louise_sneeze
Account Details
SteamID64 76561198062451648
SteamID3 [U:1:102185920]
SteamID32 STEAM_0:0:51092960
Country United States
Signed Up October 30, 2016
Last Posted November 15, 2022 at 6:43 PM
Posts 25 (0 per day)
Game Settings
In-game Sensitivity 2.8
Windows Sensitivity
Raw Input 1
DPI
 
Resolution
1920x1080
Refresh Rate
60hz
Hardware Peripherals
Mouse Mionix Naos 7000
Keyboard Logitech G710+
Mousepad  
Headphones Audiotechnica M50x
Monitor AOC I2269VW
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#19 koth_dam in Map Discussion

Thanks again Tmbr!

The point design is still under development and is likely to change by the time I reach beta.

There was bound to be something wrong with the new lighting, so thanks for letting me know :)

posted about 7 years ago
#17 koth_dam in Map Discussion

Thanks heks! I agree and hopefully I'll have most of those fixed in the next version :)

posted about 7 years ago
#15 koth_dam in Map Discussion

I fixed a lot of minor issues in this version which should make the map more comp-ready.

Direct Download

Changes:

  • Widened map a bit
  • Moved the spawns further from point
  • Fixed spawns to allow 16 people on each team
  • Replaced all previous lighting with proper lighting
  • Made the nipple on point thinner
  • Added some displacement along rollout
  • Fixed single-step transitions
  • Added a flank where the dumpsters used to be
  • Added better roofs to signify out-of-bounds areas
  • Added some minor detailing around point

a11 pics:

Show Content
posted about 7 years ago
#14 koth_dam in Map Discussion

Hyce, I blockbulleted most slopes since I have first-hand experience with that. Anything that I accidentally used clip on will be fixed in a11 which I hope to release by the end of the week.

Thanks skaznik lol

posted about 7 years ago
#5 Help with demo files in Q/A Help

That's still a demo file, you just set it to open with notepad++ by default.

posted about 7 years ago
#11 koth_dam in Map Discussion

Thanks Tmbr! It seems like there are a couple issues with your TF2 as I have clipped all of my stairs appropriately and I have placed the standard capture zone outline. The next version will include a wider door on that upper area and a flank by the dumpsters. Also I plan to improve the roofs a bit in an upcoming version.

Edit:
It appears that enabling r_drawclipbrushes doesn't show blockbullets which I used for most slopes.

posted about 7 years ago
#8 koth_dam in Map Discussion

Thanks Hyce! The skybox and extra step issues should be mostly resolved in version a11 which I've been working on for about a week.

posted about 7 years ago
#3 koth_dam in Map Discussion

Thanks, I honestly forgot about that when I was making the map since I don't play much soldier. It hasn't seemed to be much of an issue in testing so far but if necessary I can always change it to rotated symmetry.

posted about 7 years ago
#1 koth_dam in Map Discussion

Hey guys, I've been working on a comp-oriented koth map for the last couple months. This is my first map and its still very much in development so please, give as much feedback as necessary.

I plan on staying in alpha as long as necessary to work out all of the issues. Within the next couple of weeks I'm hoping to get some scrims run on the map. If you have a scrim on this map, please send me the stv/demo to review!

Most recent version (a12):
TF2Maps.net
Direct download

a12 pics:

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old a11 pics:

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old a10 pics:

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posted about 7 years ago
#1 Name change in Requests

Hi, I'd like my username changed to turtleboy666 which is my more common alias now. Thank you :)

posted about 7 years ago
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