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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#19 cp_metalworks feedback thread in Map Discussion
PokemonAdventureCould you...make it prettier?

No, I refuse. This ain't no date you taking home to meet the parents, THIS IS TF2MAPS SON! GETCHA WARFACE ON!

posted about 11 years ago
#18 cp_metalworks feedback thread in Map Discussion
unfyou could also try putting a window like badlands mid has, above the main lower mid entrance for demos so they can live longer than 5 seconds

That seems interesting, I'll check what the geometry there is like and see if I can get it set up. Do you think an adjustment to the upper connector at mid needs anything as well? More room to move?

posted about 11 years ago
#17 cp_metalworks feedback thread in Map Discussion
FogI think the middle change is good, the second change with the hut could just as easily be a metal sheet or fence, and would probably flow with the map better. As for the door placement on second, It'd seem to be a bit extreme to move the door entirely, and I think it would have a negative impact for rollouts for the entire team. The change at last could possibly work, but I'm unsure if it would introduce new sightlines for the sniper or not.

Thanks. Yah, the second door change could be pretty huge, but its not super complicated to do, so I'm tempted to just try it and see what happens. It could affect rollouts, but you would be surprised how many people have told me the rollout is too flat and boring. Changing that door could help mix things up a bit, maybe make for some alternative paths instead of just walking through bridge-shutter-shutter-bridge.

It also helps with breaking up the two shutter doors. As it stands now, if you peak through shutter from last to between second, someone could open the other shutter door and wreck you with spam (or a sniper chilling at the window door to middle getting a shot through the two shutters to last). Splitting those up might make it a bit easier to peak out as you try to repush 2.

posted about 11 years ago
#16 cp_metalworks feedback thread in Map Discussion
MunchI honestly hope this map stays in the rotation. With Scorpio taking the initiative to improve it I think it could be a pretty fun map. As far as last goes, another popular sentry spot I noticed while playing/watching metalworks was under the metal bridge. I don't think it's something that should be changed, but I thought it was interesting that I would see guns getting put up in that spot pretty often.

Yah, I'm not really sure if there is anything outside of nobuilding the area under the bridge which could resolve that, and you pretty much don't ever want to use nobuild. Engineers are used to being able to build anywhere, and a random spot where they can't build is very disconcerting. I'll keep that area in mind though.

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

LAST

This is another really easy change, so I'll probably try it out just to see what happens.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_last.jpg

Last seems like it gives defenders quite a bit of leeway in terms of super turtely behaviour regarding the area behind the last point. What I've done in the above picture is block up the gap so that players can't just drop onto the point for free (see older versions of cold/warmfront), but actually have to expose themselves to defend the point realistically. However, if I was going to do this, I would probably have to get rid of the boxes on top of the storage container, so that you could choose left or right to rotate from behind onto the point.

The only thing that worries me about this is that it seems to deny the last minute jump to the point from spawn sort of behavior which seems to be the sort of thing that could be really exciting, so I'll be sure to check on that to see if there are ways to make it possible, while still denying some of the more sentry gun/heavy approaches to defense.

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

Heyo. Metalworks was in ESEA for season 13. Its been in development for quite a while, and like a lot of my maps, I use feedback from league play to improve the map. Thats what this thread is about. I watched some vods and cast matches (not as much as in the past thanks to work), and I've come up with some ideas and changes I'd like to make for the next version of the map. I'd also like to get some feedback on what people think could be improved, what they liked and didn't, etc.

HOWEVER, I'd like to clarify a point before I go any further. If you have a criticism or complaint, cool, I'll totally listen. However, I have very little patient for extremely negative, belittling insults thrown at the map with very little actual feedback. If you want to help me improve the map, cool! But if you want to rage at me, I'll probably just ignore you.

Okay, on to what I noticed.

MIDDLE POINT

There were some complaints about middle being a bit too soldier friendly, and that the other classes mattered a lot less. Jumping into the enemy team and using height proved a very popular strategy from what I've seen, and I'm interested in adjusting that.

One thing that might help this, and also open up some strategies in terms of roll outs and alternative approaches to mid could be this.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_mid.jpg

What I would do in this picture is get rid of the health and ammo in middle, as well as the small health in the right of the picture, and replace them with a medium healthpack near the truck/ramp. Essentially, this makes scouts a little weaker directly in middle, but gives them a healthpack to fall back to, as well as a way to get on the ramp and then back into middle. This would also help demos or roamers out on rollouts, allowing them to split off and get another safe healthpack like the one in the middle building.

SECOND POINT

Some complaints about second point, mostly to do with chokes and how hard it is to push in or re-take the point from last. I think that some of the push requirements could be improved a bit, to force defenders to be a bit more proactive, and put themselves in worse positions to get the same affect.

First: https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_2ndC.jpg

Okay, this picture is a bit hard to see, but the idea is that I would add a little hanging hut to the side of the door here. If you stand on the point and try to snipe or spam the door itself, it doesn't work quite as well, because the hut blocks the line of sight. This should help teams pushing into second not get spammed out quite as much. Its a super easy change to make, so I'll probably do it just to see what happens, but I wouldn't be surprised if its a bit awkward and I end up canning it.

Second: https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_2ndA.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_2ndB.jpg

This change is a bit extreme, but I think it could help solve some problems in terms of passages between second and last. I take the shutter door on the rollout that leads to the bridge, I shift it over to the other building where the ramp down to the lower area is, and I slightly extend the platform so that you don't fall down to the ramp when you shift over.

What this does is it slightly alters the positioning of second so that if you are defending, you have to choose quite a bit more between left and right sides. You can't just fall back and jump them from another angle, you really have to commit to one side or the other. Additionally, it also makes it a bit easier to check for hiding players or backcap shenanigans, because the ramp and shutter door end up in the same place, so you don't just leave through shutter without checking below. This also helps with pushing out, as you only really have to worry about two sides, rather than three.

posted about 11 years ago
#9 Pro MGE Player in TF2 General Discussion
Abramelinhttp://www.youtube.com/watch?v=hy6oaDzy0-Q

That shit be so fucking cute.

posted about 11 years ago
#55 Incident Wrap-up in TF2 General Discussion
TwitchTVJohnTeams in professional sports throw games to get the seed they want for the playoffs. This is not something new in esports or real sports for that matter. These teams do not get fined for this.

http://edition.cnn.com/2012/08/01/sport/olympics-badminton-scandal

posted about 11 years ago
#46 Ban aim in Off Topic

WHY THE FUCK YOU GUYS DRAG SPIDERMAN INTO THIS SHITHOLE? HASN'T PETER PARKER SUFFERED ENOUGH???

posted about 11 years ago
#9 Great motivational video in Off Topic

BUT HOW WILL I BUY HEROIN WITHOUT MONEY???

:(

posted about 11 years ago
#2 SAN ANTONIO GAMER NEEDED in TF2 General Discussion

This sounds like a craigslist scam.

posted about 11 years ago
#16 125 fov in TF2 General Discussion

You must believe in the hand. All other paths are folly. To truly move the hand, the hand must be moved itself.

posted about 11 years ago
#11 Can the niners do it? in Off Topic
PUFFTeam QB who looks like a terrorist vs. Jesus bible fucking murdering thug ass baby raper

If this was what football was really about, I would watch.

posted about 11 years ago
#2 Chivalry in Other Games

https://www.youtube.com/watch?feature=player_detailpage&v=Jqs6PVOlGsc

posted about 11 years ago
#5 why in The Dumpster

So, you shouldn't try hard in a competitive video game?

"Hey guys, signing our team up for this league. But, just so we're all clear, I don't want us trying too hard. Honestly, I want about 75% out of you guys at all time. "

posted about 11 years ago
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