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 |
Adding more fonts to my HUD
https://dl.dropboxusercontent.com/u/1811521/asdfawfsdf2we.jpg
pretty much all of the uploads of tlr getting only one or two frags are up there
http://www.youtube.com/watch?v=ExT_VI9oQ2w
"Let's look for nice HUD fonts" thread?
http://i.imgur.com/j3nSzYE.png | Droid Serif Bold 700 (Normal 400: http://i.imgur.com/puFJCAS.png)
http://i.imgur.com/ihBZVdC.png | Acme
http://i.imgur.com/4WKvkvR.png | Amaranth
http://i.imgur.com/ituyC5v.png | Open Sans Condensed Bold 700
http://i.imgur.com/rHQoggt.png | News Cycle (Bold 700: http://i.imgur.com/gUDMFvu.png)
http://i.imgur.com/4Fj9H8l.png | Abel
http://i.imgur.com/ft7VKFE.png | Signika
http://i.imgur.com/uKpJeOc.png | Archivo Black
http://i.imgur.com/ayw6ukt.png | Kreon
http://i.imgur.com/eNKdxrt.png | Roboto Slab (Bold 700: http://i.imgur.com/oOW4H3j.png)
http://i.imgur.com/rXuV23G.png | Source Sans Pro (Bold 900: http://i.imgur.com/79PpEQB.png)
http://i.imgur.com/dUWia6Z.png | Chivo (Bold 900: http://i.imgur.com/81ak5jK.png)
http://i.imgur.com/jLCIQ4S.png | Anton
http://i.imgur.com/7yA7c5X.png | Andika
http://i.imgur.com/1OXROIp.png | Rambla (Bold 700: http://i.imgur.com/pU50GY5.png)
http://i.imgur.com/L5g4WRU.png | Archivo Narrow (Bold 700: http://i.imgur.com/lcJOU6H.png)
http://i.imgur.com/9VWCrCM.png | Alfa Slab One
http://i.imgur.com/Bhlfj1Q.png | Maven Pro Medium (Bold 900: http://i.imgur.com/y8n25mE.png)
http://i.imgur.com/OZuBjGn.png | Russo One
EDIT:
PT sans looks nice: http://i.imgur.com/DneBnh4.png
It has a nice narrow version: http://i.imgur.com/u8IbJYg.png
Bubblegun Sans has nice numbers and RED/BLU: http://i.imgur.com/zn3OenO.png
Some of its other letters are annoyingly detailed, though: http://i.imgur.com/PHYPe6d.png
Passion One looks nice: http://i.imgur.com/HOTHQUk.png
it would be a bit weird/silly to have a child board for a single subsection
customization is dominated by HUDs just because of how pervasive they are anyway
and it's like the main customization that a competitive player would do, aside from binds and configs
I wanted to say this before but I forgot to
That's a goddamn nice font, has the nice aesthetic of the font that revanxp's hud uses (especially for the serifs making the numbers more readable in my peripheral) but has the aggressive shape and thicknesslike a lot of quake fonts do
#5:
Thanks about the general design, I have no idea if this map would work well for anything above 6v6 though because it's just so small. The next map I make will probably be a lot bigger in terms of single areas.
#6:
I don't know why I decided to put the intel in a pit in an enclosed area. It was a bit of random inspiration I guess. I did my best with the terracing and what specific spots I put doorways and cover on to keep there from being really good sentry spots in there, though, and hopefully I'm not so bad that there's a spot like the one under the platform on badwater's last.
#7:
As long as I haven't made a gigiantic mistake without realizing it over the past week and a half, the map should be generally symmetrical and only differ all detail like, which is actually a big thing that makes TF2 maps so appealing for team based first person maps.
#8:
I'm not worried about the offclassing affecting the overall flow of the map that much, and if you could tell me anything that was *really* annoying about it like an area where a pyro or heavy have free reign over everthing or an overpowerd sentry spot, that would be really nice, because I can probably tease the geometry in such places to make it flow better.
The doors were actually like the exits from the intel building being totally broken, because they shared the same name so got triggered at the same time. If one team got through one of them first out of the initial spawn then after they closed standing on their trigger on the other side wouldn't count to make it open up again. If those weren't the broken doors then please let me know because I might have a logic problem I don't know about.
I'll see what I can do about the map being cramped overall, hopefully I can twist the geometry well enough. If you guys of felt like any specific part of the map was just so small it stood out, please let me know, because it's hard to tell when I'm trying to use scale as a way of saying "this is a good place to be" and "this is probably only useful if you're rushing through".
alpha 2 has been released, which includes a moved up respawn (the initial spawn at the start of each round is still by the intel), better clipping and texturing, performance improvements, and no layout changes because I didn't get any feedback.
https://dl.dropboxusercontent.com/u/1811521/ctf_windgap_a2.7z
please give any feedback you have to offer, even if it's negative or amounts to "this map is really bad, scrap it and start over"
when you're walking up/down steep slopes, your crosshair is in the wrong location (vertically delayed).
not very obvious but funny enough to post I guess.
liberty pizza
south street pizza
arizona pizza
dominos
(in that order)
Daggermost pizza chains suck, you gotta find a good local place
concur with this
I'm pretty sure chat only likes bitmap fonts.
one of the reasons the flame stream inherits so much momentum is to make up for input prediction sucking
itt people almost entirely fail to communicate with eachother because they have similar but distinct jargon languages and are unnaturally opinionated in the first place
Make sure the chokepoints are actually legitimately useful places to push from.
Don't make spongy flank networks -- it might seem like a good idea, but what's the last map like that which got popular? cp_steel, and it hardly counts because of its unorthodox concept and it's *still* too big for 6s.
In 5CP, 2nd point needs to be challenging to capture after an indecisive mid victory, but easy if you get a wipe; spires works brilliantly for this in a compact space, maps without them tend EDIT: to put the 2nd point oh flat ground in front of an elevated platform.
In 5CP, if you make points take too long to capture then you're the devil. This is actually considered an advanced thing, by the way, which is sad because using hammer is so hard in the first place that thought deserves to be put into the technical basics like this.
If your 5CP map is too large everyone will hate it. Just because all of the 6s classes are mobile doesn't mean that they have all the time in the world. Large maps mean wildly differing spawntimes or aggressively positioned forward spawns to make up for the distance one team or the other would otherwise be out of the game for traveling. Use badlands as the baseline for how long it should take to get to mid, and how much space there should be between each point.
Three of the very best 5CP maps in the game share an obvious formula: Open mid, elbow chokepoint going downhill into 2nd with a corner-cutting but disadvantageous flank, long 2nd point area with a spire, small warehouse/lobby system, boxed in last point room. This is such an obvious layout that it's present in TFC and some *quake* maps, for christ's sake. I'm not saying that formulas are the best thing ever, but if you're going to figure out what makes a competitive map good, you should really be looking at shit like this and disect it into its fundamental parts instead of theorycrafting baselessly about why pub maps *don't* work. Think about the dynamics between control points, and the ways that geometry and open space work. That's what some of the newer tf2maps 5cp maps are doing.
KotH maps need to actually promote DMing among a small number of players. This means to have some kind of focus point somewhere. Viaduct is a good example, with a ridiculous focus on the center and action areas that fan out into a chokepoint wall with a spawn behind it. More KotH maps in this general concept, like this and arctic, need to be tried out so that we know that there's diversity you can do with the layout. Yes, this even -- no, especially -- applies to highlander, because a lot of the classes are effectively immobile or exist solely to deny space, so you need to force them together to get the KotH DM fest to happen and not punish them with a long walk just because they died in a DM fest.
One of the reasons that the competitive community has been somewhat rude to tf2maps over the years is that a lot of people there repeated bringing maps over without listening to earlier feedback. Do you know how long it took for someone to make a legitimately good custom 5CP map? Gullywash. Go figure, the one guy who doesn't seem to listen to other mappers very much in public anymore has the best experience with tailoring a map to a niche's needs. I want to see the "comp players are mean!" streak end, because for whatever bit mean the people in comp are to mappers, the tf2maps community's little circlejerks are just as mean to brand new mappers for not getting what are supposed, apparent, basics, but not.
I'm not even going to get into HL because they haven't even figured out what form of payload map they like the most yet. It's definitely a lot easier to transition from pub maps into making HL PL maps than 6s 5CP/KotH though.