Account Details | |
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SteamID64 | 76561198058513958 |
SteamID3 | [U:1:98248230] |
SteamID32 | STEAM_0:0:49124115 |
Country | Sweden |
Signed Up | May 1, 2014 |
Last Posted | December 29, 2023 at 5:31 PM |
Posts | 1320 (0.4 per day) |
Game Settings | |
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In-game Sensitivity | 2.15 |
Windows Sensitivity | 5/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1080p |
Refresh Rate |
144hz |
Hardware Peripherals | |
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Mouse | Logitech G703 |
Keyboard | Varmilo VA109M Red |
Mousepad | QcK XXL |
Headphones | Logitech G432 |
Monitor | Benq XL2411Z |
The issue I see with opening up the area behind the point is that sniper maybe would be a bit too strong. Imagine having a sniper far back behind the point and basically completely denying main from the attackers. Opening up the area behind the point would also force me to remove the prop you can stand on in the tube (but the spot could possibly be re-added). The issue I see with opening up the tube so soldiers can stand on the ledge similar to gullywash is that demomen would be able to spam rollers and stickies down into it. A solution to that issue would be having it a bit further up so that the demo stickies would just get stuck on the wall and not be able to damage the players capping. However... Due to the concrete junk in the ceiling that would make it harder than it needs to be to get to it. The obvious solution would be to remove that, and then a lot of detailing would need to be done etc etc etc. EDIT: Another consequence of making it quite high up would be that... the demo lamp spot would basically be useless since you would be able to spam it with rockets from main.
Those are the reasons I'm not sold on these changes being good.
The other reason is that the same nostalgia argument would be lobbed against the map again: basically its not the same map so then they don't want to play it.
I think the community should look towards new maps instead of trying to fix this mess of a map.
TL;DR I could do these changes but they might make last more unfun and a lot people would not like it anyway.
Trying to make a dblmix on it, msg me on steam!
cp_windfall
Current version: a4
Download link: https://www.dropbox.com/s/g082ll5q2cp17ds/cp_windfall_a4.zip?dl=0
Changelog: a3a to a4
- Added a ramp in choke in order to allow for jumps into mid and second.
- Moved the rock in choke - It's also smaller
- Removed the containers in mid and replaced them with a smaller hut, to prevent the narrow pathways next to the point.
- Reverted cap times and spawn times to "default". I don't feel confident in setting them to a proper value yet.
- Replaced the huts on last with interesting highground next to the point, and a fence to combat the sniper sightlines
- The eight primary spawn points are now on the bottom lobby floor.
- Lots of more stuff to discover
Personal comment:
I think I should do playtesting before making any new changes as I am fairly confident that it's at least playable in it's current state. I never got around to updating this map earlier due to real life, prolands, team and other things. What I'm currently considering is: Changing the lobby layout, which can include a path to grass going through what's now the forward spawn, removing the cliffs in choke due to being annoying in general, and modifying the spawn to ease rollouts
Screenshots in OP!
http://whitelist.tf/competitive_6v6
Just saying, all those 3 unlocks banned here. Start using the global whitelist again!!!
GazYou can change the values five more times but the last point will always stay problematic until the area is completely reworked
I don't intend to update it anymore, and people wouldn't like that anyway (which is fair).
RC1 out! Since I won't do any more changes here I decided I may as well patch up some bugs and make a proper release.
(Dropbox) Download: https://www.dropbox.com/s/6rjgo1wojyiuc13/cp_prolands_rc1.zip?dl=0
cp_prolands_b6 -> cp_prolands_rc1
- Set last cap time to 2 seconds.
- Adjusted the visible geometry behind the point (NO GAMEPLAY CHANGE), to better represent the blockbullets I did.
- Fixed several textures that were misalligned.
- Fixed a bug that allowed for a pixelpeak into top lobby and main through a wall on last.
- Created proper func_detail groupings on last.
Discussion on last cap time, 2nd cap time and all spawn adjusters would be very much appreciated.
EDIT:
Updated the workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1134385764
im sorry if im a buzz kill but maps that have a built in timer, the map starts after the timer is activated?
dont think its fair to set up a sync from further forward into the level tbh
this thing will make it easier for scouts to reach the highground (which i think is your intent) but personally, I would like to see a map that doesn't give scouts highground for free:
These are my thoughts after just running around the map for a while, so take it with a grain of salt
((I didn't check any timings or forward spawn positions or stuff like that))
Positives:
- I think the last is very interesting, especially with all the entrances. It could potentially be really fun to play on.
- The lobby layout is really well designed imo, every part connects to each door to last and each door to second which will definately make backcap
- The flank that goes "under" choke is really cool and such paths are underused in this game in my opinion
- Mid has a lot of potential, it looks really interesting
Criticisms: (in no certain order)
The light_env is very... orange? distracting imo:
https://i.imgur.com/c8Lgg6x.jpg
To avoid monstrocities like this...:
https://i.imgur.com/0ZTOcBF.jpg
you can probably just raise the ceiling of the MIDDLE lobby area (others I think are fine as they are maybe):
https://i.imgur.com/7XAWsSB.jpg
this position may be a bit too strong for holding last:
https://i.imgur.com/ioKB1B5.jpg
this position may be a bit too strong for holding 4th:
https://i.imgur.com/q6WOZDS.jpg
this flank (all of it) has some bad, unfun geometry and seems to be a bit too tight really:
https://i.imgur.com/PaMyHMJ.jpg
i think it's going to be impossible to push into mid from choke since a sniper can fuck you completely from these 3 angles:
https://i.imgur.com/YNm0IqE.jpg
https://i.imgur.com/fsKTURX.jpg
https://i.imgur.com/5Sb6996.jpg
this sniper angle denies the 2 best ways to push into 2nd with (because of the other flank that I mentioned earlier):
https://i.imgur.com/ZrHIkk2.jpg
these 2 also contribute to making it hard 2 push choke:
https://i.imgur.com/E91QpXt.jpg
https://i.imgur.com/80kGvfO.jpg
i think there might not be any "good" position for a combo to hold choke with: (which may not necessarily be a problem? eg process)
https://i.imgur.com/hQspLHD.jpg
not sure i agree with health packs this close to the fighting area (and also the cap itself):
A profiesional analysis of situashion
man 1: *bad joke*
man 2: ANGERY
man 1: lol
man 2: *ban man 3*
man 1: UR HITLER I LIKE FREEDOM
man 2: UR DUM
man 1: no u
YeeHawAoshiThis because it was only a small part of the reason why the original player got banned yet it constantly gets depicted as the only thing that he did wrong.so what else did he do wrong, apart from upload the video?
perhaps check the banpost of the original player ?
i think being doughyus is virtuous and intrinsically valuable
hamahamdo u guys think im retarded like mentally like im not saying physically disabled but like my mind is in another world
i think it was when i smoked my first weed when i was 16 it built enough fats from that time alone that my brain stopped developing and i am only able to comprehend things that a 16 year old would
damn
DoughyFUCK I SPILT COKE ON MY MOUJSEMAT. YEEHAW COME CLEAN IT
i spillde some whine on mine once still working (had to clean it tho it was a pain main it dried fro like two days wtf)
hamahamLunacidei have a theory that high hz LCD monitors cause gender dysphoriaok so why im still male?
240hz makes it 2x fast with ur new schedule u should be up in hours on that thing in no time