FatherBrandon
Account Details
SteamID64 76561198010399228
SteamID3 [U:1:50133500]
SteamID32 STEAM_0:0:25066750
Country Canada
Signed Up August 19, 2016
Last Posted February 12, 2019 at 10:05 PM
Posts 141 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 5 6 7 8 9 10
#8 cp_haddou in Map Discussion
ScrewballNice concept but a couple issues i noticed on a quick walk through.
Wall textures are to visually noisy.
WAY to many places that look like you can jump on or over but you can't.

Thanks! I will definitely be changing some of those areas with some more height to make it appear less restrictive for places to go.

yttriumthis theme feels more like dust in cs 1.6, it should probably be closer to dust 2 in csgo, cp_egypt, or temple of Anubis - more faded and less contrasty, so the only visual noise is the defining line where a wall ends

Second comment to mention wall texture noise. I will try fiddling with the textures and see what I can do for the next release. Thank you.

posted about 7 years ago
#1 cp_haddou in Map Discussion

Heya again all,

A new A/D map to play with for 6s/Highlander or 4s if you feel the size is right. Let me know what you think!

Image Album: http://imgur.com/a/WvE7p

Things to read before you play:

Blu spawns in a 'sand storm' (Wind that contained some snow was the best I could find). The particle effects are tagged to die when a certain distance away from the player (and should only be created again when you are close to their entities) and they should die when you reach the courtyard outside of Blu spawn. Please let me know if you encounter substantial FPS drop due to this.

You also spawn in a thick sand colored fog. When the setup timer is finished you can leave the sandstorm and once in the outer-halls of Blu spawn you pass through triggers to turn the fog into its regular clear-day self.

Let me know if the choke out of Blu's courtyard is too much for 6v6.

TF2maps direct download: https://tf2maps.net/downloads/cp_haddou.2803/

Steam Workshop URL: https://steamcommunity.com/sharedfiles/filedetails/?id=797316429

posted about 7 years ago
#27 cp_daytrip in Map Discussion

- Closed in the dojo a small amount which reduced a major sniper sightline.
- Fixed some clipping issues.
- Added Bulletblock slopes from the street to all sidewalks.

Direct Download: https://tf2maps.net/downloads/cp_daytrip.2739/updates

http://i.imgur.com/f1VHgFp.jpg

posted about 7 years ago
#26 cp_daytrip in Map Discussion
diamond0wnerFatherBrandondiamond0wnerYo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy!
Sweet! Thank you for making this video. It's like Christmas morning for me to see footage of any play on my maps. I have a 5CP map in the works but will take a break to address the issues you had with sightlines/getting stuck in geometry/clipping. Expect an updated version in the coming days.

Edit*
My goal is to have my maps in comp rotation.

Keep at it dude. I'm a huge fan of A/D and I think this map could be fun if ya balanced it a lot

I made most of the changes suggested in your video. Went over the clipping, changed that spot by the dojo stairs that you could get stuck in, and added a wall/small building to block the super long sniper line of sight from the dojo.

Here are images of the changes:

http://imgur.com/a/dep6p

I'll do a full compile overnight.

posted about 7 years ago
#24 cp_daytrip in Map Discussion
diamond0wnerYo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy!

Sweet! Thank you for making this video. It's like Christmas morning for me to see footage of any play on my maps. I have a 5CP map in the works but will take a break to address the issues you had with sightlines/getting stuck in geometry/clipping. Expect an updated version in the coming days.

Edit*
My goal is to have my maps in comp rotation.

posted about 7 years ago
#36 koth_avalanche in Map Discussion

New release: Oct 18th, 2016

-A few gameplay changes have been made after testing such as more cover available in the tunnel under the point and change/movement of health/ammo once more

-3d skybox expansion

-Soundscapes!

A few updated images:

http://imgur.com/a/WABbM

Direct download: https://tf2maps.net/downloads/koth_avalanche.2505/

Workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=747296123

posted about 7 years ago
#22 cp_daytrip in Map Discussion

Oct.15th update:

- Closed some long sightlines.
- Closed in the main street to allow easier defense of point 'A'.
- Added new cover the area outside the dojo to help with both defense and attack.
- Cleaned up some visuals and added new Japanese themed overlay textures.

New version can be downloaded here: https://tf2maps.net/threads/cp_daytrip.30387/

It can also be downloaded on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=775688428

Updated screenshots: http://imgur.com/a/MqyFf

posted about 7 years ago
#21 cp_daytrip in Map Discussion

Some small updates. Closing in the Blu starting area a bit to make defending the first point slightly easier.

http://imgur.com/a/1hDzV

I'll have an updated version posted for playing on within a few days.

posted about 7 years ago
#20 cp_daytrip in Map Discussion

Based on some more feedback I am closing in the map slightly more. Here is a start!

http://imgur.com/a/zpnH7

posted about 7 years ago
#35 koth_avalanche in Map Discussion

New release: Oct 9th, 2016

-Removed falling snow

-Removed clipping from roof over the point

-Map title and file name changed to koth_avalanche from koth_avalanchev3

-Moved the team spawns forward

-Increased health and ammo pickups and moved some health pickup locations

-Added a second route to sniper balcony/cafe

-Added stairs to help navigation and flow to roof near the point

-Added stairs to help navigation and flow in the underground area near the point

Some screenshots that show some updated areas

http://imgur.com/a/IHAsd

You can download the bsp directly from here: https://tf2maps.net/threads/koth_avalanche.29779/

You can also download it from the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=747296123

Please test when you can and let me know what you think.

posted about 7 years ago
#34 koth_avalanche in Map Discussion

Going back to work on this. A few fast compile quick screenshots of issues addressed. (Falling snow will be removed, don't worry).

http://imgur.com/a/i5vJ3

1. Pushed the spawns forward.

2. Added some stairs to make escaping from the area behind the point easier.

3. Increased the lack of ammo/health.

I'm still trying to figure out an advantage for the tunnel under the point other than health.

posted about 7 years ago
#19 cp_daytrip in Map Discussion
XenThePybroi dont think the busses fit in with tf2s 1978 or whatever it was theme i could be wrong though

I like the busses, but if I could get a custom model of perhaps a more fitting bus model (one with Japanese characters would be great) I would be down for that. I am using the ones from the official koth_king map currently.

posted about 7 years ago
#16 cp_daytrip in Map Discussion
TsarbucksYour maps have a certain charm to them and are beautiful.

Thank you very much! I put a lot of hours into them (almost full-time) and I am glad to hear this.

posted about 7 years ago
#15 cp_daytrip in Map Discussion
uberchainAny chance this map'll be compatible for SFM sometime in the future? I need this for reasons. Also, the TF2Maps download button is taking me to an Imgur link.

I'll look into SFM compatibility. It's something that I've wanted to check off my list to learn the basics of to help promote my maps.

TF2maps link now works: https://tf2maps.net/threads/cp_daytrip.30387/

posted about 7 years ago
#12 cp_daytrip in Map Discussion
ILLEGALELEPHANTGUNthis map looks amazing

Thanks man. I had a lot of fun with the layout and detailing.

posted about 7 years ago
1 ⋅⋅ 5 6 7 8 9 10