TommunisthookynahTommunistplease do thisCalm down
Fair enough.
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Last Posted | January 20, 2019 at 7:17 PM |
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TommunisthookynahTommunistplease do thisCalm down
Fair enough.
Tommunistplease do this
Calm down, they just started Euro coverage. Can't expand too quickly, you know.
I'm sure there is, it's just when. If Enigma wants TFTV to become the global hub for TF2, then it only makes sense.
njaWe'll miss you at Pwr Pugs ;_;
You're still awesome <3
DontubermeIt would be awesome if someone would stream this. I think seeing the discussion about why a map is good or not and how it can be improved would be great. Educational in a lot of ways.
I plan on streaming every second of it, despite my shit upload speed. Truktruk might do the same, with his significantly better internet connection.
Saltysally12sy_morphiendTest the most recent cp_wetcoalscroll down a bit, the link for the most recent download is on the first page though...
Not sure what you're saying...
I'll take a look at it, but I'm stretching the schedule as is, as we need to be done prior to 9 ideally, unless Newbie Mixes happen on Friday.
toothWe used to always start the old ones around 8 EST on Fridays and Saturdays, and I'm assuming this will be something similar.
I'd honestly prefer that, but I don't want this to conflict with the Newbie Mixes as both are important, and I'd assume at least a few players would coach for that.
The maplist is changing: cp_xenon is being swapped out, and replacing it is cp_edifice. This is due to the request of the creator of both maps. The author suggested Edifice as he "wanted [it] to be a better gravelpit."
Map pack won't be updated right now, as alpha 6 will be released soon (and apparently not an alpha 5, the creator apparently scrapped a5). The map pack will be updated then.
swiperhookyShadows through walls: This is engine-level. It needs to be fixed not only at the competitive level, but the pub level as well. It's basically a somewhat limited wallhack that's perfectly legal to use (unless ESEA decides to ban shadows).
Could the walls be made thicker in the areas where shadows are a problem?
Yes, but it's just a cheap fix for a huge problem.
I'm not hooli.
Edit: fixed, thanks
As far as Gpit goes, there is a map being made that's supposed to be a "better version." It's called Edifice: http://forums.tf2maps.net/showthread.php?t=20586
This will be tested on Saturday during the new map pugs.
Granary spawns: it's actually a fairly big deal, might as well use one of the fixed spawn versions. How should we test them? They will seem out of place in the new map pugs, but we can't just put them in a season and hope nothing is wrong.
Gooolywaawsh: It's trivial.
Clipping issues: Bigger problem than Gully, but I think we can manage for now.
Shadows through walls: This is engine-level. It needs to be fixed not only at the competitive level, but the pub level as well. It's basically a somewhat limited wallhack that's perfectly legal to use (unless ESEA decides to ban shadows).
Asymmetry: Same as clipping issues
It's going to be worked around Newbie Mixes and my schedule (I sometimes work on Fri/Sat from 5 to 8). I would have preferred a little later, but Vick couldn't tell me when the mixes were happening at that time.
Alphas 4, 5, and 6 have been released since the last update.
TF2Maps page (updated pictures!): http://forums.tf2maps.net/showthread.php?p=269562
BSP download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a6.bsp
BZ2 download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a6.bsp.bz2
Changelog:
Alpha 6:
-Redesigned spawn building: it covers more area. Two different spawn areas inside the building are activated at different times (closer one when that team does not own the point, farther one when that team owns it). Hopefully this redesign reduces the amount of spawncamping.
-Formerly removed doors put back in, as an attempt to reduce the frequency of amazing sightlines.
-Fixed map camera, but I can't figure out how to angle it down.
-Minor texture work.
Alpha 5:
-Redesigned side buildings: separated the floors, building made narrower, ramp moved to side of former ledge path, door is now more hidden
-Mid made slightly shorter.
-Bridge made narrower.
-Added a map camera. Apparently does not work because I am bad
Alpha 4:
-Removed some doors
-Moved back right doors (on point and looking towards red/blu building)
-Moved far left door, in the side building.
-Some texture work
<hooky_> Kalkin or Killing: Would you ever consider banning engy specifically for ctf maps?
<ESEA|Kalkin> hooky you're implying that we would run ctf maps
<ESEA|Kalkin> which we would not
<hooky_> why not
<hooky_> is there some embargo on ctf maps?
<ESEA|Kalkin> yes
<ESEA|Kalkin> ctf doesnt work in tf2
<ESEA|Kalkin> therefore we dont run it
now what do
Wreaththere are several things we can do to prevent people from being belligerent:
1. practice courtesy, common sense and respect
actually thats about it
Yeah, that's not happening.
Map pack for Saturday: https://dl.dropbox.com/u/31103105/newmappugs/02-23-2013.zip
http://www.twitchtvfaces.com/images/kurtkurt.jpg
is cool.
http://www.twitchtvfaces.com/images/kurtkurt.jpg
joined the group. To be cool like
http://www.twitchtvfaces.com/images/kurtkurt.jpg
, you should join the group!
(I just can't use the faces enough)
I remember hearing something about newer Nvidia drivers making TF2's textures screw up.