending on the level of optimization and how everything fits together, but it would be doable.
And what about flipping half of the map (2nd and last) of 90° so that we have better connection between 2nd and mid?
Hyce, in your opinion is it possible to do something like the draft i draw without too much work (aka don't have to do it from scratch)?
Let's try to analyze together some unused Valve maps (and maybe some unknown community maps) and find the problems they have and how we could solve them.
I'd like to start from coldfront/wormfront/warmerfront.
http://i.imgur.com/jVJDsPS.jpg
At a first sight i see a veeeeery long map that lacks of a real choke points between 2nd and 3rd.
While the middle point is quite perfect, i think the second one is the real problem. That's why i'd probably move it on the outside steel bridge making it more difficult to reach from mid adding chockes with some kind of building in the middle (like gully).
Last point shouldn't be much a problem; maybe it is a lil bit large and with a low roof...
That's a quick draft i made (maybe it's too much ambitious with that flip of half of the map...)
http://i.imgur.com/RZj0Jcd.jpg
What do you think? Would it be enough? Is it a too drastic solution?
Let's keep alive this discussion!
What if TF2 leagues (such as ETF2L or ESEA) or even just the 6s community incentive map makers from the whole and bigger tf2 pub community -particulary from TF2Maps.net- to make maps that fit in the 6s style with prizes & awards if their creations are played a certain amount of times in big leagues (2 times?).
Would be cool to have some sort of support for the creators after a certain map is getting played a lot such as an unofficial map stamp support.
Otherwise we can announce a contest on TF2Maps.net and see what comes out, maybe helping them giving some sort of drafts to use or just an early project to start with like they did with Art Pass Contest in the far 2010.
https://www.youtube.com/watch?v=Abm5cswTKcg
https://www.youtube.com/watch?t=31&v=BQGgMSDJAVc
Sorry if you find this thread quite unnecessary, but I feel the need of something different that gives 6s some breath of fresh air not only with more permissive whitelists or new leagues.