UEAKCrash
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SteamID64 76561197960948593
SteamID3 [U:1:682865]
SteamID32 STEAM_0:1:341432
Country United States
Signed Up July 28, 2014
Last Posted October 12, 2015 at 3:28 PM
Posts 45 (0 per day)
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#13 tf2 invasion maps potential?? in Map Discussion

I'm kind of curious if there is any interest in a legit pro version of probed. Silly gimmicks removed, turned to day time, probably a couple other tweaks. Not sure if the layout is worth it? I sort of feel like the shape of it might amplify the shooting-from-the-right-side imbalanced nature of mirrored maps.

Any thoughts? Is it worth the effort?

itszedinb4 a pro version of probed called bed

That or koth_casualbed was the plan if I ever did it. :)

posted about 8 years ago
#35 We need to encourage TF2 map makers! in Map Discussion

I know you guys are focusing on 6s here, but just wanted to throw my hat in as the creator of Glassworks.

I did everything I could to have it tested as thoroughly as possible. I did high level, extensive testing for about a year before it's debut in UGC this past season. I poked and prodded as much as I could just before the season started to get as many eyes on the map as I could.

Then as soon as it's week came up, suddenly all the people who hadn't cared to look at the map yet started paying attention and taking issues with it. It was dead silence until just before their matches, and suddenly the map was to blame for their losses and half the league seemed to have problems with it. The commonly thrown around notion was to scrap the map because it would always be "terrible."

I'm not saying it's perfect, it has room for improvement, I got some valid feedback that I plan to implement, but after two years of development on the map, getting it dismissed on a passing glance is frustrating. The actual legit issues could've been found had more players bothered to look at new and upcoming maps and taken time to provide feedback to them. It's hard for mappers to see their map the way the players do because they have been so close to it for so long. If you want solid maps, the feedback loop has to happen.

posted about 8 years ago
#74 cp_glassworks (5cp) in Map Discussion
TwiggyIt's perhaps a dumb question, but why do you say the map is specifically made for highlander? From what I see it could be a great 6s map too, i'm interested in your design choices and why you think it's more HL focused.

Mostly meaning I've focused heavily on testing in Highlander during it's development. And since I made the first layout of it, I kept highlander in mind (one of each class, amount of people on the map at once.) I still haven't sat down and watched a 6s match for feedback, but I've watched a ton of Highlander.

It could potentially work in 6s, but I've gotten mixed reviews back from people who have tried it.

posted about 8 years ago
#70 cp_glassworks (5cp) in Map Discussion

Just a reminder that this map has changed since the start of this UGC HL season, especially around last, so make sure your teams check it out before your match!

You can find the changelog video comparing the previous version to the latest above.

posted about 8 years ago
#69 cp_glassworks (5cp) in Map Discussion

cp_glassworks_rc6

Changelog:

Release Candidate 6a-
Drastically improved optimization on last
Fixed number of minor bugs
Fixed a few teleporter traps
Smoothed out some of the ledges on last to get rid of places that can eat rockets
Slightly adjusted lighting
Removed some props around the map

This will be the version played in UGC HL this season.

posted about 8 years ago
#68 cp_glassworks (5cp) in Map Discussion

Video changelog comparing RC5 and RC6.

posted about 8 years ago
#67 cp_glassworks (5cp) in Map Discussion

Updated to RC6!
Downloads in my TF2Maps thread. Along with all new screenshots.
Also, make sure to subscribe to my workshop page for it!

Changelog:

Fixed a number of gameplay issues
Overhauled final lighting
Fixed a few symmetry issues
Adjusted some clipping (natch)
Improved optimization
Fixed a few small material issues
Cleaned up detailing in a few places
Vague as hell changelog, I don't remember all that I did
posted about 8 years ago
#66 cp_glassworks (5cp) in Map Discussion

Currently #1 on the workshop!

posted about 8 years ago
#63 cp_glassworks (5cp) in Map Discussion

Some of the changes:

http://images.akamai.steamusercontent.com/ugc/47631932799084272/BA39C367612F51CE535C83181EFB147F4F65DE74/

http://images.akamai.steamusercontent.com/ugc/47631932799084386/23BC418A5B283017C0568AE59DE05E0C19574EF6/

http://images.akamai.steamusercontent.com/ugc/47631932799084506/6C98159BCEEB0F96E5E2492C72A83B6763805C52/

http://images.akamai.steamusercontent.com/ugc/47631932799084617/63A4A1B17CE751F4414F8C5FD7181011F7B94D53/

http://images.akamai.steamusercontent.com/ugc/47631932799084723/51BCBCD20D9A8A80F20D974BC682BB94A261061C/

http://images.akamai.steamusercontent.com/ugc/47631932799085020/D9E3BBDCC20E7316518E9E5FCFAFE4EE806E524D/

http://images.akamai.steamusercontent.com/ugc/47631932799085133/F22503A9FE69789452B05F01967CBE80184B46B8/

http://images.akamai.steamusercontent.com/ugc/47631932799084910/55FF77DCCB176BCCC38D8A202DF3FD0C0CF27DC0/

edit: shit it doesn't let me hotlink Steam-hosted images here. Well you get the gist.

posted about 8 years ago
#62 cp_glassworks (5cp) in Map Discussion

Updated to a pre-rc6 build to test out some major changes around the last area, mostly.
Downloads in my TF2Maps thread here.

Changelog:

Release Candidate 6-
Removed barrel/ crate jumping path from lower lobby to left platform
Replace above path with a new staircase leading up from Toxic
Changed cover around basement exit on last (thanks Kresnik for getting the feedback to me!)
Added "pit" behind final capture point
Removed crate jump on one side of last and replaced it with a ramp (thanks Dr. Alto H. Clef!)
Adjusted some of the health and ammo packs, notably reducing both in places (thanks Dr. Alto H. Clef & Xenith!)
Slightly adjusted crates on mid to make the jump impossible* for most classes
Adjusted second point capture triggers to prevent capturing behind sheet metal (thanks Martyy!)
Fixed areaportal/ reflection popping issue on the water in the basement
Fixed sticky exploit in tunnel between second and mid (thanks Dr. Alto H. Clef!)
Cleaned up a few unintended sightlines
Adjusted clipping to fix a few various issues around the map
Further optimized to improve FPS all over map
Adjusted detailing/ texture usage in a few places
Small lighting tweaks

*I am going to regret saying this

Looking for feedback on this before I commit to the final rc6 build, so anything you guys can get me will be greatly appreciated!

posted about 8 years ago
#352 cp_logjam (5CP) in Map Discussion
HyceSo... next time you say "I'm interested in making a TF2 map for competitive" I'm going to recommend drinking heavily instead. Hah.

I chose to do both!

posted about 8 years ago
#61 cp_glassworks (5cp) in Map Discussion

Update!
Downloads in my TF2Maps thread here.

Changelog:

Release Candidate 5-
Improved fps/ optimization significantly on last
Added a couple new small ammo packs near second area (good idea, yttrium!)
Fixed clipping issue on basement drop-down (thanks yttrium!)
Fixed window changes between last and upper lobby not being mirrored (thanks ScarF4ce!)
Fixed minor stickybomb hiding spot in narrow tunnel between second/ last (thanks ScarF4ce!)
Reduced minor details all around map for optimization purposes
Adjusted some lighting on last
Added/ changed some small details in key places
posted about 8 years ago
#173 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events

The dismissive response to the Source 2 question was really weird, not sure why it was handled that way.

posted about 8 years ago
#57 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events

Will custom maps be supported/ were they talked about?

posted about 8 years ago
#60 cp_glassworks (5cp) in Map Discussion

I'm not familiar with the term dedicated choke, could you be more specific about which route that is?

posted about 8 years ago
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