Flower_Shop_Guy
Account Details
SteamID64 76561198001664307
SteamID3 [U:1:41398579]
SteamID32 STEAM_0:1:20699289
Country Belarus
Signed Up October 2, 2015
Last Posted January 6, 2020 at 2:29 PM
Posts 16 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
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#12 pl_mesaworks in Map Discussion

Rc3: 01-06-2020 (114 build):

- Changed name of the map from "Eclipse" to "Mesaworks";
- Added an additional 3rd exit from respawn for the blue team in the initial stage of the game;
- Added an additional flank for the blue team for a better breakthrough of the capture point at the A-stage;
- Added an additional flank at stage B, in the form of a platform near the waterfall;
- Added an additional flank near point D to reduce the strong dominance of the red team at this stage;
- Added an additional flank to the final stage for the blue team;
- Re-balancing all the lighting on the whole map;
- Slightly improved optimization in various parts of the map;
- Changed the number, position, size of first-aid kits and ammo boxes throughout the map;
- The possible stuck of the red team in the second respawn after capturing point C has been fixed, now after capturing of the control point the players will teleport to another respawn;
- Reduced the number of assets in the gameplay area, the gameplay's feels now less cramped;
- Reduced the total number of objects on the entire map;
- Slightly reduced the time of the revival of the red team in the final stage;
- Rebalancing of covers;
- Moved the resupply lockers of the red team on the first respawn;
- Reducing the chance of a server crashing by reducing the replicated objects;
- Removed various opening doors at A stage;
- Removed fake doors "no passage";
- The gates for the red team are now open by default, after capturing the blue team points a, the gates are closed.
- Removed one-way doors in the house near the waterfall:
- Removed the extra collision on some assets;
- Improved player clipping on the entire map;
- Removed the collision on the railing and windows;
- Fixed and improved cosmetic changes;
- Decreased volume in some sound sources;
- Fixed players getting stuck in pull out pointers;
- Various other improvements.


posted about 4 years ago
#47 cp_priderock (5CP with jump pads) in Map Discussion

Beta 2 relese.
b2: 03-02-2017 (65 build):

- Fixed exploids;
- Better clipping;
- Details changes;
- Changed the size of health kit on middle point on both sides;
- Removed two shutter doors on middle point on both sides;
- Lighting changes and improves;
- Added menu photos;
- Other fixes and improves.

Download:
https://tf2maps.net/downloads/priderock.1268/download?version=6842

DoctorMiggyTwiggyspeaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..
I have a few pub servers
I can have one ready tonight and leave the map running for the whole weekend.

Do it.

posted about 7 years ago
#46 cp_priderock (5CP with jump pads) in Map Discussion

I'll take your feedback as consideration, like every other feedbacks. Thanks!

treetoonIt's difficult for demos to rollout as there seems to be a lack of 50% hp kits in reasonable places. Perhaps put one in the three shutter door house.

Hmm it's already have one. But I think i will change it from small to medium.

http://i.imgur.com/tz4pqwA.jpg

sage78the small room with the jumppads in mid is a thing of nightmares
the "rock" of mid could be bigger
i also got very low fps (80-120 fps) when i usually get 300-600

WoW, are you serious? Coz, I have a same ~150-220FPS, well as on other big and detail maps. That's strange...

posted about 7 years ago
#44 cp_priderock (5CP with jump pads) in Map Discussion

Oh, I get it.. I designed this map for a public servers, i mean not for 6v6. So that explains the feedback. Anyway, thanks for that.

posted about 7 years ago
#42 cp_priderock (5CP with jump pads) in Map Discussion
HoplitejoeThis would be much better staying as a pub map, the levels of changes that you need to make it competitive are about as much as making a new map.

I recommend you get feedback for this map, see what works and what doesn't, and use that to make a more viable comp map from scratch for your next map.

I actually already did that. alphas was much different compared to this.

posted about 7 years ago
#40 cp_priderock (5CP with jump pads) in Map Discussion
sage78the small room with the jumppads in mid is a thing of nightmares
the "rock" of mid could be bigger

LoL, but this was fun to me, tbh.

posted about 7 years ago
#36 cp_priderock (5CP with jump pads) in Map Discussion
DoctorMiggyTwiggyspeaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..
I have a few pub servers
I can have one ready tonight and leave the map running for the whole weekend.

That will be very cool, but wait beta 2 please. It's almost ready (well, actually it's ready, but I need to test it before public release) .

posted about 7 years ago
#33 cp_priderock (5CP with jump pads) in Map Discussion
CollaideGuys please before giving a map PRAISE please try to find out how it PLAYS.

One of right and the best posts.
I test my map with some people and watch some demos, priderock plays and feels good, but still need some improves and fixes, I gonna to ship b2-version today or tomorrow with some changes and improvements, they be not to major but very important, also thanks for post-feedback here guys, it's very useful for me.

posted about 7 years ago
#20 cp_priderock (5CP with jump pads) in Map Discussion
AsecYou can literally stand in the tree on last

https://lh5.googleusercontent.com/rpCOJBzdPUdBFobIk5yOQvXK0aRTGZVyIehDtJUIrWxD1aEYpeIHXXk-QCCE1X7GpdJxahnqs9hj_QY=w1920-h911-rw

"Your client does not have permission to get URL "

upd: I found that tree.

posted about 7 years ago
#9 cp_priderock (5CP with jump pads) in Map Discussion
DoctorMiggyis there a simba easter egg somewhere?

There "Hakuna Matata" poster and Lions-posters in the main spawn room. Simba is coming in the next version :)

posted about 7 years ago
#11 pl_mesaworks in Map Discussion

Rc2: 06-18-2016 (102 build):

- Minor gameplay changes and improvements;
- Changed the size of health kit (A-Stage);
- Lighting balanced;
- Better clipping;
- Better stability;
- Balanced Sentry spots;
- Other cosmetic changes and fixes.

posted about 7 years ago
#1 cp_priderock (5CP with jump pads) in Map Discussion

"Nants ingonyama bagithi Baba!" - ♫
"Sithi uhm ingonyama!!!" - ♫

cp_priderock - symmetrical 5CP map with jump pads (a bit of Quake-style gameplay) with industrial jungle setting. The middle point was based on The Lion King's pride rock.

More info and download:
https://tf2maps.net/downloads/priderock.1268

Steam workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=854220622

Map overview:

http://i.imgur.com/L2tCADw.jpg

Video overview:

https://www.youtube.com/watch?v=XdX_JqK8Zeo

Screenshots:

http://i.imgur.com/2i8ldq5.jpg

https://tf2maps.net/attachments/0-jpg.40231/

https://tf2maps.net/attachments/1-jpg.40232/

https://tf2maps.net/attachments/3-jpg.40234/

https://tf2maps.net/attachments/4-jpg.40235/

https://tf2maps.net/attachments/4_1-jpg.40236/

https://tf2maps.net/attachments/5-jpg.40237/

https://tf2maps.net/attachments/6-jpg.40238/

https://tf2maps.net/attachments/7-jpg.40239/

https://tf2maps.net/attachments/7_1-jpg.40240/

https://tf2maps.net/attachments/8-jpg.40241/

https://tf2maps.net/attachments/9-jpg.40242/

https://tf2maps.net/attachments/10-jpg.40243/

Map is in WIP.
Looking for the feedback, so let me know what you think.

Beta 2
b2: 03-02-2017 (65 build):

- Fixed exploids;
- Better clipping;
- Details changes;
- Changed the size of health kit on middle point on both sides;
- Removed two shutter doors on middle point on both sides;
- Lighting changes and improves;
- Added menu photos;
- Other fixes and improves.

posted about 7 years ago
#10 pl_mesaworks in Map Discussion

Beta 2 release! More information

b2: 12-10-2015 (92 build):

- Fixed crashes on 32 players servers;
- Added small flank on the last point;
- Better clipping in some areas;
- Fixed player stuck in some areas;
- Cosmetic changes and fixes;
- Fixed reflections on non-Nvidia GPU's.
- Some various fixes and changes.

posted about 8 years ago
#9 pl_mesaworks in Map Discussion

Map has been updated, nothing special, just small fixes.
Workshop link added.

Beta Hotfix
b1: 03-10-2015 (88 build - Hotfix):
- Fixed reflection (LDR & HDR);
- Fixed spawn stuck;
- Changed the number and location of ammunition and health kits;
- Changed the file size.

posted about 8 years ago
#6 pl_mesaworks in Map Discussion
yuiceA few things:
Overall really solid work. How long did this take you?

Hey, I started working on this in Jul 2014, оr ~1500-2000 hours.

posted about 8 years ago
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