They didn't want data. They wanted a system. That was literally the whole entire point of trying to come up with a system. Apparently we didn't come up with a system that satisfied their needs and desires.
Account Details | |
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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) |
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In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
Nobody ever made a competent weapon voting system.
Detailing with custom props is hard. There isn't a standard for how they're used, and TF2 players aren't used to them yet necessarily. In addition, a lot of them just plain look different. All of those things can cause problems, and for the most part, only people who aren't used to the new art style in the first place will be able to point out the problem.
Some of the props have "Random wound up hose on a concrete hall in the middle of a combat area" syndrome -- that is, they don't seem to have any reasonable place to put inside of the play area in TF2. If you go and study the old TF2 maps and how they did detailing, especially dustbowl, you'll notice that a vast majority of the in-game-area props they use fit in with the area that they're in perfectly, visually and purpose-wise.
The dark black trashbag is probably one of the weirdest props to put in the middle of a doorway. It's too dark, it doesn't fit in with the area around it at all, and while it makes sense at first glance it's not really like that much of valve's TF2 detailing. Wherever there's part of a TF2 map that looks like "this is part of someone's daily life", it's part of a joke about how stupid it is to have that kind of thing in a competitive game's map (HAPPY FARMERS), or a jab at the characters (like if you put sniper's coffee mug on a bench on a battlements). This is why 2fort gets away with the art style it has. Everything blends together nicely or it's part of some kind of humor or has some kind of psychological implication about the flow of the map.
Process and standin were picked to be stock maps because they were fun for low level players (that part is a presumption) and they were ridiculously intuitive. This is partly because of how they're sparsely detailed, but it's not the only thing. He uses default spawn orientations, lighting, and prop density to imply things about the spaces and routes in the map that wouldn't be obvious to new players otherwise.
For example, when you first spawn in on process, the fastest way to the middle of the map goes right by every control point. Lighting (or sometimes propping) is used to make a contrast between the inside and outside of important doorways that might otherwise be overlooked. Props in areas where fighting usually doesn't happen are much more dense, which makes new players at least slightly mentally block out those places as being different from the open ones. The layouts of the maps are startlingly simple after you've walked around on them enough because there's a drought of actual numbers of routes, and every area has some kind of special ambience.
Here's a couple images showing some specific cases of what process does:
https://dl.dropboxusercontent.com/u/1811521/dsafgsetgsreg.jpg
https://dl.dropboxusercontent.com/u/1811521/asdf3easdqewd.jpg
https://dl.dropboxusercontent.com/u/1811521/sdfgsgferwf.jpg
These are all effects that were achieved *through* detailing, rather than being a side-product of the detailing that happened to be done. If you're trying to prove a new art style, you should prove that it can be used to direct players, rather than just look good or impressive or not rape framerates or any other arbitrary minor goal of using an art style in a video game might be. There are a *lot* of competitive players that have a grudge against "art maps", because they don't seem to understand where TF2's artstyle and its gameplay intersect, which is everywhere.
hookyBenroadsThat was supposed to be for the flankTwilitlordI was under the impression it was called pump room but now it doesn't even have pumps
Cafe?
new codename is greece/acropolis
You know. The flank with what looked just like giant greco-roman pillars in it. Which is the whole reason it was called greece. Which what became the cafe room never had.
vid's down someone please explain ;_;
what about roamers vs pockets then
THAT WAS NEVER GREECE AND IT WAS NEVER SUPPOSED TO BE GREECE
The rocks still stick out like sore thumbs.
it's a rare glitch with horizontal seams on curved/angular geometry, to be specific
the only way to avoid it is to playerclip the entire thing slightly elevated away from it so that you can't collide with the actual seam
You should use the gray tile instead of the blue tile in that spawn there on the bottom. It's beautiful aside from that.
You're right, but the way in which you responded to stalin was silly.
mausylink the thread
http://forums.na.leagueoflegends.com/board/showthread.php?p=4425869#post4425869
zigzterSo he thinks we agree with him?
Yes.
There are still people who legitimately believe that Medic ruined competitive TF2, and they're not all TFC players.
;_;
https://dl.dropboxusercontent.com/u/1811521/1384190194763.jpg