Collaide
Account Details
SteamID64 76561198058513958
SteamID3 [U:1:98248230]
SteamID32 STEAM_0:0:49124115
Country Sweden
Signed Up May 1, 2014
Last Posted December 29, 2023 at 5:31 PM
Posts 1320 (0.4 per day)
Game Settings
In-game Sensitivity 2.15
Windows Sensitivity 5/11
Raw Input 1
DPI
800
Resolution
1080p
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G703
Keyboard Varmilo VA109M Red
Mousepad QcK XXL
Headphones Logitech G432
Monitor Benq XL2411Z
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#790 PugChamp in Projects

This pug never started due to a bug, and never ended: https://eu.pug.champ.gg/game/5919ddf9399e99a06d132daa

posted about 6 years ago
#74 cp_prolands in Map Discussion
WhyNotDivineNever have the lamps hindered my personal gameplay, if you get caught out in lower right (from lasts perspective) that's your fault and I don't see how removing the lamps is going to help with that. As for the laps around dropdown, the ceiling is pretty low already so I still don't see the problem. But that's just my view on it and I'm sure anybody with more experience than me will give a better view on it.

1. Anecdotal evidence
2. Sure, if you put yourself in a position where you somehow get juggled into a lamp, it is your own fault, however, why should we punish standing in these crammed rooms even further than they already are? By making pinpoint button-presses and taking the time to choose which pixel we stand on, we get distracted from the actual game. It is more enjoyable to not have to worry as much about getting stuck on a lamp or a metal beam.
3. An opponent getting stuck on a lamp or sometimes strafing into one can make you miss shots you otherwise would have hit, essentially punishing the player for not taking a tiny lamp in the roof into account while aiming.
4. "Ceiling is low, therefore it should be even lower" is not what I consider a valid argument.

posted about 6 years ago
#73 cp_prolands in Map Discussion
MenachemCollaideIt would be more constructive if you made an argument rather than just stating your opinion.i think it's hard to form any concrete arguments without playing the map. Unfortunately I'd imagine most of us (hi) don't belong to any inhouses that are playing new maps.

giv mixchamp prolands

You don't really need to play my new version to make an argument for removing them.

- The lamps (except one) are never used because it is very easy to spot players standing on them, so they are not good hiding spots.

- They interfere with gameplay, if you double jump or get bounced upwards by a rocket or a sticky, you may get stuck. Some small rocket jumps are impossible, and a neat jump for rolling out is now possible.

- They were never intended to be hiding spots. As we know valve doesn't polish maps to perfection, and often don't apply gameplay to their mapmaking.

- I fixed the one hiding spot that existed by making it slightly worse and made it into an actual gameplay mechanic, not a secret spot only pro players know.

posted about 6 years ago
#69 cp_prolands in Map Discussion

It would be more constructive if you made an argument rather than just stating your opinion.

posted about 6 years ago
#66 cp_prolands in Map Discussion
riotbz you removed every lamp on last except one, where the spot isnt on the lamp anymore

Nobody uses the other lamps though, and in dm fights you get caught on them a lot.

posted about 6 years ago
#64 cp_prolands in Map Discussion
riotbzbearodactylriotbzAdded a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
visually small change but this should actually make taking spire a lot easier. pretty big change imo

also any plans to remove this spot?

https://puu.sh/vQ0lz/940dc133a1.jpg
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary
if u find it hard to jump to u gotta spend some more time on tempus fam

fair assessment tho, just the fact that he's removing every other spot in the area

I'm not removing every other spot...? Just one.

posted about 6 years ago
#53 cp_prolands in Map Discussion
lettobring too many variables into the mix at the same time though and you won't be able to clearly tell the impact each had

On paper, that's true, but I don't think it's reasonable to argue that I've done too many changes as of right now.

EDIT: Which is why I won't make any more changes (unless they're bug fixes) until I get proper feedback.

posted about 6 years ago
#43 cp_prolands in Map Discussion
b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.

For the record, I eliminated one hiding spot and added one prop, it's not a huge change.

I knew this was coming so I put this in one of the first lines of the thread:

CollaideA lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.

But yeah, what Chronix said.

posted about 6 years ago
#37 cp_prolands in Map Discussion

Quick update! Thanks to everyone who helped me with bugs!

(Dropbox) Download: https://www.dropbox.com/s/jhgf17o6td7dont/cp_prolands_b1b.bsp?dl=0

cp_prolands_b1a -> cp_prolands_b1b

SMOOTHING/FIXING SPLASH:
- Made vents in lobby and last nonsolid.
- Made smoother clipping in balcony next to the crates.

BUG FIX:
- Fixed the shutter doors.
- Fixed gap in the wall allowing you to see into main from top right last.
- Fixed rooves I didn’t do properly.

Not gonna consider removing the scout winger jump from trash until I get more feedback on both it & the new opening itself.

posted about 6 years ago
#34 cp_prolands in Map Discussion
MacMacAlso fixing the clipping on the side of shit-house so that bombing balcony isn't awful.

I already did this.

smzithere is a toxic barrell missing in red choke (dunno if anyone mentioned that yet)

You mean blue choke? I'm on it b0ss.

posted about 6 years ago
#27 cp_prolands in Map Discussion
Chronic_But I'm not sure why you made the plateform of spire a single wooden piece because that crack allowed you to see people potentially coming at you and openened possibilities for rather unusual stickytraps ( @ 1:13)
- This vid is also a good example of weird clipping, especially on spire, that can be abused atm and feels very unfair to me. I did'nt had time to check all the spots with stickies just I thought I'd just post it here and let you see what you want to do with it.

Made it into a single platform due to the hole eating rockets a percentage of the time. That sticky trap seems like an unintended feature as well, but I don't know.

Chronic_- Here is the spot in resup some people talk about before ( you seemed to be unaware that it existed). I'd suggest that we leave it as it is

I knew of that spot, Bear said it was above diagonal not resup, which confused me.

Chronic_- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean them

My philosophy is making them into gameplay elements rather than bugs. This also makes it easier for new players to learn about them.

posted about 6 years ago
#17 cp_prolands in Map Discussion
RacsoOne thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc

It was not the intention of the change, but rather a consequence.
If people like it I can keep it, if not I can remove it.

posted about 6 years ago
#12 cp_prolands in Map Discussion

Full Changelog:

Show Content
cp_badlands -> cp_prolands_b1a

AMMO/HEALTH CHANGES:
- Changed haunter ammokits to from small to medium
- Added small ammokit on balcony
- Removed one of the small ammo kits in top lobby and changed the other to medium size.
- Added a medium ammo kit right below the bridge on mid.

SMOOTHING/FIXING SPLASH:
- Added proper blockbullets in choke & stonebridge.
- Made trains nonsolid and created proper blockbullets.
- Removed the hole between planks on spire, blockbulleted the fence and made it nonsolid. Plank is slightly resized.
- Properly blockbulleted boxes on balcony
- Blockbulleted inside the shithouse.
- Blockbulleted the floor which dips down slightly on last point.
- Blockbulleted the main bridge on mid.
- Blockbulleted the bottom parts of exterior house walls, so they eat fewer rockets.
- Blockbulleted the floor behind last point.
- Clipped away a spot on the spire you could stand on thin air.
- Mirrored clipping on a fence you could stand on in a chokepoint
- Mirrored clipping in house, as well as clipped the roof. As a consequence you can no longer stand on top of the bullskull.
- Smoothed out clipping and moving around in choke.
- Fences in lobby and last are now nonsolid but clipped.
- Adjusted clipping above launch pad slightly.
- Lamps and metal beams in lobby, shithouse and house are now nonsolid, except for the lamp in the tube on last.
- Added a metal shelf to replace the most commonly used lamp hiding spot.
- Smoothed wooden bridge on mid slightly.
- Removed the huge shit attached to the resup house & above haunter. Should make rocket jumping off the wall easier.
- Making the leaves of rooves nonsolid, in order to allow rocket jumps.
- Removed the attached piece of house above diagonal.
- Changed a barrel model next to stonebridge - Also mirrored this.
- Removed metal near stonebridge/haunter.
- Explosions don’t get eaten by the crates on the trains anymore. I tried to visualize this.
- Roof on last has no vents anymore. This combined with metal beams not being solid anymore, should make it easier to manouver.

GAMEPLAY CHANGES:
- Removed hiding spot behind the fence on balcony, due to it only being clearable from dropdown.
- Buffed a hiding spot outside of balcony, which is considerably more difficult to use than the one removed.
- Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher.
- Raised the funcional use of the skybox.
- Opened up the left side of balcony.
- Removed tiny metal railings at floor level on balcony, next to the crates.
- Changed hiding spot in house so it's visible.

GAME LOGIC:
- Decreased spire cap time from 8 to 7 seconds.
- The team attacking fourth point now has 3 seconds longer respawn than they used to. The defenders of that point has 2 seconds shorter respawn time.

cp_prolands_b1a -> cp_prolands_b1b

SMOOTHING/FIXING SPLASH:
- Made vents in lobby and last nonsolid.
- Made smoother clipping in balcony next to the crates.

BUG FIX:
- Fixed the shutter doors.
- Fixed gap in the wall allowing you to see into main from top right last.
- Fixed rooves I didn’t do properly.

cp_prolands_b1b -> cp_prolands_b2

SMOOTHING/FIXING SPLASH:
- Patched up holes in rooves. Mirrored rooves so they are the same on both sides of mid.This was done to get same gamplay inside and same spam angle above.
- Made minor adjustments to the blockbullets of the trains on mid.
- Blockbulleted concrete “step” in trash.
- Blockbulleted concrete “step” in choke.
- Blockbulleted concrete “step” in the main entrance to house from mid.
- Blockbulleted small stairs in house near haunter.
- Blockbulleted haunter due it it being possible to get caught on the tiny ledges when rocketjumping & jumping
- Changed clip brushes inside house to blockbullets. This should prevent rockets shot on the walls from getting eaten.
- Removed boxes close to the health kit on left balcony (defenders perspective) (NOT THE HIDING SPOT)
- Rock wall under dropdown is now a bit flatter to make it easier to jump into it from below.
- Clipping around dropdown is now a lot better. This should make it harder to get stuck on the concrete or on the metal.

BUG FIX:
- Fixed A LOT OF minor graphical errors.
- Corrected misses: Missed on making several props nonsolid.

GAMEPLAY CHANGES:
- Reverted the new opening on balcony, due to potential league/pug play.

cp_prolands_b2 -> cp_prolands_b2a

BUG FIX:
- Fixed spiderwebs in BLU house being solid. It was a bug where the spiderweb was not correctly set up.

SMOOTHING/FIXING SPLASH:
- Made blockbullets in haunter better.
- Blockbulleted floor on balcony so you don’t get stuck on the tiny wooden ledges if you jump.

cp_prolands_b2a -> cp_prolands_b2b

BUG FIX:
- Fixed being able to leave the map.
- Fixed two spots where you were able to stand on roofs.
- Fixed a spot where you could stand in the middle of nothing.
- Fixed a couple of graphical errors.
- Fixed the HUD issues.

cp_prolands_b2b -> cp_prolands_b2c

BUG FIX:
- Fixed spam angle in house.
- Fixed other minor bugs.

cp_prolands_b2c -> cp_prolands_b3b

CHANGELOG:
- Opened up left balcony.
- Train hitbox fixed.
- Fixed other minor bugs.

cp_prolands_b3a -> cp_prolands_b3b

GAMEPLAY CHANGES:
- Closed up left balcony
- Removed sticky trap and removed doorway leading from top lobby to last.

GAME LOGIC:
- Changed the spawn time from -2 to 0 for the defenders of last.
- Changed the spawn time from -2 to 1 for the attackers of last.

cp_prolands_b3b -> cp_prolands_b4

GAMEPLAY CHANGES:
- Slightly raised some concrete in lobby.
- Re-added the 3 ledges around spire, but now they're all very visible.

cp_prolands_b4 -> cp_prolands_b4a

BUG FIX:
- Fixed 2 major features on spire that were not mirrored.

cp_prolands_b4a -> cp_prolands_b4b

BUG FIX:
- Fixed being unable to cap spire.

cp_prolands_b4b -> cp_prolands_b5

CHANGELOG:
- Fixed two instances of map not being properly mirrored.
- Replaced the concrete block on spire, with a wooden platform.

cp_prolands_b5 -> cp_prolands_b6

CHANGELOG:
- Set last cap time to 1 second.
- Fixed a spot where you could stand on the roof.

cp_prolands_b6 -> cp_prolands_rc1

- Set last cap time to 2 seconds.
- Adjusted the visible geometry behind the point, to better represent the blockbullets I did in b1.
- Fixed several textures that were misalligned.
- Fixed a bug that allowed for a pixelpeak into top lobby and main through a wall on last.
- Created proper func_detail groupings on last.

cp_prolands_rc1 -> cp_prolands_rc2t

- Set last cap time to 1 second.

cp_prolands_rc1 -> cp_prolands_rc2p

- Changed geometry behind point.
- Removed slanted ceiling behind point
- Removed all glass on point
- Moved the lamp in the tube further up (to prevent spamming from main)
- The rim below the glass that you could stand on is fatter
- The capture zone is adjusted to accurately be represented by the visual indicators
- Deleted the prop on point (in order to be able to open it up). A consequence is that you can no longer stand on top of it in the tube. I did not add a ledge to replace it, but it can easily be done.
posted about 6 years ago
#1 cp_prolands in Map Discussion

In a not-so-recent thread people discussed changes they would like to see to cp_badlands. I went ahead and worked on some changes, most of them are just fixes and smoothing out gameplay, but some are requested features like more ammo.

If you have feedback, don’t be afraid to post it. A lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.

(Dropbox) Relevant downloads:

Show Content
b2c,
b3b,
b4b,
b5,
b6,

rc1 = 2 second cap and old control point
rc2t (& rc2p) = 1 second cap and old control point ( = 2 second cap and new control point)
rc2ta

CHANGELOG TL;DR:
- Easier to push out due to new spawn times
- Explosions get eaten by the environment less
- Changed some unintentional hiding spots
- Made transitions between top lobby and last more open
- Trying to make movement more fluid with clipped walls and higher rooves.
- Changed how the last point looks (rc2p)

THINGS TO BE DONE/CURRENTLY CONSIDERING:
- Refining spawn timers even more when attacking last.

LINK TO THE VMF FILES (REFRESH PROJECT)
https://github.com/tom288/Refresh

STEAM WORKSHOP LINK:
https://steamcommunity.com/sharedfiles/filedetails/?id=1134385764

FULL CHANGELOG:
http://www.teamfortress.tv/41308/cp-prolands#12

posted about 6 years ago
#61 fixing badlands in Map Discussion

Also, strawpoll on what to do with roof in last: http://www.strawpoll.me/12961714

EDIT:
Also, updated notes:
cp_badlands -> cp_prolands_b1

AMMO/HEALTH CHANGES:
-Changed haunter ammokits to from small to medium
-Added small ammokit on balcony
-Removed small ammokit in top lobby.
-Changed the other small ammokit in top lobby to medium. (Small ammo is 20%, 20+20=40, medium ammo is 50%, so this is technically an increase in ammo)
-Added a medium ammo kit right below the bridge on mid. I didn’t want to change the ammokits above to medium because that would give engies too much metal.

SMOOTHING/FIXING SPLASH:
-Added proper blockbullets in choke (you can now do the ramp slide) & stonebridge.
-Made trains nonsolid and created proper blockbullets.
-Removed the hole between planks on spire, blockbulleted the fence and made it nonsolid. Plank is slightly resized.
-Properly blockbulleted boxes on balcony
-Blockbulleted inside the shithouse.
-Blockbulleted the floor which dips down slightly on last point.
-Blockbulleted the main bridge on mid.
-Blockbulleted the bottom parts of exterior house walls, so they eat fewer rockets.
-Blockbulleted the floor behind last point.
-Clipped away a spot on the spire you could stand on thin air.
-Mirrored clipping on a fence you could stand on in a chokepoint
-Mirrored clipping in house, as well as clipped the roof. As a consequence you can no longer stand on top of the bullskull.
-Smoothed out clipping and moving around in choke.
-Fences in lobby and last are now nonsolid but clipped.
-Adjusted clipping above launch pad slightly.
-Lamps and metal beams in lobby, shithouse and house are now nonsolid, except for the lamp above last point. The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check.
-Smoothed wooden bridge on mid slightly.
-Removed the huge shit attached to the resup house & above haunter. Should make rocket jumping off the wall easier.
-Making the leaves of rooves nonsolid, in order to allow rocket jumps.
-Removed the attached piece of house above diagonal.
-Changed a barrel model next to stonebridge - Also mirrored this
-Removed metal near stonebridge/haunter.
-Explosions don’t get eaten by the crates on the trains anymore. I tried to visualize this.
-Patched up roof on last and lobby to make it more smooth gameplay wise. If anyone wants the vents and shit completely removed instead, I can easily arrange this as well.

GAMEPLAY CHANGES:
-Removed hiding spot behind the fence on balcony, due to it only being clearable from dropdown.
-Buffed a hiding spot outside of balcony, which is considerably more difficult to use than the one removed.
-Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
-Didn’t make skybox bigger, but removed wierd clipping in the ceiling that restricted vertical player movement.
-

PaulsenI can't remember what map version of "pro" badlands I saw it in, but someone had edited the left side of batts (from the defenders perspective) by removing the left wall of the corridor that leads to spire.I.e. the moment you walk from upper lobby to left batts, you could fall down to trash without having to walk towards the opening in the direction of spire. http://files.gamebanana.com/img/ss/maps/51b1fd5c2222f.jpg

I made this change, in a slightly different way.
-Removed tiny metal railings at floor level on balcony, next to the crates.
-The hiding spot in house, is now changed, but visual clues make it consistent with how the rest of the interior looks.

GAME LOGIC:
-Decreased spire cap time from 8 to 7 seconds
-The team attacking spire on other side if the map now has 3 seconds longer respawn than they used to. The opposite team has 2 seconds shorter respawn time. This makes their respawn timers equal, at -2.

posted about 6 years ago
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