NintailsI'd be interesting in seeing what would happen if the plugin was disabled
Oh sweet summer child
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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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In-game Sensitivity | 0.98961 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
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NintailsI'd be interesting in seeing what would happen if the plugin was disabled
Oh sweet summer child
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:
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:
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.
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:
https://i.imgur.com/UiaC8yc.png
https://i.imgur.com/XQhiGRM.png
https://i.imgur.com/0shBFw9.png
https://i.imgur.com/UB4CjWV.png
https://i.imgur.com/e0TOG13.png
https://i.imgur.com/ef4H6qg.png
https://i.imgur.com/tTYFEHf.png
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.
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:
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.
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.
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
ainosmall invisible wall here on mid that makes rocket jumps worse
Afaik, this is a consequence of how hitboxes and diagonal walls interact, unfortunately.
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.
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
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.
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
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.
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.
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
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
Draft will be tomorrow @20:30 CET.