shootmania looks slow and horizontal-heavy compared to tf2
which is ironic considering that tf2 is "supposed" to be "slower" and "less vertical" than UT/Quake
Account Details | |
---|---|
SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.5 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
shootmania looks slow and horizontal-heavy compared to tf2
which is ironic considering that tf2 is "supposed" to be "slower" and "less vertical" than UT/Quake
i'm on it right now
] cl_interp_ratio
"cl_interp_ratio" = "1" ( def. "2.0" )
** NOTE: The real value is 2.000 but the server has temporarily restricted it to 1.000 **
why does your chicago DM server restrict interp ratio to 1
shitreg all around until i set cl_interp specifically to the equivalent of ratio 2
The Authentic Gotfrag Experience (tm)
#52 why would you get rid of process
it's such a good map
if you get a close tie can you pleeease do a repoll including only the winner"s"
thorn_Could you at least post your credentials? Jesus, low open teams expect more now than ever before, you can't just prance in and take a spot on a team.
i can't tell if this is sarcastic please advise
viaduct is fine
harbleustandin is still an awful fucking map to medic on. medic is already bad enough, playing standin on it is just unbearable.
i'd like to add that tf2's push/hold mechanics don't work well with a domination-like gamemode
I'll lower it and we can see how that goes.
Also, I changed the porch-construct connector plank and added (non-colliding; you can shoot through their edges) metal sheets to the railings to make it obvious that you can't shoot through them.
I spent most of the time since the last update figuring out how to fix a VRAD-induced lighting bug.
EDIT: I can't directly control the decay rate. The faster the cap time is the longer the decay time is, and it's hardcoded. If I can change the cap rate depending on whether someone's on the cap point I could do it, but I don't know if that's possible.
I like where this is going.
obscure could be very good once it's finished being remade.
Highlander is bigger than 6v6. I think the map may work well for highlander, definitely, but you might not have enough cover for it, which is why it looked like a 6s map for me, to begin with.
Everything I've said up to this point was oriented around 6v6 play. There's just too many passes for a forward hold for 6s, and the paths around the point seem like they're balanced to keep heavies down (which is actually a good thing... keep it like that, if I'm right). The flanks need a little work for highlander but in terms of 6s I believe they're outright a disaster; too much noise and complex area around the cap point to be cohesive with forward holds. It might work well, and I'll giggle at myself if it does, but even then it would be better for 6s forward holds with better flanks. If that's how you want to balance it, too, you might want to add more interesting cover like the stuff on the spire, to the forward hold areas too. I think I'm out of things to say for now, unless another piece of bad communication pops up.
Because it will make comp matches into clusterfucks.
You can make a map where both are good, but the reasons they would work on this map are clashing.
I'll do it, but only if I can run Hammer. Linux is just so much better to dev on, only huge reason I'm on windows still is for Steam etc. All my other stuff is portable or runs very well in Wine.