ScorpioUprising
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SteamID64 76561197977081885
SteamID3 [U:1:16816157]
SteamID32 STEAM_0:1:8408078
Country United States
Signed Up September 4, 2012
Last Posted December 3, 2017 at 7:38 PM
Posts 320 (0.1 per day)
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#9 Bleak #1 demo NA in TF2 General Discussion
downpourlets not forget Adult cat Finder
that shit caught me off guard
w8 this is on sizzlingstats oops

I would fuck the shit out of that cat.

posted about 11 years ago
#2 Haas this glitch ever happened to anyone else? in Off Topic

I put extra A's in my words all the fucking time. KEYBOARD MUST BE GLITCHY!

posted about 11 years ago
#1 Twitch streams on frontpage refuse to preserve mut in Bug Reports

Hey, the front page casts through twitch don't appear to remember when I mute them. If I come in and want to just refresh to see what new threads pop up for forum activity, the stream automatically starts playing the audio. The button for the mute indicates that its muted, but ends up playing audio anyway, meaning I have to click the mute button twice (one to turn audio on, then to mute it again) in order to redisable the audio.

posted about 11 years ago
#10 Stream Hiatus in TF2 General Discussion
disengageCoop games put on hold: Half-Life, Splinter Cell Chaos Theory / Conviction, Doom 3 Expansion packs, Resident Evil 6.
We need more coop games to play.

Orcs Must Die 2

posted about 11 years ago
#28 Tj Lane thoughts? in Off Topic

BUT YOU GUYS I READ IT ON 4CHANN!!!!!

posted about 11 years ago
#45 cp_metalworks feedback thread in Map Discussion

Next version is out. https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test2.bsp

Picutrtresss and changes:

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20001.jpg

Okay, I added a second exit from spawn by ripping apart a wall and adding a slight hallway. Its a bit clumsy right now, both in terms of looks but also in terms of fluid jumps from spawn. I also moved spawns around a bit: The starting spawns are moved forward closer to the middle of the room (might go further next time) and also moved some of the secondary spawns to the new side exit.

I also got rid of the metal grating on the middle section, so you should be able to do some scout and soldier jumps to the point through the needle.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20002.jpg

Moved the exit from the secondary spawn back. You can still spawn sniper and cover the upper entrance, but you won't be able to dick around with the alleway unless you walk out of spawn.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20003.jpg

Reverted the changes at mid. Sorry unfff :( Unfortunately, the window doesn't seem particularly useful for demos, and mostly leads to annoying sniper antics, like the above spawn sniper shenanigans. Also, in order to make room for the window I had to get rid of the upper platform and the stairs, and that made mid a bit more static than I like. I kept the medium healthpack, but I'm still not sure on how it plays.

posted about 11 years ago
#5 Sandy Bridge or Ivy Bridge? in TF2 General Discussion

I would never trust a bridge made out of sand. Though, to be honest, I don't think I'd trust one made out of plants either.

WHERE THE REINFORCED CONCRETE BRIDGES BE AT?

posted about 11 years ago
#39 cp_metalworks feedback thread in Map Discussion
HellbentNow the connector looks really bare :(

Well, this was mostly a gameplay focused endeavor. If any of these changes work out, I'll be sure to touch them up when I tidy up.

posted about 11 years ago
#37 cp_metalworks feedback thread in Map Discussion
b4nnyFirst thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)

Yah, I think the window could give medics some of the dodge they lost from the stairs, but I'm not really sure its necessary. I'll probably transfer things back, but I figured I would give it a shot, because it did sound like a cool idea.

posted about 11 years ago
#36 cp_metalworks feedback thread in Map Discussion

Yah, sorry.

Changes to last. Got rid of most of the obstructions on rollouts, closed up the gap, shifted the box stack around, and opened up the right most defensive area.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0001.jpg

Changes to 2nd to last connector on the left side. Reworked the position of the shutter exit to 2nd. Had to move the ramp over a bit to make room.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0002.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0004.jpg

Smaller healthpack behind 2nd point.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0003.jpg

Got rid of the windows on the rollout door. They seemed a bit extraneous, mostly to stop sticky traps, but ultimately not that useful.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0005.jpg

Windows at middle. Worried about some sniper sightline issue, but we'll see how it goes.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0006.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0007.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0008.jpg

Medium health and ammo outside of mid.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0009.jpg

posted about 11 years ago
#33 cp_metalworks feedback thread in Map Discussion

Okay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp

posted about 11 years ago
#25 cp_metalworks feedback thread in Map Discussion
milehighmilitiafor the fix at last you should just remove one of the sides that blocks off the point, instead of simply closing it off entirely. it could create a problem where it makes it possible to sit in spawn as sniper and snipe from there, idk, but i think the area behind the point is generally too enclosed.

I think I'll try closing off the gap to point first, to see how that affects things, and then maybe I'll experiment with opening up the metal windows. I'm not just worried about sniper, I think you could sit a heavy behind there too, and be a huge nuisance. He may not be able to see over the fence, but no one else can really see him and he can just smack people out of the air while spun up. Or, he could sit on the handrail-box thing behind it as well and shoot over the metal fence.

I'll keep it in mind, but it would be limited I think.

posted about 11 years ago
#24 cp_metalworks feedback thread in Map Discussion
FanofAngelsCan you try a daytime version? Don't know how long it would take just to show but I think it would look a lot prettier like process.

Wouldn't take long, but TBH I really appreciate the darker look. I feel like I've got the lighting down so it isn't pitch black or "where did that roamer come from". I know a TON of people really dig the process/gorge color palate, but metalworks was always built to be dark.

posted about 11 years ago
#23 cp_metalworks feedback thread in Map Discussion
sleeepyFor your last idea I would suggest leaving the barrel and box on the left of the picture. Removing everything might make that side of last too flat and boring imo.

Also I don't know if this would work but a making a way to access the dropdown between mid and 2nd without having to go into the enemy's line of sight could open opportunities for some surprise under pushes.

Yah, I'll probably keep some part of the barrels/crates.

As for dropdown, I don't really think I can do that at this point, not without really screwing up how that hallway works. Its most useful when people are transitioning to alley, and a scout or something who is watching hall drops out of it really quickly.

posted about 11 years ago
#22 cp_metalworks feedback thread in Map Discussion
TheFragileI think that the medium health pack should be a bottle / small health pack at the second point. I think the defending team doesn't have too much difficulty defending the second point while standing in that room, and a team defending last shouldn't face even more difficulty pushing out to retake second point when the other team has a medium health pack to fall back to.

I also think the respawn timers are pretty long across the entire map.

I like the healthpack idea. I hadn't really thought about it before, and I'd always been really happy with how that room looks/feels that I didn't want to change it. But yah, that seems like it could really help with repushes to second.

So the respawn timers are actually pretty similar to the other comp maps in tf2. Default spawn waves for 5cp are (usually) 10, meaning that you have a spawn time of anywhere from 10 seconds to 20 seconds. At start, before anyone captures middle, that is the default behavior for any map. You have to actually go in and put a command in a certain entity so that when the map starts it changes the respawn time.

When you capture middle, I don't have that change. I feel like the first forward is pretty close to middle, so if decrease the time on the waves, it seems like it would be pretty hard to take mid after killing some players on their team (or even wiping them). This is the exact same on both granary and badlands; neither changes the spawn waves for capturing middle.

When you capture the enemy's second point, you get a -3 to your respawn wave (7 instead of 10), which seems alright, and with the healthpack change, might make recapturing second more feasible. I'm not sure I really want to adjust that any lower, as it seems like that would make a defense of last / repush of 2 almost impossible.

So thats my reasoning on the respawns. I mean, I could try adjusting the spawn at the start (9 instead of 10), but I don't think there is much precedence for that, and most other comp maps don't go in for it. It seems like it could make pushing their last point harder than it is currently.

Edit: Additional respawn info to check http://wiki.teamfortress.com/wiki/Respawn_times , especially granary and badlands.

posted about 11 years ago
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