FatherBrandon
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SteamID64 76561198010399228
SteamID3 [U:1:50133500]
SteamID32 STEAM_0:0:25066750
Country Canada
Signed Up August 19, 2016
Last Posted February 12, 2019 at 10:05 PM
Posts 141 (0 per day)
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#4 cp_jaddou_rc5 in Map Discussion

Some changes:

- Changed environment lighting to make it easier to see players
- Added some more light to indoor areas
- Made some areas less confusing as to where you can go
- Moved Blu resupply cabinets further back
- Removed the majority of props that stickies could be hidden in
- Made straw roof ends non-solid in the area around the first point so you don't hit your head when double jumping

Tf2maps.net download: https://tf2maps.net/downloads/cp_jaddou_rc5.2926/

posted about 7 years ago
#1 cp_jaddou_rc5 in Map Discussion

Latest version: cp_jaddou_rc8

This is a complete theme redo of my previous map cp_haddou with some huge visual and gameplay changes!

Album: http://imgur.com/a/et9UL

Tf2maps.net download: https://tf2maps.net/downloads/cp_jaddou_rc5.2926/ (says rc5 but the link to download will get you rc8)

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=838528717

Using the Market Props pack by ChemicalAlia which can be found here: https://tf2maps.net/threads/whark-arabian-market-props.27466/

Using assets provided by the Mayann Project team: http://mayannproject.com/

Using assets by Sean "heyo" Cutino and Matt "vhalin" Leahy from pl_borneo which can be found for download here: https://tf2maps.net/threads/borneo.17011/

And finally using a few assets from the Frontline! Project team as well (hedges, tiny window balcony and ivy): http://frontline.tf/

Tile wall textures and floors/strawroof textures and poster overlays provided by me.

posted about 7 years ago
#26 cp_haddou in Map Discussion

A new image of a different angle for the first point:

http://i.imgur.com/CnbUwEf.jpg

Removed the random 'cubby' against the far back accessible wall and also fixed up some sightlines from doorway to doorway.

posted about 7 years ago
#25 cp_haddou in Map Discussion
CitricI had this happen to me on cp_cardinal, and it's also happening here:consoleCMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1this is constantly spammed in console, and when it is, my game feels choppy in an offline server despite having like 500 fps. It sometimes stops depending on where I am in the map and what direction I look, but I can't isolate any particular common factor

Phi said it was caused by "incorrectly formatted model textures within the Frontline pack" and fixed it pretty quickly so if you need help you could probably shoot her a message

Thanks for the feedback. I will most likely contact her regarding it. The majority of Frontline! models are being removed for the jungle version but I shall keep an eye on the console.

smokeeThe textures don't scream TF2 to me is all. Aside from that, it looks like a great map with a lot of thought put into development for the map. Would love to test this out in more polished versions.

Thank you for the feedback as well! If you are talking about my desert themed textures I would agree. I think the Mayann textures were made to fit the TF2 theme a bit more. The jungle version will be available mid Jan for testing, I will create a new thread for it at that time.

posted about 7 years ago
#22 cp_haddou in Map Discussion

Another quick compile showing off even more changes to the final point:

http://i.imgur.com/Zca5gCl.jpg

2 new exits into the final area. One of the original exits into the final point has been removed.

posted about 7 years ago
#21 cp_haddou in Map Discussion

A quick compile showing some changes from around the first and second point (removed some hedge and geometry clutter from the accessible areas). Going to add an additional route to the second point. After that it's onto designing a nice looking 3D skybox:

http://imgur.com/a/H02nq

posted about 7 years ago
#20 cp_haddou in Map Discussion

I'm going to re-theme this map using the Mayann content pack to fit with Valves choice of 'Jungle' and create a new version with a new name.

Are there any changes you'd like to see for the jungle version? This would be the best time to make changes other than just the theme for the map.

I know I will be removing particles from BLU spawn. BLU will be spawning out in the dense jungle now, perhaps complete with original Turok style pea-soup fog instead of a sandstorm.

posted about 7 years ago
#37 koth_avalanche in Map Discussion

Nov 20th changes:

-Added a medium ammo pickup to the upper balcony area near the cafe table.

-Changed a small ammo pickup into medium in the hazard basement area.

-Fixed issue with getting stuck on the ramp going up to the cafe area from the fountain area.

-Fixed a lighting issue on a displacement near the tunnel entrance.

-Changed a dirt track overlay near the point to be less stretched looking.

-Updated tank models to the latest available from the Frontline! asset pack.

Direct download: https://tf2maps.net/downloads/koth_avalanche.2505/updates

posted about 7 years ago
#28 cp_daytrip in Map Discussion

Nov.18th update:

-removed stone railguard from the side of the start of the stone stairs on the left side of the dojo to help maneuverability for attackers. Now you can hug the wall with ease as you swoop around the corner. (Image to show this: http://i.imgur.com/soKY4na.jpg )

-Moved the cap timer from 30 to 20 seconds for the first point.

-Added player clip to the store-front windows across the street from the dojo so you can't backup and get caught in them.

-Removed the milk crate from the bathhouse to help maneuverability.

-Moved the food menu to the inside of the eatery in the route from bathhouse to dojo street to help maneuverability.

-Fixed a lighting issue on a lantern model causing it to flicker when the LOD changed.

-Removed the charm walls from the new room that was added from the previous update to increase maneuverability.

Direct Download: https://tf2maps.net/downloads/cp_daytrip.2739/updates

posted about 7 years ago
#19 cp_haddou in Map Discussion
SidularHey, mind if I use this in the TFCL 4v4 beta this spring?

Go for it! That would be awesome.

I am curious about that event though, can you link me to more information? Is it TF2 modded to be like the old Team Fortress Classic or is it actually some version of Team Fortress Classic itself? (Never mind I found the thread for the league).

posted about 7 years ago
#17 cp_haddou in Map Discussion

cp_haddou RC2!

tf2maps download link: https://tf2maps.net/downloads/cp_haddou.2803/

Changes:

-Added a second exit from the Blu spawn to help prevent choking hazards.

-Reduced cap time on first point by 10 seconds.

-Removed fountain model and replaced it with a pedestal model to make it easier to jump on/maneuver around near the final point. (Your fountain model is beautiful, EArkham. I am sad to remove it).

-Moved palm tree near the back of the curved divider beside the final point. (I found that backing up along the divider you ended up getting caught on the tree).

-Added a clipping brush to all but one of the market stand models so you don't get stuck rubbing against them.

-Removed the majority of the hip-high wall near the final point to increase maneuverability.

-Removed market stand from the Gardens area near the final Point to increase maneuverability.

-Rotated the palm tree in the middle of the Gardens area to make it easier for a class like Scout to jump onto the smaller hedges before jumping onto the higher hedges.

-Added a medium healthpack into the tunnel that connects from the broken down tower route to the final point.

-Moved Palm tree that was above the first point slightly to help prevent getting caught up against it.

-Removed 'L' shaped hedge from above and behind the first point. Raised the ground to match the slope to effectively create more ground to easily move on.

-Increased the height of the building above and behind the first point and removed some straw roof ends to increase maneuverability.

-Moved the indoor market in the lobby near Blu spawn exit into the wall to increase maneuverability.

-Changed the majority of prop urns from solid to not-solid in major areas to increase maneuverability.

-Changed/added a new texture for the building behind and above the first point to help refresh the visuals. Also added some wooden supports to the corners of buildings I found were too noisy/hard to see the edges of.

Album: http://imgur.com/a/WvE7p (basically same screenshot angles)

posted about 7 years ago
#15 cp_haddou in Map Discussion

More updates!

Descriptions of changes in the album:

http://imgur.com/a/5eWbJ

Going to do a full compile overnight and post the updated version tomorrow.

posted about 7 years ago
#13 cp_haddou in Map Discussion
fireindaarcadeIt's purely cosmetic, but that structure over the first point feels very weird. It doesn't seem like something that would exist in the world of the map you've created.

I like the look of it but I may replace it with something a bit more realistic if I can think of it. Let me know if the 4 legs of it get in the way too much while playing.

posted about 7 years ago
#11 cp_haddou in Map Discussion

A fast compile showing a changed area:

http://i.imgur.com/E6uCXlN.jpg

Overlayed a stone brick tile onto the claystone and made it lighter (which I think helped break up the brighter orange-like clay texture around it) for the new building shape. With the extra height you will not bump into the straw roof when jumping on the walkway above and behind the point. Also removed the merchant stand from the far corner.

I also cut the cap time down for the first point by 10 seconds.

Working on making the Blu spawn courtyard area have an additional exit other than the giant arch now and a new version will be available within a few days to test.

Your feedback is helping quite a lot. Thanks again!

posted about 7 years ago
#10 cp_haddou in Map Discussion
ScrewballFatherBrandonSecond comment to mention wall texture noise. I will try fiddling with the textures and see what I can do for the next release. Thank you.http://polycount.com/discussion/73559/texturing-for-team-fortress-2-a-short-guide

Hope this helps.

Thanks very much, it should help!

A quick question about the current textures. Are they looking too busy only in the directly lit areas (face of a wall with the sun shining directly on it for example)? What do you think about the textures in the shaded areas?

posted about 7 years ago
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