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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#113 cp_logjam (5CP) in Map Discussion

Very glad to see the all didn't actually hinder jumps. The arch will look more in place as I detail 2nd and modify the cliffs a bit- the rest of them are just straight at the moment. Not in the future.

cp_logjam_b6

https://www.dropbox.com/s/e7uxysnzoxzb3r9/cp_logjam_b6.bsp

Changes:
Removed the baity roamer spot
Added some central height on mid to try out (kinda looks like shit atm)
Clipping fixes
Numerous displacement fixes
Made the arch clearances wider and taller, modified a wall in lobby to block sightlines
Other stuff I don't remember

Screens

http://i.imgur.com/n9a4CV4.jpg

http://i.imgur.com/GSj4ht8.jpg

http://i.imgur.com/RsoL0T4.jpg

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

Funny you take pictures of that, I removed the ability to do that for b6 when I was optimizing the map.

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

So the main point of the arch being added was to block a ridiculous sniper sightline from upper lobby to spire.

You could stand pretty much all the way back in that room, completely uncommitted and unspammable, and have a perfect view of the entire capture point on spire.

That's a load of shit.

So, I put an arch in the way to block the view, which blocks the fastest rollout as well. Fixes that I can think of:

1. Make the arch smaller on the left side (move the left side closer to the right) allowing more space for a demoman to fly by so long as it still blocks the view of the sniper
2. Move the arch closer to the building (may mess with soldiers trying to jump from upper left to point)
3. Remove the arch, AKA the glorious return of mashed potato
4. Move the upper lobby door to the left (as if you were pushing to 2nd from last) and alter the rock wall a bit so that sniper sightline just isn't there at all (might also fuck with jumps still)
5. Remove the arch and add a shutter door there.

That's basically what I can think of as fixes. I'll be looking at this. This sight line is definitely more important than a demo rollout at the moment. The demo being a bit slower to mid, albeit not fantastic, isn't as game breaking as a retarded sniper sightline that you can't spam or take care of easily.

posted about 9 years ago
#94 cp_logjam (5CP) in Map Discussion
Quartz
rip demo rollout 2014-2014

T_T

If there are no viable ways to roll out because of the arch I can alter/remove the arch and think of something else. That's what my main worry was when I put the arch in.

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

cp_logjam_b5

https://www.dropbox.com/s/qsbssxhb331ooia/cp_logjam_b5.bsp

Changes:
Added a natural rock arch at 2nd to block some sniper stuff
Added a new door to banana from 2nd
Detailed last a bit
Fixed more displacement stuff
Added a roof to spam spire from

Screens:

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

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

http://i.imgur.com/89R13zP.jpg

http://i.imgur.com/w7vCHFq.jpg

http://i.imgur.com/rtI7tpJ.jpg

posted about 9 years ago
#120 cp_intermodal (5CP) in Map Discussion
JackyLegsAfter playing this map at the HLNC, the couple of issues I found with the map are that:
-The announcer voice is missing for some reason.
-The truck in 2nd is sometimes invisible when you join a server with intermodal, this bug also gave me a wall of errors which caused my frames to drop by half.

Overall the map flow was really smooth imo, it's a rather large map but because of that I think it could be one of the best hl-5cp-maps.

Great job Hyce, keep it up.

Glad it works out okay- if you guys had any trouble pushing or defending an area please let me know, I can make some changes now before I finish polishing and a lot of detail is going to be deleted anyways so I need to hear soon if there are any flaws.

I just fixed the announcer on Logjam, I know what the issue is. I can fix that.

The truck being missing... I have no idea why this happens, it seems that a map reload fixes it usually. I'll look into it.

posted about 9 years ago
#65 the art thread in Off Topic
iridescentFUZZ
Great music there. Do you compose all this yourself(excluding the covers)?

Yeah, all the songs and demos are all "composed" by me. I don't really sit down and go "Hey I'm going to write a song in this key with this whatever" and then write out music, I usually am just screwing around with a guitar and play something cool and then flesh it out.

posted about 9 years ago
#63 the art thread in Off Topic

https://soundcloud.com/hyce777

I'm a a musician as well. If you like rock music you'd probably like my stuff. I'm playing all the instruments, I overdub them one at a time to make a full song.

Meanwhile my sister actually does visual art...

http://www.marianhuberart.com/uploads/1/6/2/9/16295390/6267151_orig.jpg

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

cp_logjam_b4f

the f stands for fixed, I already had b4 pugged last night at like, 5 am EST and we found some stuff. It was also the single stupidest and hilarious pug I've been in.

download: https://www.dropbox.com/s/4emngu86bjxnepk/cp_logjam_b4f.bsp

Changes:
Fixed more displacement stuff
Fixed displacement connection in cave to the building on mid
The announcer better fucking say "time has been added" on capture or I'm going to kill someone
Fixed displacements on ramps at mid
unclipped forward spawn doors, made it so you can't shoot through them
added lighting in choke
Fixed some stupid spots you could stand on at 2nd (mesh fence and cliffs)
Added some detail to lobby

Screens

http://i.imgur.com/dap8TOg.jpg

http://i.imgur.com/H9KMCiD.jpg

posted about 9 years ago
#4 LF Demo CEVO Low-Mid Open S5 in Recruitment (looking for players)

Dedoris is an awesome group of guys. I'd play for them myself if I could!

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

cp_logjam_b3f

b3f because I did an inhouse on b3 at like, 5 am EST last night and they pointed out a few glitches

download: https://www.dropbox.com/s/3r0anrn8z2vmqgg/cp_logjam_b3f.bsp

Changes
Clipping fixed on spawn doors
You can't shoot through spawn doors anymore
Detailing from blue side spawns added to red side
Unclipped logs on mid (you can't hide sticks in them don't worry)
added a roof to choke (it should be big enough for jumps still)
Removed sightline from mid to 2nd through choke
Fixed numerous clipping/displacement shit
Probably missed more displacement stuff

Screens

http://i.imgur.com/0FJvC2G.jpg

http://i.imgur.com/bJcO5Jk.jpg

posted about 9 years ago
#73 ESEA Map Poll in TF2 General Discussion
hookykirbyThere really should be detailed requirements for a new map to be added to the polls. I can't speak for or against Sunshine, but in past seasons, there have barely been any custom maps that the majority enjoy and actually want to play. It really seems that people end up voting in new maps as a reason to vote out a map they don't want to play. It's understandable that over time, people want something new, but they should really make sure that it's something they want long term and not at that moment only because it's new.Considering people don't pug new maps, what would those requirements be?

NA people don't pug new maps. I've watched ETF2L doublemixes on logjam for about a month now and it's the best feedback I've ever gotten. If we could get occasional pugs from pug.na or something like that for new maps that would be absolutely outstanding. If you want fresh, new, good maps in your rotation you need to help us out a bit.

posted about 9 years ago
#65 ESEA Map Poll in TF2 General Discussion

So your choices are now intermodal, logjam, gravelpit, or keep sunshine in.

If you pick intermodal I will think you're a little strange, it's really not that 6's friendly, and would be basically a 2nd granary in the rotation, except with more flaws.

If you pick logjam I will personally hunt you down. It's not ready for ESEA, it has too much potential to be put in as-is.

You can keep sunshine, or add Gpit back.

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

Logjam B2

Download: https://www.dropbox.com/s/1ptg772n3w2hp90/cp_logjam_b2.bsp

Changes:
Changed tape on mid to logs
Sewed displacements; there shouldn't be cracks in cave or floor anymore
Fixed 2nd cap point clipping with roof
Made the fence on the bridge at 2nd larger
Last control point glass opening thingy got taller
added block bullets ramps over the ground at choke so that they should function as ramps again for splash and pogo jumps
Removed the log piles and replaced them with ramps up to the height
added mashed potato memorial
replaced mid with viaduct mid

I thought about removing one entrance to cave, and then making it so that the only entrance on mid was between where the two are right now, but I decided against it because that would make it really really easy to spam both choke and cave from roof and make the only viable flank logroom/banana.

Screens:

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

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

posted about 9 years ago
#48 ESEA Map Poll in TF2 General Discussion

As much as I love to toot my horn about my maps, logjam is not where it could be right now. It plays pretty well, but it's still got a ways to go. In a few versions, it will be a really good map but at the moment it's not quite perfect. I'd love to see it this season, and I know ETF2L and CEVO are giving it a shot, but I also don't want the community to try it out with where it's at and immediately go "shit map I don't want to play it anymore" without realizing that I seriously work on my maps.

posted about 9 years ago
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