Lain
Account Details
SteamID64 76561198067800778
SteamID3 [U:1:107535050]
SteamID32 STEAM_0:0:53767525
Country Australia
Signed Up May 18, 2015
Last Posted August 22, 2016 at 12:33 PM
Posts 49 (0 per day)
Game Settings
In-game Sensitivity 1.5
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080 x2
Refresh Rate
60Hz
Hardware Peripherals
Mouse Zowie EC2-A
Keyboard $10 keyboard from the 90's that still hasn't died
Mousepad shitty $5 mousepad
Headphones ATH-M50
Monitor BenQ GW2255
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#19 What makes a good koth map? in Map Discussion
Karlkoth is the easiest game mode to make maps for but at the same time it seems to get very little attention from map makers.

Competitive map makers maybe, but Koth_ is the most popular mode to make levels for. I think the reason why people don't wanna make Koth_ maps for competitive is
#1. There is much higher demand for 5cp_ maps
#2. It's much easier to make unique layouts for 5cp than it is for koth, there is a reason why most koth maps use the Viaduct formula, because maps that stray from it (Nucleus, Sawmill, Harvest) are usually unsuitable for competitive play, as their layouts require spawns while become easily campable, or points which are hard to retake.
#3. It takes too much experimentation to test each and every idea that a designer might have to make a new layout. And we all know that you guys don't wanna test in-dev dev texture maps.

posted about 8 years ago
#51 Candidates for map replacement S21 in Map Discussion

Sunshine should be a staple (at least in NA), it feels like a healthy remix of Process with great point variety and a killer mid. In EU and AU it isn't as great because of teams playing more safe, off-classing and generally keeping it slow. But cmon, you can't call Sunshine slow when you're happy to play bloody Gullywash, please.

Metalworks needs to go or be changed (although Scorpio working for BossKey probably isn't helping that along) Mid-Second and Second Lobby - Last holds are way too strong for the defenders and attackers respectfully.

Granary Pro fixes a lot of the problems with classic granary and I see really no reason to run classic over pro.

Edifice suffers from the heavy+demo+medic roaming strat being a tad too good, but other than that I think it's an A+ improvement over Gravelpit for 6v6, the map is a lot tighter and focused than Gravelpit and I think if people gave it a chance like they did Metalworks/Sunshine we could either get Phi updating it to be as good as Sunshine is, or finding out why the community seems to dislike A/D in 6v6.

CP_Reckoner, CP_Dross, CP_Banana and other indev maps are much too early in their development to even be considered, and the last time we played a beta map in leagues it got shit on because it was still improving, and not a finished product (Sunshine).

posted about 8 years ago
#11 koth_highpass in Map Discussion
cirloNow that it has been added to the game, we should try it... Seems really nice and I feel it can compensate the need of a new koth in the map pool

It sucks that it takes the map to be in the game before anyone dares to try it.

posted about 8 years ago
#23 No more pre-rollout jumps?? in TF2 General Discussion
BisquitLainI've asked Valve in the past to put the spawn priority in TF2 but they have never replied.
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.

Not really, TF2 uses spawn priority too, it just picks the spawn order by which spawns where placed first and it is exactly the same thing. In your example, you would just place these 5 CT Spawns first and the casual spawns after and it is exactly the same thing.

You can see this on cp_badlands, it is no coincidence that you never spawn on the left side of the spawn room during the start of the round. (Suiciding or changing class on freeze time pushes you to respawn on the next available spawn entity.)

Technically it does, but if a player changes class/weapons within the game, they will constantly respawn at the next spawn point, instead of keeping their spawn point. This is especially bad now because there is no 'equalizer' for spawn positions, meaning a pocket with a bad spawn could get to middle 1-2 seconds before the other pocket on some maps, or the medic could be trailing behind in a few seconds, or just completely unable to get to their demoman/roamer which is obviously a terrible disadvantage.
With an actual prioritization system other than the mock one we have now this freeze time stuff could work. Maybe we could get a variable to prioritize classes too, so maybe future maps could put scouts further behind, and have the medic, roamer and demo right next to each other so that litterally the best players win middle.

posted about 8 years ago
#14 No more pre-rollout jumps?? in TF2 General Discussion
MessyRecipeNow you can get fucked over by spawning further from the door. Freezetime jumps at least allow the jumping classes to equalize their position.

I've asked Valve in the past to put the spawn priority in TF2 but they have never replied.
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.

Mappers for TF2 could fix this by just putting in 6 spawns for each team (pretty sure sunshine event does this(?)) but this would make spawning pretty terrible when more than 6 people are in each game.
Another solution is to put a switch outside the map that allows you to change the spawns from 16 / 6 / 9 but that's way to clunky to be in an official map.

They also need to fix players changing spawn points when they change classes, this is terrible when playing medic on granary :c

posted about 8 years ago
#546 cp_sunshine (5CP) in Map Discussion

no formatted changelogs, you hurt me phi </3
great update btw, 30 more frames woop

posted about 8 years ago
#74 cp_reckoner (5CP) in Map Discussion

http://imgur.com/k32tBLR
why is this here,
http://imgur.com/yy2czTz
it's not connected to anything visually.

http://imgur.com/GeJxF6L
seam

http://imgur.com/jQvsDsc
this is a little weird, the trigger for the cap isn't very well notated by the hazard stripes. most other maps have them right over the strip or right inside it.

edit: sometimes i'm an idiot

posted about 8 years ago
#63 cp_reckoner (5CP) in Map Discussion
deetrLooks like a better cp_banana, can't wait to try this out.

I wonder how it looks anything like my map though.

posted about 8 years ago
#540 cp_sunshine (5CP) in Map Discussion
Starkieas for changes to rc9, i really like the more open 2nd on sinshine, the lighthouse always feels like such an awkward place to be

I agree, it was a lot more fluid of a play area around the lighthouse in Sinshine, whereas in Sunshine I really don't wanna fight near the point, I just want to move to the hold position to fight. It also makes fighting when capturing a lot more fun and less "spam rockets into the lighthouse until they leave."

posted about 8 years ago
#538 cp_sunshine (5CP) in Map Discussion
KansasNot a big deal, but there is still some weird clipping that causes a player to snag when you jump up against the light houses. I couldn't actually sit on the side of the red one, but the blue one still has a spot you can stand. http://puu.sh/lhmwb/7a945cd9cd.jpg Btw, nice work on this map. It's one of my favorites.

I'm almost certain that's a problem with the game. It happens on a lot of maps, you can snag on non 90 degree geometry. Probably fixable though.

posted about 8 years ago
#3 Control Point Maps Question in Map Discussion

If you're speaking in terms of level design, setting the "Reset Model", "RED Model" and "BLU Model" to nothing on the "team_control_point" entity should remove the capture flag, but it is not recommended as it will confuse players, since they will not have a clear indicator of who owns the point at any given time.

If you're speaking in terms of the game, you can probably do it with a blank model override, but it will not work on servers that are running sv_pure, such as valve, competitive, and many community servers.

Hope I could help.

posted about 8 years ago
#8 Mutagen [5CP] in Map Discussion

I thought you gave up on this?

posted about 8 years ago
#517 /r/tf2 posts that make you cringe in The Dumpster
ZordonFreemanWho doesn't want to see /r/TF2 circlejerk about how much better they are then those meanie killjoys in /r/TrueTf2?

https://www.reddit.com/r/tf2/comments/3p8pim/for_april_fools_valve_should_bind_e_to_explode/cw43fxd?context=3

ITS JUST A PRANK

posted about 8 years ago
#505 /r/tf2 posts that make you cringe in The Dumpster

https://www.reddit.com/r/tf2/comments/3p951q/competitive_mapmaking_questions/cw4jccq

posted about 8 years ago
#17 Changes for cp_well? in Map Discussion

I don't know if I like this trend, people are trying to make the new version of Yukon/Coldfront/Well/Freight/Foundry that isn't shit, and while I don't think it comes from a bad place, they are seeing things the wrong way.
Pro maps are only successful if the base is workable, Viaduct and Granary where two stellar maps, even without their pro versions, but their pro versions made the maps just that much better. Trying to make a pro version of something like Well or Foundry would require so much more new brushwork and gameplay areas to be built/redone that it just isn't the same map anymore.

I tried to do this to Foundry. I reworked the second point completely, then people realised that last was a little dumb, so I started slowly reworking that into something people liked, then mid had too many sightlines ect ect.. Over the course of 13 versions the map slowly went from Foundry to something completely different, so far disconnected from the current Foundry that you couldn't recognize it unless I told you.

A good alternative to all of this jazz is to make a new map, something completely new from your mind that takes the stuff that you liked best from your favorite map and does them better. Process did this extremely well. The middle point has the same distinct gameplay as Granary, but over the course of a few versions evolved into something new. The same with the last point, it was originally just a clone of Well last, but he kept morphing the idea until he got one of the best and most popular competitive maps in the game. That's how you do a _pro version right.

posted about 8 years ago
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