skaz
Account Details
SteamID64 76561198061316177
SteamID3 [U:1:101050449]
SteamID32 STEAM_0:1:50525224
Country Australia
Signed Up September 2, 2015
Last Posted August 27, 2023 at 12:41 AM
Posts 141 (0 per day)
Game Settings
In-game Sensitivity 1.15
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144
Hardware Peripherals
Mouse HyperX Pulsefire Core
Keyboard Ducky One 2 Midnight TKS Cherry Mx Reds
Mousepad Qck +
Headphones audio technica ath-m50x
Monitor  
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#6 villa bugs in Map Discussion
yightfeels really awkward to play and there is a lot of weird clipping but with some changes it could be good, the mid is the worst part of the map i think

... nice edit

posted about 3 years ago
#19 Mannbase Alpha (5cp) in Map Discussion

like a b6 like a b6

its b6
Slight improvements to both flanks, second and middle.
Minor clipping and aesthetic changes.

Screens
Download

Middle:
• Stairs to the point closer to choke.
• The point is not as tall high.

Computer:
• Changed to a dropdown.

Quake:
• New room to help defenders.

Second:
• Adjusted slightly to make the point feel more comfortable.

posted about 3 years ago
#18 Mannbase Alpha (5cp) in Map Discussion

high five its b5
OOOOHHHH BOY

Reworked second and choke(ish)
also dome is gone :(

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Screens
Download

Middle:
• Clipping fixes

Second
• Its completely different

Last
• Clipping improvement
• Adjusted spawns

Window Room
• New height variations/details

posted about 3 years ago
#17 Mannbase Alpha (5cp) in Map Discussion

"this has got to be a good idea"
it be'eth b4'eth time'eth
Screens
Download

Refinements and detailing
Most of this update is fixing issues that people had with b3a and adding in some extra stuff.
I am looking for feedback on the transition area from choke to second.

Detailing
• Added a dome to the map (modelled and textured by /dev/zero), may be disorientating/unpleasant but would like feedback on the theme.
• Changed sun
• Lighting improvements

Spawns
• Last spawns moved more to the right to help rolling out right side
• Middle forward spawns moved backwards to stop accidental opening of the door.

Middle
• Capture zone extends below the point
• Mini health pack on perch’s
• Shack and barrels have been moved to decrease the power of sightlines from the new room on middle.

Second
• Given attackers into second from quake room high ground

Last
• Flank side improved for holding
• Improved detailing
• Added catwalk on the wall above under
• Added window to lower
• Added high ground behind the point
• Increased height of wall flank side
• Added a platform on combo side

Middle Flank
• Added an open window that players can use to enter the new room. (Intended to help players to stop flanks)
• New raised platform for detailing/gameplay detailing.

Choke
• New raised platform intended to help pushes through choke, whether pushing into second or middle.

Quake Room
• Decreased the amount of doors into second to 2
• Made traversing the room easier
• Doors are larger to stop meds getting forced

Catwalk
• Added Jump pad modelled, animated, and textured by /dev/zero
• Moved health pack

Window Room
• Added second floor for detailing purposes, makes the room slightly (very slightly) more choke-ish

posted about 3 years ago
#16 Mannbase Alpha (5cp) in Map Discussion

fixed spawns

go wild :3

posted about 3 years ago
#15 Mannbase Alpha (5cp) in Map Discussion

hello its me again posting again

ITS B3 TIME BABY
Tried to make soldier more fun on last

Middle
- New flank
Window Room
- Curved the window to feel less open
Last
- Changed right side (defenders pov)

dl
screens

posted about 3 years ago
#13 Mannbase Alpha (5cp) in Map Discussion

B2
Not many changes

- Improved last
- Added ramp to perch on mid

posted about 4 years ago
#12 Mannbase Alpha (5cp) in Map Discussion

Welcome to beta!
Screenshots

These change logs are really low effort but the map has gone through many more changes. Also the map has been massively optimised.

Middle:
Improved clipping on solar panels

Second:
Alot
Staircases to spire changed
Detailing
Much easier to sack in second (hopefully)
Catwalk closed off
Main raised to help attackers into second out of last

Last:
Point centralised (ish)
More detailing

posted about 4 years ago
#11 Mannbase Alpha (5cp) in Map Discussion
rowrowFeedback

Again thank you so much

b1 likely coming out in a few days with many visual and gameplay refinements

sneak peaks

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posted about 4 years ago
#9 Mannbase Alpha (5cp) in Map Discussion

A14 Update

All railings are now much lower and have no collision boxes. This was done to increase mobility.

Middle
· Door now pipe
· 2 new platforms on both side.
· Added small health pack
· Increased size of shack
· Added yellow barrels
· Removed solar panel
· Added new entrance

Quake room
· Changed glass to solid blue texture
· Remove one-way door
· Small entrance on the balcony blocked off

Choke
· New entrance to middle
· New barrels at wall outside of choke

Second
· Wall in corner changed to railing
· Wall outside choke now blocks sight lines due to new entrance to middle
· Added stairway to upper
· Spire is now round
· Forward spawn changed locations
· Added balcony for detailing purposes

Catwalk
· New detailing

Lobby
· All railings now much lower

Last
· Removed shutter
· Moved one of the spawn doors back and rotated
· Cleaned geometry

posted about 4 years ago
#7 Mannbase Alpha (5cp) in Map Discussion

A13 Update

THE ASTEROIDS NOW ORBIT (thank you theatreTECHIE)

Middle
More ammo
Removed rock

Second
Entrance to flank
Added pack to floor
New shutter into second from quake room
Removed yellow barrel

Last
Point moved further from spawn
Closed sniper sight lines
Changed "dick"
Removed platform on right side of last
Shutter added to top left

Lobby
Added window to platform to help people leaving last

Other small clipping changes and detailing. I likely forgot a lot of stuff.

I would like to thank rowrow for their input on the map, was incredibly useful. Obv would like to thank the people pugging the map <3.

posted about 4 years ago
#5 Mannbase Alpha (5cp) in Map Discussion
rowrowfeedback

Thanks for the in depth feedback, very useful and reasonable :)

You're right the drop down would be very interesting but it did actually exist around a9 or a10 but was deemed too op for attackers. Will definitely reconsider.

posted about 4 years ago
#3 Mannbase Alpha (5cp) in Map Discussion
SellyCrisp visual design wrapped in an outerspace theme with a clean gameplay loop, I especially adore the bright walls for easier target acqusition.

Looking forward to seeing where the map goes from here!

Damn! Thanks for the encouragement :)

edit: it has come to my attention this man is a paid actor.

posted about 4 years ago
#1 Mannbase Alpha (5cp) in Map Discussion

Mannbase 5CP

Current Version: RC2b
Latest update: 27/08/2023
If you'd like to contact me use discord: skaz

https://i.imgur.com/LpOZ7xL.jpg

All Downloads
Screenshots
Rollouts
Painting

Thanks:
Cuba for the blue side asteroid props
And everyone else that has given me the motivation to continue working on this. (u know who u r)

posted about 4 years ago
#3 OZF State v State 2020: Group Stages in Events

Because of low player numbers from NZ, the NZ players are in Team Allies

posted about 4 years ago
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