never saw the first one
is that a good thing
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SteamID32 | STEAM_0:0:44766297 |
Country | Canada |
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Last Posted | July 8, 2016 at 9:30 PM |
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Can you please bzip that for the sake of the children
I find it fun. A lot of what you've pointed out is why I think it's such a great map. The difficulty of pushing back onto the spire when you're defending rewards the winners of the midfight, allowing a team to use their momentum to push all the way to last if the other team doesn't play strategically.
Killing-Idea for a new article (i.e. not pred or preview)
Is this an idea for a single new article (like an interview with a specific player or other important person in TF2, for example) or an idea for a series of articles (like getting different team leaders from IM every other week to share their perspectives on maps)?
LunacideProtatoMerchantsnipall those maps have 4 entrances into last, too.
process and gully have 5
Coldfront only has 3 but we don't talk about that map anymore.
Worked at my shitty retail job because weekends are for rich people
I don't mean to bump anything in a bad way but we got our announcement: teamfortress.com
joraneygr8stalin However, Skype is non-free software
??
bro do you even gnu?
It's not about the money you pay its about what you're getting
Also that was clearly a non-serious post
http://www.youtube.com/watch?v=5xmVEqp17DU
not really reggae but it kind of is
Now all we need is a primary that negates fall damage and the pain train for medic.
someone should finish this
pharaoh__In our match tonight I took a 50 damage blow from the forward spawn door on gully. It also happened in scrims a few times but for less damage, 10 and 20 respectively. Bug reported.
It's something they changed about their func_door entity, I would suggest that everyone submit a bug report so that this gets fixed ASAP. It was intended to prevent shenanigans in maps like badwater where doors close for good and players try to keep them open, but it appears that Valve's plans backfired and all doors got messed up. In conjunction with the added change to spam-less func_respawnrooms, it makes for very buggy (and possibly lethal) rollouts.
ScorpiouprisingEdLolingtonRockkkkkkkI e-mailed them as well, but it can't hurt.milehighmilitiathe window has been solid in koth_badlands since they released it. Not really a surprising change
Hm. So maybe when they updated cp_badlands they used koth_badlands as the template for the mid changes? Or something? It being consistent is good I guess but let's see if it can be consistent the other way. Anyways, that's good to know. I'll forward that on.
Pics of the window frame in hammer:
old: http://i.imgur.com/N4XSiAw.png
new: http://i.imgur.com/CiTlTcj.png
Just so we are clear, the following was part of the patch notes under badlands:
"Fixed prop collisions"
Its a fairly generic phrase, but what it generally means is an adjustment to props so that they are solid/non-solid in ways that match up with expectations. Thus, making a window-frame solid (which generally speaking would be a solid object that you couldn't just jump through) would be a fix. Basically, this isn't a bug or an oversight. They intended the window to have a solid frame.
However, you could email valve and insist that the window-frame (at least the center piece) be removed and replaced with another window-frame that doesn't have the middle piece. This would better match up with the gameplay that players have adjusted to over the years, etc etc.
tldr; solid prop is working as intended, but an adjustment that removes the center of the prop would be optimal to retain previous gameplay.
Alternatively, they could just set that prop not to use the collision model on badlands. It's thin enough that it can't really hide stickies.