Hyce
Account Details
SteamID64 76561198007577013
SteamID3 [U:1:47311285]
SteamID32 STEAM_0:1:23655642
Country United States
Signed Up October 25, 2013
Last Posted September 13, 2021 at 2:48 AM
Posts 753 (0.2 per day)
Game Settings
In-game Sensitivity 2.06
Windows Sensitivity
Raw Input 1
DPI
1250
Resolution
1920x1080
Refresh Rate
144 Hz
Hardware Peripherals
Mouse G400s
Keyboard 1986 IBM Model M
Mousepad Steelseries Mass
Headphones Sennheiser HD280/AT 2020 Mic
Monitor The 144hz BenQ everyone has
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#160 cp_logjam (5CP) in Map Discussion

So I did as popcorp suggested and built a pre-b10, had it doublemixed.

I built a new mid and made a few changes to last and everything was well liked other than a few small issues which I will be fixing and then putting out as b10.

Current changes:
Block bullets clipping @ 2nd floating stickies
Displacement hole 2nd choke
Reduced last capture time from 2.0 to 1.3
Made the capture area a cylinder to reduce wari's autism attacks
Added a prop at last to allow scout jumping
Moved kit+ammo at last
Made secret/sneaky less chokey
Lowered the railings in lobby so that they are flush
Fixed sightline from mid-forwards at 2nd
Moved forwards at 2nd to a more logical place
Moved small kit on top of the spire
Changed a few medium ammo packs to small ammo packs
Re-designed mid
Made upper left at last a shutter

Osiris, part of the reason that is like that is to deal with the sniper sightline from the roof to 2nd. I can clip that to be a flat wall and the same ends is met without a visual change, and it shouldn't mess with collisions too bad.

Here's a screen of the new mid:

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

posted about 9 years ago
#154 cp_logjam (5CP) in Map Discussion

I do agree that something needs to happen to mid but I don't think those points are the solution. I think I'm going to have to re-design mid at some point and I don't know if I want to do that prior to the season or not. I don't really want to throw a new mid out into a competitive season but at the same time the current mid is not optimal.

posted about 9 years ago
#151 cp_logjam (5CP) in Map Discussion

Holy shit this is what I've been wanting for months, thanks so much guys. I'm taking much of what popcorp (&morgus & kaneco) has said into consideration. A few things might not happen because of flow/sightlines, but overall I really like some of the ideas.

Wari- I really don't think that's a huge issue because of how clipping works and I'm kinda surprised you bothered to boot up hammer and look at it, and once again thanks for snarky feedback that's marginally helpful (going to make the change anyways)

posted about 9 years ago
#145 cp_logjam (5CP) in Map Discussion

So here's a forewarning-

Hammer's sense of time sucks, it says things are in seconds and they really aren't it seems. I'll mess with the captime, it seems to be a common gripe. It won't be badlands fast I don't think but rather an average of what it is now and what badlands is.

posted about 9 years ago
#142 cp_logjam (5CP) in Map Discussion

That might be a server thing perhaps- I'll be doing some testing soon.

posted about 9 years ago
#140 cp_logjam (5CP) in Map Discussion

Interesting. I know exactly why it's doing that-fixing it might get a little interesting. That's the fun of beta, add detail and then try and add shit so that it doesn't lag everyone to hell.

So a quick explanation is there are these things called areaportals which you put on doors/windows/gaps and they effectively "seal" off an area... if the player can see the areaportal, it renders the next area behind it. Right where you're standing, the door to your left makes 2nd rendered, and you can also see choke, which makes mid get rendered.

I'm going to have to do some more optimization. The problem with that is doing more optimization makes it a lot harder to make changes to the map's geometry, so you might have to live with a little drop in frames until I get more feedback making sure that area's geometry is fine.

Edit- looking at the pics you get a full 120 standing further back from the wall? That's weird. Okay, maybe I'm full of shit and need to look into this further. Added to my changelist.

posted about 9 years ago
#137 cp_logjam (5CP) in Map Discussion

Thanks to ETF2L for putting cp_logjam into season 19's regular rotation. Should be able to put the map into RC after that.

posted about 9 years ago
#136 Cp_Warmerfront in Map Discussion

imo I would just center the point more in that room and maybe raise it up a touch, but keep the containers and keep it on this side of the containers.

posted about 9 years ago
#128 Who is leaving? in TF2 General Discussion

Thread back on track,

I'm quitting for a bit (apartment wide wifi blows) because I physically can't play. I'll still map though.

posted about 9 years ago
#37 first day at school/upcoming first day? in Off Topic

Already a week in and already swamped with homework, hooray for engineering college

posted about 9 years ago
#135 cp_logjam (5CP) in Map Discussion

So due to current circumstances I have to take a break from TF2, however I'm not stopping mapping... the only reason this hasn't progressed is the only change I have is to re-locate the first forward spawn and I know the map isn't that perfect yet... tell me what you want done!

posted about 9 years ago
#134 cp_logjam (5CP) in Map Discussion

cp_logjam

designed to make kaidus win no matter the circumstances

(totally didn't have you in mind when I first made choke)

posted about 9 years ago
#132 cp_logjam (5CP) in Map Discussion

Quick bump here... I haven't done anything to the map in a while because I've been busy restoring a steam locomotive and I'm waiting to hear back from people playing this in the Nations Cup.

If anyone who has played this map in the Nations Cup so far has anything to say about the map, let me hear it so I can make the map better!

Thanks!

posted about 9 years ago
#7 8/13/2014 Update in TF2 General Discussion
DaMeiNUpdated Hammer to add a new Normal Mode for the Sculpt tool

AWWWW YEAH

posted about 9 years ago
#20 basic rollout vids in Videos
PotatovWWhen I was recording my rollouts on his cp_logjam, I'd usually sit there for an hour or more, recording many different demos until I get the fastest and most perfect rollout.

<3

posted about 9 years ago
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