skaz
Account Details
SteamID64 76561198061316177
SteamID3 [U:1:101050449]
SteamID32 STEAM_0:1:50525224
Country Australia
Signed Up September 2, 2015
Last Posted September 27, 2024 at 8:26 PM
Posts 142 (0 per day)
Game Settings
In-game Sensitivity 1.15
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144
Hardware Peripherals
Mouse HyperX Pulsefire Core
Keyboard Ducky One 2 Midnight TKS Cherry Mx Reds
Mousepad Qck +
Headphones audio technica ath-m50x
Monitor  
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#29 Mannbase Alpha (5cp) in Map Discussion
_flacglad to see the jump-pad is back ;D

mannbase deserves more attention, I'm loving b12b so far!

Yeah, so I've been thinking about this a lil. I don't really mind so much that people aren't replying, I kinda understand why and I don't blame them. Community members putting their own time into a project that probably won't affect them is a bit of a rare gift for mappers. It's not like I believe I have the right to feedback, I don't.

The map is getting downloads on tf2maps.net and is being playtested fairly often, and afaik is being enjoyed by enough people that I feel I don't really need the feedback from TFTV users (Don't get me wrong, I'd fucking love some). I'm happy with the development and feedback it's getting, doesn't need to be from here. Despite the lack of attention it's getting on TFTV, I keep this thread updated in case there is a TFTV user that is watching this thread.

I have worried that posting updates is somewhat spammy but eh fuck it.
I'll keep updating it until I stop updating it.

posted about 4 years ago
#27 Mannbase Alpha (5cp) in Map Discussion

B12
I've had many people complain that the map feels quite large. I haven't actually compared the map to other 6s maps, however, I feel this is more a feeling of areas being large rather them actually being larger. So this update has mostly been a focus on second/choke. However, there are changes to other areas:

Screens
Download

Middle:
• Shacks size increased
• New ledge on the outside of quake room

Second:
• Moved health and ammo closer to choke
• Fortified the point
• Closed off sniper angles

Lobby:
• Opened up the high ground in lobby but cutting a platform out of the wall

Choke:
• Moved med hp/ammo
• Added back route, except in different spot and has a jump-pad

I'm hoping that these changes will make the choke fight and flank fight feel a bit more focused.
I'm also hoping that the choke gets reduced in size due to the change of placement of the medium hp pack and the placement of the jump pad.

posted about 4 years ago
#25 Mannbase Alpha (5cp) in Map Discussion

B11
Working on transitions and improving the midfight. Also improved the 2dskybox for those that turn it off.
I made a vid to show some rollout ideas: here

Screens
Download

Middle:
• Added ledge for soldiers to use
• Increased height of the wall to make high bombs easier.
• Change medium hp pack to small (not sure about this change)
• Removed sign
• Made the floor flatter

Second:
• A new balcony added intended to make the area feel a bit more "more". Often found capping the point and stopping the enemy team from entering from the lobby was quite awkward, hopefully, the balcony helps the area feel a bit more "controllable" for both teams.

Last:
• Changed left sign (defender persp) to improve the rollout and to make it feel better to play in
• Cleared up right side to improve sacs
• Moved under from left to right to also improve sacs (this also increases walk time from lower to lobby to make scouts a bit
less powerful when sacing into lobby from last)

Choke
• Removed doorway, intended to simplify the choke fight. Also will make it simpler to push middle. (might make it more difficult will be keeping a close eye on this)

Quake Room
• Moved the trigger for the window shutter further back to stop people from hiding up there

posted about 4 years ago
#24 Mannbase Alpha (5cp) in Map Discussion

B10a
Wanted to try and hone-in on a visual style. Looks like I've figured it out.

Screens
Download

Middle:
• Cleaned up sign

Second:
• Removed Jump-pad
• Improved detailing on the spire
• Players can now climb their way into the window room
• Large OOB detail area added

Last:
• Visibility improvements
• Swamped fences for glass
• Raised OOB area slightly

Choke:
• New detailing

posted about 4 years ago
#37 Trying to find purpose in Off Topic
ILLEGALELEPHANTGUNyeah thats a mindset, youre not crippled. go outside.carnaticumlmfao ppl rly being born in america having the privilege to post on niche Internet forums being depressed bro it’s literally all on u. nothing excites you or makes you happy? That’s your fault, you literally can do more things than 99% of the world bro stop playing games, stop posting lachrymose bait on tftv and go do something active.ILLEGALELEPHANTGUNliterally this but a bunch of limp wrist softbois are downvoting us

https://imgur.com/a/CCvS223

posted about 4 years ago
#23 Mannbase Alpha (5cp) in Map Discussion

Yo, b9 is here.
Expect b9a very soon with more small changes

Screens
Download

Changelog:

General:
Many fixes
Boxes

Middle:
· Added new terrain
· Moved boxes
· Added boxes
· More/diff lighting

Second:
· Basically the same

Last:
· Less sentry spots
· Spawn has been moved forward

Choke:
· New window into IT

IT:
· New window into choke (hopefully this fixes flanks)

posted about 4 years ago
#2 cp_icewind (5cp) in Map Discussion

Oh crap, forgot you dm'd me to look at this. Honsetly the map is looks pretty interesting. Middle, second and the area in between is really cool. It has been a while since I've looked at it but my main feedback is to maybe make it a bit clearer where clipping is (I think there were a few fences and corners that had some weird clipping).

The other point is I don't know if having an entrance into last being open to the skybox is a great idea. I'm sure demos and sollys would love it, but good luck to the defending team, no way they keep their uber.
I think a way to take change last is to "fortify it" give teams more stuff to use to defend, up to you how you do that.

posted about 4 years ago
#4 Taylor Swift Fan Club ...Ready For It? in News

im so glad my son has made it <3

posted about 4 years ago
#22 Mannbase Alpha (5cp) in Map Discussion

get b8'd
this is an update
from b7
to b8
the map is now b8
Overall theme has been revamped, check the screen below.

Screens
Download

Middle:
• Changed shape of shack
• Increased size of displacement and the texture.
• General retexturing and detailing

Second:
• Revamped structure on second
• Move ramp at choke closer in order to improve rollout

Last:
• Aligned point better
• Cleaned up staircases
• Move position of shutter slightly
• Window revamped
• General detailing

IT:
• Revamped

Quake Room:
• Revamped (sorta)

Window Room:
• New route into second

posted about 4 years ago
#3 cp_korea (5cp) in Map Discussion

https://imgur.com/a/hCxDboo
album of some stuff

Honestly, I don't see anything glaringly wrong with this map. I think that a lot of work can be done on it gameplay wise, but its an in dev map so :shrug:
Playtest it in some discord groups/with friends and those issues will eventually be ironed out.

In terms of the look of the map I think maybe you've simply placed props without much thought. For example these lamps that are at head height. I just feel they could be raised higher.
Also this texture (while I know does sort of fit in the theme doesn't make much sense because it just makes me think of Halloween maps.)

As #2 said change the lighting, I understand the orange and the fallout theme but it really is just over bearing.

posted about 4 years ago
#23 favorite jump in a jump map? in TF2 General Discussion

https://youtu.be/Dq3GDn7wqBk?t=195
somethin about that wall sync

posted about 4 years ago
#6 how to make stairs splash properly in TF2 General Discussion
Collaideim losing braincells reading this. its been known for a long long time that blockbullet fixes it. no need to act like you are a secret genius or something.

relax.

Anyways, most maps deal with this by using a blockbullets brush. if you use "r_drawclipbrushes 1", you'll probs find that most stairs don't look clipped. This is because it's using a blockbullets brush which doesn't show when using "r_drawclipbrushes 1".
I haven't heard of using phase+player clip but I feel that it's unnecessary.

posted about 4 years ago
#1 stream change in Requests

sskaz to skaz_tf

tytytyty

posted about 4 years ago
#58 Environments - TF2 Edit in Videos
MouldI don't think cyanic, now that he isn't involved in tf2 anymore, would mind me saying there was originally plans to do an environments 2 that was supposed to go much much further, but I dropped out that project months ago and I'm guessing it's cancelled at this point, which is a shame

There were plans and also quite a bit of progress done. The project has however been canceled until cyanic chooses to pick it up again. Honestly a shame it's been cancelled, env 1 is probably my favourite piece of tf2 content ever created.

Myself and others had done some mapping for the project so there is content there. Maybe someone wants to pick up where cyanic left off for env 2?

posted about 4 years ago
#20 Mannbase Alpha (5cp) in Map Discussion

lemme swing past the b711
again its b7

Screens
Download

Middle:
• Reduced height of shack, and rotated orientation.
• Changed pack under the point to a medium.

Quake room:
• Windows blocked off, added window shutter.

Lobby:
• Made it easier to traverse

Last:
• Moved satellite away from the control point.
• Made right door larger
• Removed windows from shutter.

posted about 4 years ago
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