freq*2+1 is an arbitrary value. You can cap it anywhere as long as it's over the refresh rate and the cmdrate/updaterate.
Account Details | |
---|---|
SteamID64 | 76561198010123351 |
SteamID3 | [U:1:49857623] |
SteamID32 | STEAM_0:1:24928811 |
Country | Sweden |
Signed Up | February 26, 2013 |
Last Posted | October 25, 2024 at 6:10 AM |
Posts | 690 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 3.9 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
400 |
Resolution |
1920x1080 |
Refresh Rate |
380Hz |
Hardware Peripherals | |
---|---|
Mouse | Logitech G Pro |
Keyboard | Varmilo VEA88 Charcoal V2 TKL MX Red |
Mousepad | SteelSeries QcK+ |
Headphones | HyperX Cloud Alpha Wireless |
Monitor | ASUS XG259QN |
Beta 3 released!
Changelog:
- Performance improvements
-- A lot of props that are irrelevant to gameplay (props on unreachable places, on rooftops, outside the map etc) are only rendered in dx9 mode. This means that if you're playing in dx8, a lot of props won't be rendered, which should result in a performance boost. Looks a bit blander and the shadows are a bit weird. Most props are still there in dx9 mode, so it doesn't look that bland for movie and casting purposes. I need your feedback on this, if this should be kept or if I should just have all props rendered like regular badlands.
- Changed colours to make red and blue sides of the map more distinguishable.
- Improved clipping.
- Adjusted some displacements.
- The wooden planks on resupply have been removed, and reverted to the old style.
Download: https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b3.rar
Beta 2 released!
- Fixed Z-fighting behind last.
- Improved clipping.
- Minor optimisations.
- Simplified geometry on the houses around valley to grey bridge.
Download: https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b2.rar
disengageI seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we adapt, like what comp tf2 is all about.
I'm just making a pro version on my free time because I enjoy it. I have no goal to get it into any leagues or anything. Ultimately, it's up to the community to decide whether a pro version of Badlands would be preffered or not. Meanwhile, I will continue to update this map, because I think it's fun.
Thanks for the feedback. Will release a new version of the map today or tomorrow with some bug-fixes.
TaroI really like all the changes you've made, only thing I might add is getting rid of the train tracks inside the mid point capture zone. Maybe make the train tracks end at the edge of the capture zone and then have the capture zone area just wooden planks.
I'm also quite interested to find out, how did you get hold of the .vmf for badlands? Or did you just use a decompiled version?
I'm interested in playing around with some official maps but decompiled versions are always full of errors.
The train tracks section in this version behaves as flat floor over all mid.
Hammer has an official decompiled version of Badlands included.
kaiserRegis it still alpine themed?
It's desert themed. Like it's always been.
Bubbabut valve just released a whole new version. Does this add to that??
This version is based on the old version of the map, and while it incorporates some of the same improvements, they are achieved through different solutions. And, of course, you are able to roll out properly and jump out of the window on mid.
BenroadsWhen you say OP hiding spots, what exact ones are you talking about?
The ones directly above the doors on first spawn. They are removed in the new Valve version of Badlands as well.
Hello TFTV Forums
So, I've have worked on this pro version of Badlands for a while, for my own personal usage. I didn't intend to ever release it to the public since I didn't think there was any demand for a pro version. However, since the last patch, Badlands has gotten some gamebreaking bugs (such as not being able to roll-out properly as Demoman), so I decided to quickly wrap-up this version and release it to the public. Criticisms, suggestions, whine etc. are welcome.
Features:
- Holes have been filled on mid. However, the sticky spot under the point still remains and is equal on both sides.
- Spire "hitbox" has been improved. Not quite done with this yet.
- All stairs behave as ramps now.
- Railings don't soak up rockets and bullets anymore.
- Some OP hiding spots have been removed, and sticky spots where you could place COMPLETELY invisible stickies have been removed/reworked.
- Clipping is improved.
- Fixed some inequalities between red and blue.
- Fixed the skybox blocking high jumps through choke.
Beta 3:
Changelog:
- Performance improvements
-- A lot of props that are irrelevant to gameplay (props on unreachable places, on rooftops, outside the map etc) are only rendered in dx9 mode. This means that if you're playing in dx8, a lot of props won't be rendered, which should result in a performance boost. Looks a bit blander and the shadows are a bit weird. Most props are still there in dx9 mode, so it doesn't look that bland for movie and casting purposes. I need your feedback on this, if this should be kept or if I should just have all props rendered like regular badlands.
- Changed colours to make red and blue sides of the map more distinguishable.
- Improved clipping.
- Adjusted some displacements.
- The wooden planks on resupply have been removed, and reverted to the old style.
Download: https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b3.rar
Changelog: https://dl.dropboxusercontent.com/u/18724316/badlands_proChangelog.txt
I need to recognise this new global competitive TF2 forum platform more; I've been hanging around at ETF2L forum too much.
I am happy that the initiative of funding a team to i49 is happening, although a bit disappointed that the last year's donation drive got underfunded and that a certain person had to pay out of his own pocket. At least we learned from that in the end; there's already an improvement in the planning and organising this in the fact that we are only going for one team this time around.