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SteamID64 76561198078264231
SteamID3 [U:1:117998503]
SteamID32 STEAM_0:1:58999251
Country Sweden
Signed Up January 2, 2016
Last Posted November 20, 2024 at 6:37 AM
Posts 149 (0 per day)
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#8 etf2l players thoughts on the gunboats plugin? in TF2 General Discussion
NintailsI'd be interesting in seeing what would happen if the plugin was disabled

Oh sweet summer child

posted about a year ago
#1 Subbase Entropy Cup 2 in TF2 General Discussion

Hi, yllen and I are hosting a draft cup again to playtest Subbase and Entropy.

The cup will be held on June 8th and 9th, starting at 19:00 CEST, with the draft at some point earlier that week, ill post an update. It will be 4 teams bo3 double elimination.

Bracket
Players:

https://i.gyazo.com/e52b8c9ede86b9008fa33b72c1b41f12.png

posted about a year ago
#32 cp_entropy (5cp) in Map Discussion

The main feature of this update is a 3d skybox. There are some areas that I plan to detail further or change visually but, as far as I know, entropy now ticks all the boxes for a map.
b3

Last
- The stairs are retextured
- Lighting
- Spawn is no longer staring into the void (blue spawn there is still a void for r_3dsky 0)
- Fixed some splashbugs

Second
- Lighting
- No void
- Forward door has a new texture

Mid
- Again with the void
- Lighting
- Spawn doors no longer go through the floor above (I hope)
- Optimization

General
- 3d skybox
- Arrows These will change to custom ones that fit the theme
- Pick up decals. These will change to be invariant of config (ie not decals)

Screenshots:

Show Content
posted about a year ago
#30 cp_entropy (5cp) in Map Discussion
notstevenplease remove the fake shutter on second into last lobby, it is so easy to fake walk into it

Do you mean the forward spawn? If so ill make it clear that it's not an entrance.

posted about a year ago
#28 cp_entropy (5cp) in Map Discussion

Second beta update with pretty much nothing but lighting.
b2

Last
- Small walkable ledge by the lower left stairs for attackers to use to peak snipers or have medics walk on high ground

General
- Lighting everything
- Removed the comically big leaves

Let me know if areas feel too dark or what not, the lighting was a pain.

Screenshots:

Show Content
ympoLast looks really cool, im just afraid that the plants (on the floor close to the point) might cause some problems later on with sniper sightlines or just stickies

I can't immediately see what sightlines would be problematic, if it is the case that they are bad however it will be a very easy fix.

posted about a year ago
#26 cp_entropy (5cp) in Map Discussion

Entropy is now in beta!

These changes are once again mostly visual. The map has now been textured in its entirety. There are of course areas that still need a lot of detailing work and lighting is basically untouched since the start, this will be the main focus of the next version (be it no major gameplay changes are needed).

Download: b1

The notes are basically just cosmetic changes on last and optimization.

Screenshots:

Show Content
posted about a year ago
#25 cp_entropy (5cp) in Map Discussion
Katsu Door

There is an a20b version, where we're testing some very minor changes on last, the door is fixed here in case its an eyesore.

posted about a year ago
#20 cp_entropy (5cp) in Map Discussion

Much like a18, this is mainly a cosmetic change to second. Last and lobby are yet to be detailed and textured as I'm waiting for better gameplay testing before I start detailing there too much. There is some really janky lighting on second but I'm ignoring that for now.

a20
Screenshots

Mid
- Small cosmetic changes

Second
- Now detailed and textured (mostly)

Last
- Small pack behind the point
- Bottom left changed slightly
- Adjustments to some awkward alignment of walls

General
- Hopefully more optimized

posted about a year ago
#19 cp_entropy (5cp) in Map Discussion
ainosmall invisible wall here on mid that makes rocket jumps worse

Afaik, this is a consequence of how hitboxes and diagonal walls interact, unfortunately.

posted about a year ago
#18 cp_entropy (5cp) in Map Discussion

Thank you to ozfortress for playing my map in a cup, I got some great suggestions on what to do with last, which is the focal point of this update.

a19a
Screenshots

Mid
- Nothing noteworthy

Second
- Grass/Wax/Lower all the way to taiwan/sewer is now much smaller in width and depth, and the floor has been raised
- Capzone on top of the tower has been removed
- The tunnel in lower lobby is gone, that entrance now connects near the shutter (similar to badlands).

Last
- The entire last is now along the grid and no longer diagonal
- Left stair to high ground near main has moved forward
- Tunnel is gone; that entrance now resembles a mix of badlands lower left and gullywash river
- The wall behind the point has changed
- The left stairway behind point is much more spacious
- Walls for cover resembling that of utopia added in front of the point
- Dev textures still devy but a little less devy

General
- Cosmetic changes like vines and some more fog

posted about a year ago
#16 cp_entropy (5cp) in Map Discussion

I have run out of ideas for gameplay changes and thus this update is mostly cosmetic. The "new" last still needs proper testing but beyond that, I'm feeling somewhat satisfied with how the mid and 2nd play.

a18b
Screenshots

Mid
- Added a small wall to section off high ground and low ground
- Changed the windows above choke
- New geometry in choke, medics can now reach dropdown (barely)
- Cosmetic changes to choke, flank, and some minor stuff on mid

Second
- Bridge and spire changed place
- Cosmetic changes

Last
- Main door changed
- Spawn doors are slightly further forward and doors beyond that are slightly wider
- Point moved back just a little

posted about a year ago
#14 cp_entropy (5cp) in Map Discussion

Changes are meant to hopefully address all the feedback I got so far from the cup on entropy and subbase from the players. Thanks to everyone who put their two cents in.

a17
Screenshots

Mid
- Scout can once more reach dropdown
- Fixed some awkward grass
- The top door on the flank can no longer be reached by medics from mid
- Choke wider

Second
- Changed ramp to river to be rubble
- Forward door now a big shutter
- Added a wall in river with some boxes

Last
- Cleaned up lobby making it more flush
- Raised ceiling in bottom lobby
- High ground entrance on last extended to reduce spam
- Removed one of the stairs to high ground behind the point
- Added some geometry and props to use in fights
- Cap time reduced
- Capzone extends to the hazards
- Bridge widened
- Additional bridge was added behind the wall behind point
- Vent/tunnel moved to the back of last
- Doors for spawn made similar to gully/sunshine
- Right side (defender's perspective) has been made bigger.

posted about a year ago
#13 cp_entropy (5cp) in Map Discussion

a16

Mid
- Changed the hut by the exit of flank
- Changed Z/connector to flank
- Ramp on the flank is steeper making some new jumps possible
- Smoothened out some bumps
- Dropdown less accessible to scouts

Second
- Fewer splashbugs
- Frogs

Last
- New door in to last (similar to the old vent)
- Smoothened out some bumps

General
- Rough soundscapes (will change soon)
- Fog
- Shadows
- Slightly more optimized (hopefully)
- All caps take longer

posted about a year ago
#8 Subbase Entropy invite cup in TF2 General Discussion

yllen live now with the draft

Edit: Draft is done, teams are as follows:

https://i.gyazo.com/ece2db6f5682b164f8cc38dcb216a629.png

Bracket updated with first games for tomorrow using a random seed

posted about a year ago
#7 Subbase Entropy invite cup in TF2 General Discussion

Draft will be tomorrow @20:30 CET.

posted about 2 years ago
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