Benroads
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SteamID64 76561198040399924
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SteamID32 STEAM_0:0:40067098
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Signed Up January 29, 2013
Last Posted June 23, 2023 at 12:09 AM
Posts 1213 (0.3 per day)
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#117 Updating cp_snakewater in Map Discussion

http://puu.sh/nV07p/22b6ffa200.jpg

Seems strange to have the flush ramp on one side but not on the other

http://puu.sh/nUZZg/2d3be4b6eb.jpg

If you're going to do something like this I would just bulletblock the gaps and call it a day, the net looks really strange, once again I would personally say just to keep it the same as badlands but it's up to you and most people seem to be super angry about cracks.

http://puu.sh/nV0Et/0069b962d4.jpg

Can get stuck in this corner. Also it seems that the stair model isn't flush with the floor so that could cause some splash issue, would suggest just making it nonsolid and then using blockbullets to make a ramp right there going flush with the floor.

http://puu.sh/nV0Nc/36ee8be16a.jpg

Final plead to revert this to what it was in the stock version, while personally I like the grate I feel like it would cause a lot of weird gameplay problems, being able to kind of deny people from going on the ramp with spam from the point is pretty weird and I know a lot of people are not exactly fans of the whole "explosions go through grates" mechanic. Also there's a lot of stuff you can get caught on underneath the ramp that would make going through that hole even more annoying than it already is.

Will update this post later since I didn't have a ton of time to go over the map.

posted about 8 years ago
#109 Updating cp_snakewater in Map Discussion

http://puu.sh/nKwc5/8a3aba4091.jpg

Packing error

http://puu.sh/nKwfI/ac4a26ebf2.jpg

Can get stuck on a lot of stuff around this ramp, I kinda like that you can fit through the little hole even though it will probably never be used outside of super cheesy spy plays. Another potential issue is the grate texture, grates do allow explosions through them and I personally think they're a pretty interesting mechanic but most people do not agree with me on this.

http://puu.sh/nKwj8/61c305919b.jpg

Having the clip brush match up to the fence would make jumping quite a bit nicer here

http://puu.sh/nKwsa/113123a75b.jpg

Ceiling inst clipped on blue side in sawroom

http://puu.sh/nKwzM/9c585807b6.jpg

Packing error

http://puu.sh/nKwAU/bac9e9d4c0.jpg

Packing error

http://puu.sh/nKwNy/293b27024b.jpg

You can see this nodraw when jumping off the wall

I'll probably decompile the map and look for areas that don't have blockbullets later, so far everything looks pretty good. Glad to see that the maps added in the game do have a chance to get updated, hopefully some of the others can get a similar treatment soon.

posted about 8 years ago
#103 Updating cp_snakewater in Map Discussion

I'm fairly biased with the whole crate thing, I personally really like the idea of being able to shoot through cracks if I can see through them (Crates in this example, boxes on gullywash mid, all sorts of stuff on Gravelpit). My main reasoning for keeping it the same is that Badlands has this feature and since you're using the same prop it only really makes sense to have them play the same. Having the exact same object play differently on different maps is incredibly frustrating. I also prefer how it looks visually but that's not a super huge issue. If you're super worried about splash being eaten (I'd be willing to guess that a large percentage of people who complain about it don't actually know how it works, here is a nice post about it http://tf2maps.net/threads/tip-splash-damage-bug-what-it-is-how-to-avoid-it.20749/) I would focus on adding blockbullet ramps where displacements and brushwork meet.

For Example:

http://puu.sh/nIUYW/5a79f5f64e.jpg

I've had more issues in this one area with splash than the crates on either map in all my playtime.

As for making last a bit easier for attackers, I agree with Sideshow on just adjusting the point capture time. Reworking the left side of last (from defenders POV) does not really seem like it's going to change much of anything and from my discussions with a few friends it seems like it would make it a bit easier to spam the point from farther back when before it was a bit harder to do so. I don't really like the idea of having a "secret" room similar to Gullywash as I think the last is already fairly well laid out and if anything you just need to slightly adjust the captime and potentially respawn time. There was an issue with a much older version of the map where teams would often go for 4 man sacks as the respawn door was much closer (In kitchen opposed to the exit of saw). While I don't think making spawns available THIS quickly would be a good thing I think that allowing teams to be a bit more aggressive in terms of sacks (Slightly shorter respawn waves) would be good since attackers already have a comparatively large amount of ground to cover when going into last as most teams choose to hold farther back. Obviously this would need playtesting but I for sure do not think that reworking an already incredibly solid part of the map is the solution to this problem.

Regarding the roofing issue, what Viaduct did (I think I have not looked at the vmf but I am fairly sure I am correct in this) is to make the actual roof brush a func_brush (set to nonsolid) OR a func_illusionary (Outdated and stuff but works in most cases) and then just clip from the actual wall. This is what I meant when I said Via/Product style roof clipping and sorry if that was confusing as I did not clarify what I actually meant. I think this is a bit of work to set up the first time but once it's done you get the benefit of having the pretty roofs without impeding jumping and I think it's probably the best solution possible (That I am aware of currently). The only issue that really comes with this is when you can stand on the building (Shacks on Snakewater or the little area above tunnels on Via/Product) are a bit awkward to stand on but I personally think it's worth it.

posted about 8 years ago
#97 Updating cp_snakewater in Map Discussion

http://puu.sh/nHZUi/eee4372407.jpg

Once again going to highly suggest that you revert the changes towards this part of last, I don't see any added benefit from these changes. This little perch spot will make defending the point a bit easier and the little ramp up to point is now just frustrating compared to the old one. I think making that little hole to point easier will honestly just make defending last easier since it opens up how much of the point you can spam without really committing to it.

http://puu.sh/nI0fz/cc4fc4a4b7.jpg

Shadows on this pretty strange looking. Probably just a thing that happens with faster compile settings.

http://puu.sh/nI0mv/bd99ed173c.jpg

Not a fan of the changed crates. I know it's not a super popular opinion but I think being able to shoot between the crates is super fun and makes this prop thing a bit more interesting. Would like to see it reverted to the older version as I don't really see the benefit of just making it a block.

http://puu.sh/nI0sb/cef1b5d06e.jpg

Packing error? I'm using dx8 so it might just be on my end.

http://puu.sh/nI0zR/b1736e8c38.jpg

Interesting addition, not really super how much it will change but it will make people cratering off the roof a less common occurrence so that's a bit sad.

http://puu.sh/nI0J6/22a35fb81a.jpg

Would be nice if you could touch up the clipping around here, you might need to add a ramp that moves up with the stairs. Being so far from the boards makes jumping a bit annoying sometimes.

http://puu.sh/nI0Mx/b940aecbbb.jpg

I like that you pulled back the overhang over the entrance to saw, it makes a few jumps much easier/more consistent. Would be nice to have them be properly mirrored though.

http://puu.sh/nI0Xg/258bf08210.jpg

Not sure if I'm just now noticing this or it was changed but the lights seem really strange in this location, having the long attachment on them in an area with fairly low ceilings is pretty weird imo. I would make these similar to the ones near the lower entrance to second so they're somewhat less in the way visually.

http://puu.sh/nI15p/6117c45ac9.jpg

You knew it was coming, once again suggesting that if you're going to clip roofs in the Product style you should do ALL of them to prevent any confusion about what will and what will not catch you during a jump or if you get bounced around.

http://puu.sh/nI18T/1697fff3b8.jpg

Clipping from over catwalk extending into saw

posted about 8 years ago
#71 Updating cp_snakewater in Map Discussion

http://puu.sh/nE6vP/53783bd48b.jpg

I much preferred the older version. I liked how for the most part the old ramp kept those props somewhat out of the way and didn't really cause any issues, now this is a nightmare for players to get caught on. I would suggest reverting it.

http://puu.sh/nE6Fc/1d78305143.jpg

Seems like there is some sort of invisible brush here, might be that I am using dx8 thought. Also there is a misaligned texture on the wall behind it.

http://puu.sh/nE8Y5/e10507464b.jpg

Nodraw stuff, and a bit of a strange shadow on the concrete wall next to it.

http://puu.sh/nE98U/9bbbc11e58.jpg

Should probably clean up the brushwork in this area, can get stuck on a few places where stuff meets. Also the lighting under the fence looks really strange.

http://puu.sh/nE78c/2fae328246.jpg

Would suggest putting a clip brush in this corner, also I don't think I brought it up before but potentially clipping over the depressed areas between the two trim brushes on the side of this bride and the ramp up to battlements would be a nice change as currently it's a little wonky and people have told me it can eat splash (Has not happened to me personally)

http://puu.sh/nE7hK/27f7fc1e78.jpg

Quite happy that you did decide to make the edges of the roofs on these shacks but I also will suggest that for consistencies sake you should do the same to all the rooftops around the map.

http://puu.sh/nE93N/b682e8e1cb.jpg

Please use the door prop that doesn't have the little wheel attached to it

http://puu.sh/nE7nu/2d115f5414.jpg

Fairly sure this was not here before but it seems kind of pointless + the clipbrush for it is really obnoxious. Also I don't think people spamming from cat down on this lower was really an issue since you had to be pretty committed to get any real damage out doing it when most of the time you could do the same from either the roof or the shed without putting yourself in a place to get picked when they pushed in.

http://puu.sh/nE7q2/0666a8c839.jpg

You can get stuck on both sides of this doorframe

http://puu.sh/nE7sx/465df0dd75.jpg

Strange shadow thing, could be dx8 related but felt it was worth bringing up.

http://puu.sh/nE7xp/fa8d60f6a2.jpg

Clip brush slightly sticks out and you can get caught on it.

http://puu.sh/nE7IL/1f90115094.jpg

http://puu.sh/nE8vu/cf2ea29c8c.jpg

I know this literally will only bother me but pls fix

Overall quite a lot of really good changes, my only real gripe is that you only seemed to do the Viaduct style roof clipping on the shed buildings and it seems really strange to do that and then leave the rest of the roofs on the maps clipped in the old style. I would honestly prefer just one or the other so people could play the map without guessing what will and what will not block them when they jump. Obviously I think that having the unclipped would be the best option since more maps are moving towards it and it makes jumping quite a bit nicer. Other than that there are a few lighting bugs (Only mentioned a few of them but there are quite a few in saw) but since this is probably a quick compile just for getting feedback it's quite good.

posted about 8 years ago
#13 koth_forge in Map Discussion

http://puu.sh/nDcwB/7e93f47af7.jpg

Clip/bulletblock these

http://puu.sh/nDczI/f334c4e974.jpg

Highly suggest making ALL railings nonsolid and then clipped over, having them inconsistent is super annoying as people will have to guess what railings they can and cannot shoot through consistently.

http://puu.sh/nDcFj/d5aa7a96ea.jpg

If you're not going to allow players to shoot through here there is no reason to have it "open"

http://puu.sh/nDcLv/8ac8bc5aed.jpg

Should make the trim on that door nonsolid, would also suggest removing the bump in the middle of the room. Doesn't really seem to have any purpose and looks strange when against a shutter door like that.

http://puu.sh/nDcYb/885bd599cf.jpg

Would suggest removing all of these props, the area is already fairly cramped and seems like a pretty spammy area to begin with. Adding props that are super easy to get caught on (the ladder specifically) would only cause problems. Even just moving them into that little sealed off area would be much better but I honestly don't think they serve much of a purpose

http://puu.sh/nDd4a/60b1c12331.jpg

The area under these stairs seems kind of strangely blocked off, I can get stickies in there some of the time but its kind of pointless anyway, I would just put the mesh over it like the rest of the stairs in this area.

http://puu.sh/nDdaf/1794e729ea.jpg

Another chokey area with a prop that is easy to get caught on. Would suggest just making it nonsolid and trying to get it a bit more flush with the wall if you really really want to keep it.

http://puu.sh/nDdhw/29a07de79e.jpg

The clipping on this is pretty bad, you can get caught on both sides

http://puu.sh/nDduc/20f0eaea5c.jpg

It's quite difficult to figure out what roofs you can and cannot get on since they're all a similar height but you can only stand on the one in the open, would suggest making them quite a bit higher or maybe putting some kind of fence around them to let players know it is an inaccessible area.

http://puu.sh/nDdCD/608ee2d270.jpg

Clipping around this displacement is weird/easy to get caught on if you were hugging the wall.

http://puu.sh/nDdFc/1d44eff2fc.jpg

Hiding stickies in this is really silly. I would suggest you scrap the slightly rotate crate idea or make sure stuff like this does not happen.

http://puu.sh/nDdKd/58a63cefb5.jpg

Not sure why you didn't clip this wall like the rest in this room

http://puu.sh/nDdNP/ce18ca17be.jpg

Would suggest making the beams on the roof a bit thinner and then clipping the whole thing over flat so if you get bounced you will not get stuck on them.

http://puu.sh/nDdRO/20e335d649.jpg

Looks somewhat nice I guess but really should be clipped over.

http://puu.sh/nDeDn/d16446a995.jpg

Remove solidity pls

http://puu.sh/nDdUm/cf0cb89d87.jpg

Hiding spot thing, seems unintended but probably wouldn't be a huge problem if you left it in.

http://puu.sh/nDdWM/467ea961c9.jpg

Same deal as few pictures above, getting caught on random shit on the ceiling is never fun.

http://puu.sh/nDe4Z/e8a06b7fc1.jpg

I feel like I end up writing about this on every map but I really think that more mappers should adapt how fubar/whoever else that worked on via pro did the roofs there. I don't really see any advantages to having the roofs clipped like this. Probably not going to repeat myself about this since I am quite sure I have already done it at least 3 or 4 times at this point.

http://puu.sh/nDekV/48258ca496.jpg

Seems like there are too many ways into mid but they're all basically the same chokey doorway that the defending team would have huge height advantage on. Even the top left door has this small area outside the stair room that basically acts as a little death chamber for anybody walking through it. I would suggest reworking the number of ways in and out of mid and try to give each one a purpose. You could probably axe one if not two of the three ways into mid from the center route.

http://puu.sh/nDeIH/be7517a2e6.jpg

This area seems somewhat pointless since I don't think it'd ever be worth the risk to take this small pack in a place where you could get corner spammed to death super easily. Even as a "flank" route it's pretty bad since you can't really do much of anything besides jump from there onto the point but it's basically impossible to miss somebody walking through the lower areas.

As I have said a few times it seems like most of the area on this map is really chokey and that really won't lead to many fun fights since basically the whole game will just be whoevers defending spamming one of the 5 or so doors from highground after a mid. Hopefully somebody will playtest this so that you can determine what doors are and are not used so that you can clean up the spawn -> mid transition because right now it seems like there will be a lot of unused space.

posted about 8 years ago
#81 Path of Exile in Other Games

Started a new character earlier when the league first started but could not play for long, been stuck updating for the past hour or so and it keeps restarting itself when it says ready to play. Guess this gives me a bit more time to decide on what I actually want to roll first.

posted about 8 years ago
#5 MAJOR TF2 update for 2/29/16 (3/1/16 UTC) in TF2 General Discussion
- Update the Crusader's Crossbow
- Added a new impact/heal sound when a teammate is healed

Hopefully this will allow custom sounds along with the new "Last Hit" sound

posted about 8 years ago
#36 cp_badlands_pro in Map Discussion

http://puu.sh/nqiKG/473c3119ea.jpg

Honestly you kinda half assed most of the stuff i've seen so far, if you are going to clip over stuff why wouldn't you just clip the whole ceiling flat? Just covering random patches will just frustrate the hell out of players if they get bounced up there.

http://puu.sh/nqiNs/340eab2175.jpg

I see no reason to remove either of these spots.

http://puu.sh/nqiQF/5a5b11c301.jpg

If you're not going to have collison on a prop please don't randomly leave it on for others. Also if you do plan to remove collision I am sure many people would prefer you to remove the collision on the other near flat ceiling lights that basically only serve to fuck up movement.

http://puu.sh/nqiZh/3215128a2f.jpg

You 100% need to redo the clipping on this as it's honestly pretty terrible, can get caught on at least 2 places on this.

http://puu.sh/nqj74/330a97da2d.jpg

Not a huge issue but pretty sloppy

http://puu.sh/nqjaC/cb207d6a79.jpg

If you're going to do something like this I would suggest just reworking the props so that they are closer together, just adding a somewhat randomly shaped clip brush is pretty dumb imo.

http://puu.sh/nqjez/1fa0540919.jpg

Once again I don't see the reasoning for clipping this off.

http://puu.sh/nqjLv/aefc62d9f6.jpg

Not sure why you would clip over the back side of this either.

http://puu.sh/nqk9S/628a01698c.jpg

lol

http://puu.sh/nqjX5/849039d688.jpg

Displacements outside the map aren't lined up/are not rendering properly

http://puu.sh/nqjmj/c0d60a1f01.jpg

It looks like you clipped this (might be on stock badlands) but you didn't raise the brush to be flush so there is still a slight lip at the edge of patio, would probably better to blockbullet it either way to prevent any weird splash stuff.

http://puu.sh/nqjsx/c900e6ab73.jpg

Adding this mesh honestly just looks awful, normally in these posts I don't really comment on visuals but this is actually pretty disgusting looking, if you're trying to removing being able to shoot between the boxes (one of my favorite parts about the map) you should just put some blockbullet over them.

In all honesty I see absolutely no reason to have a Badlands pro, I do not think that there are currently enough flaws with the map to warrant having and playing a pro version. Personally I really dislike the alpine theme on this map since everything looks super out of place. I also disagree with almost all of the gameplay changes that you have made since none of them seem to actually really benefit gameplay except for maybe the slightly increased capture time on last point. If you do insist on going forward with this I would suggest asking around a bit before making any serious changes. One I do think you could get away with is going and making basically all of the ceiling lights nonsolid so that you do not get caught on them when jumping. Another is maybe changing around some of the ammo on the map, I think having medium ammo packs next to the health in house would be a good start since you can either get the small ones on mid or take the risk of going into house to get the larger health and ammo. As for other gameplay changes like I suggested above you should probably ask around before making these changes.

Also I believe there was already multiple "cp_badlands_pro_???" in the past so you might frustrate people who already have the map downloaded. Not sure what you would do to fix this this (Please don't call it something retarded like prolands).

posted about 8 years ago
#5 why my pipes do 112 instead of 100 in TF2 General Discussion

You might be using an older version of the no explosion smoke script? This will only work on a listen server because in the file the damage is set to the old one (112 with spread). You should be able to fix this just by changing the values to match these.

http://puu.sh/nfidB/c00f787531.png

posted about 8 years ago
#11 Fast Soldier Rollouts in Videos
PendjiNot like it's a huge risk compared to some demo alternatives on specific maps. I will admit it's a bit odd with one super specific and high-speed rollout on Process, and then just nothing like it on other maps. It'd be interesting to see some new routes being found.

The main reason I don't think many are found is because honestly there's almost no point in doing them a good portion of the time when you would be far better off with getting to mid slightly later but with 300 health. Some maps do have some pretty established fast-ish alternative rollouts like going choke on Badlands and under point on Gullywash but they're situational at best in my opinion. I think some maps rollouts could probably be optimized a bit more but maps like Process are about as good as they're going to get most likely, you can do the standard fast rollout somewhat faster but it's far more inconsistent and difficult to pull off.

https://www.youtube.com/watch?v=bZOK_SXGFUM

As for actually finding new rollouts I think maps like Sunshine and Metalworks likely have the most potential for new routes. I've seen a few people do interesting jumps on sunshine but there is a really pesky clipping brush over flank that prevents a lot of cool stuff sadly. On Metalworks I think the little ramp on the right side of mid could be used if you went out flank but since the mid is not very wide there you'd be better off just doubling off the wall near upper anyway.

posted about 8 years ago
#28 Updating cp_snakewater in Map Discussion
Chriz_Tah_FahI don't think this was mentioned yet. The main door exit out of lobby has some weird clipping on it that I will sometimes get stuck on while trying to do the wall sticky jump across yard into choke. If this was clipped to be flat it would be nice. I can post a screenshot later, but most people probably know the spot I'm talking about. The door is supposed to be a shutter so it has a little metal piece sticking out that you can sometimes run into and get completely stopped. It happens often enough where I have to make a conscious effort to avoid it during rollouts. Every once in a while I get stuck on it when trying to get more speed off the sticky jump (by walking closer to the wall).

Anyway, it's a little annoying and no one would complain if you clipped it.

http://puu.sh/n3gjy/9b5c3494c2.jpg

I think this is the area you're talking about, I somewhat included it in my post but it was more of a general point on the map since I didn't want to go around and have a screenshot of each area he used this prop in. Having all instances of this prop be nonsolid would be great since it really only seems to annoy people.

posted about 8 years ago
#18 Updating cp_snakewater in Map Discussion

http://puu.sh/n37Bn/0df61f4617.jpg

I think you should have the fence line up better with the wall here or clip it over, currently it just creates a little weird pocket that you can get caught on if you get bounced near spawn.

http://puu.sh/n37KS/e087d1d2b4.jpg

Point is kind of a nightmare clipping wise, you can get stuck on just about every single part of it and leads to a lot of frustration in my experience

http://puu.sh/n37V8/1a74cd0e1e.jpg

These props are pretty annoying since basically the only thing they can really do is block players movement or projectiles. I think moving these outside the map or making them nonsolid would make this area a bit nicer.

http://puu.sh/n384x/6bbe4bd55f.jpg

Clip over or make nonsolid please

http://puu.sh/n38eq/066d05c52c.jpg

Would suggest just making these lights nonsolid so you can avoid having the silly clip brush above them that is super awkward

http://puu.sh/n38jH/de339e247d.jpg

Adding some little clipping brushes around the edges of these boxes would be nice

http://puu.sh/n38xI/c0e7f4d5d2.jpg

The little door edge being solid is probably one of the most annoying parts of the map imo, tons of areas around the level that you can get caught on these and there is no reason for them to be solid.

http://puu.sh/n38Dv/9d288d963e.jpg

Another frustrating thing is having solid props on the ceiling that you can get grabbed on when jumping around. Would suggest removing solidity from ALL ceiling props.

http://puu.sh/n38II/e4f7a5961b.jpg

Random clip brush sticking through the ceiling

http://puu.sh/n38Qx/e3ec22779c.jpg

This spam angle only exists on red side, I really like it and think you should make it the same on blue side. Currently on blue there's just a little concrete wall blocking it off next to the ammo pack.

http://puu.sh/n38Yj/9bdc986150.jpg

Why only clip one side :( Also that little flat area next to the ramp is pretty awkward and I don't think it'd be a huge deal if it was removed since you can do most of the spam just on the ramp itself and not be stuck in this little awkward area.

http://puu.sh/n39eD/ed45cb85e9.jpg

Redoing a bunch of the clipping around this door would be nice, you can get stuck between the two brushes if you're standing on the tires in the corner.

http://puu.sh/n3b3m/d0f66c68e9.jpg

for what purpose

http://puu.sh/n39lh/3d0634e068.jpg

Neither of the clip brushes above the doors actually work, I would suggest just making the door prop nonsolid so you don't have to deal with that.

http://puu.sh/n39qQ/8b6796797a.jpg

clip please

http://puu.sh/n39tI/f0ca3ec1eb.jpg

Same stuff here, also the really annoying roof clipping sucks but I will talk about that later.

http://puu.sh/n39ys/1b5fa747f3.jpg

Should clip the edges on both sides. Also probably should just put some stuff under that ramp because it serves no real purpose.

http://puu.sh/n39H4/027a0f77d2.jpg

The clip brush above these boxes doesn't really seem to serve a purpose

http://puu.sh/n39Rd/6f36c8b202.jpg

Not sure why the clipping extends this far over the roof, also making the lights nonsolid here would be super nice and let you can one of those weird clipping brushes.

http://puu.sh/n3a4c/e081006e59.jpg

You can catch your head here a lot if you're coming up out of lower and somewhat hugging the wall, I would suggest lowering the displacement a bit here so this does not happen.

http://puu.sh/n3a83/b04b453fec.jpg

Should clip over this wall

http://puu.sh/n3ad3/7b4f539f5b.jpg

I think you should either make all of those beams on the ceiling non solid or clip over the extra area that they protrude so you cannot get stuck on them.

http://puu.sh/n3al1/72d42b5e47.jpg

Small clip brush here would be nice, same with a bunch of the other props in the lower area leading to second

http://puu.sh/n3axI/6bce25cbc8.jpg

Basically all of saw needs a clipping pass since there is a whole lot of weird shit going on in here. The little bars that are just above door height are only clipped on the top side and there is a huge gap in the clipping at the top of the ceiling. Also I would like a return of the little metal bands that you could hide on similar to granary.

http://puu.sh/n3aPe/aa35fcfaa6.jpg

This is a thing that is probably only going to bother me but I still think it's pretty sloppy looking and could cause issues in some weird situations. Either way if you're going to be cleaning up a bunch of other stuff redoing the clipping above the doors would be nice.

http://puu.sh/n3bb0/fa49cb59e7.jpg

This is honestly the reason I even went and made the post. The way that you've clipped off basically every roof on the map is super annoying. I think that you really should consider swapping to the pro viaduct way of clipping off roofs. Having the actual building top clipped over but the little decorative lip be non solid. This would make a lot of the areas on the map a lot nicer as soldier as currently most of the stuff that you would want to jump off of has a little brush on the top that kinda fucks your jumps most of the time.

This post was mostly about actual bugs and less about redesigning parts of the map but I agree with some of the people above specifically the posts about the annoying railing thing devouring splash whenever it can. I have similar issues with the large metal sheet thing on the other side but much less frequently. As for holding last I think that maybe giving the people pushing into last a slightly shorter spawnwave could help but would maybe cause the issue that the old snakewater had with 4 man sacks. Either way I really enjoy the map quite a bit and hopefully this update will help a bit with gameplay in the future.

EDIT: There's a bunch of stuff I missed that I will add as I remember it

http://puu.sh/n3gnU/3507596e5b.jpg

You should use a different door prop for this since this kind normally has that little mechanism attached to a ceiling. I am fairly sure that there is a version that does not have it on it.

http://puu.sh/n3o1h/b9966bc533.jpg

7:00 PM - ✌: you can put stickies inside the mechanics of the shutter door
Personally I really really dislike prop doors and find that the simple brush ones that are used on Sunshine and Process/Metalworks are far more consistent and have far fewer issues associated with them. The only real "downside" is that you could argue that they look a bit worse but honestly I don't think the extra detail is worth all the issues that come with them.

http://puu.sh/n3o3F/c0db54b859.jpg

These clip brushes actually only keep you stuck in the little area near where the second forward used to be. I think you could just fully clip over that wall to prevent any issues since there is no reason to have the indent now.

posted about 8 years ago
#2 Video of jump_asshole soldier playthrough in Videos

https://www.youtube.com/watch?v=9zRfN3pL8d4

posted about 8 years ago
#3 problem with binds in TF2 General Discussion
bind mouse1 "+attack;stupidshit"
alias stupidshit " say ʰᵉᶫᶫ ᶠᵘᶜᵏᶦᶰ ʸᵉʰᵃ ˢᶫᵃᵐᵐᶦᶰ ᵗʰᵃᵗ ᶠᵁᶜᴷᴵᴺ ᶫᶦᵏᵉ"

This should work but please don't actually use it because literally nobody will think it is funny.

posted about 8 years ago
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