HOI
Account Details
SteamID64 76561198061182117
SteamID3 [U:1:100916389]
SteamID32 STEAM_0:1:50458194
Country England
Signed Up July 12, 2017
Last Posted January 19, 2019 at 7:06 PM
Posts 42 (0.1 per day)
Game Settings
In-game Sensitivity 4
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1440p
Refresh Rate
165
Hardware Peripherals
Mouse Roccat Kone EMP
Keyboard Gigabyte Osmium
Mousepad Roccat Taito Control
Headphones AKG K7XX
Monitor ASUS PG279Q + 3 x Dell U2414H
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#529 cp_logjam (5CP) in Map Discussion

Great work Hyce, nice stream & I am glad to see this map is in the pool :)
Here is a video demonstrating the spot in cave that didn't get fixed https://youtu.be/oMNMbqqwB-4
Also here's another set of problems / suggestions https://imgur.com/a/6HjI6jR
Some are minor clipping or lighting things but hopefully there's a fair amount of useful stuff too
A few of the screenshots might be duplicates of those from UpD's post
Here is a fairly serious issue i noticed after taking the screenshots https://youtu.be/ZRgJ_wEbb7I

posted 3 days ago
#519 cp_logjam (5CP) in Map Discussion

Chojje managed to fix the similar face lighting issues on snake but idk how he did that
A few more images including the spot described in the post above: https://imgur.com/a/BuuTFAY
Also pls change the mid back :)

posted 1 week ago
#514 cp_logjam (5CP) in Map Discussion

Lots of very minor issues / suggestions from looking at rc9a: https://imgur.com/a/3gwhxwe
It looks like these parts have not been changed in rc10pre1

I don't know whether the new cap zone brushes on mid can provoke splash bugs but maybe they can
Some of the sides of the brushes including the long red side are completely black which looks slightly strange
Having the cap zone brushes looks better and is a good idea anyway

Not sure about this new mid and I liked the old one a lot more
I don't like the platforms, particularly with the fences there too
I understand that part of the fence near red log room is in shadow but it still looks too dark

posted 1 week ago
#18 cp_workflow (5cp) in Map Discussion

A lot of the map is great
In particular I like the soundscape and particles used here

https://i.imgur.com/PXaG2YU.jpg

I think the lighting outside is too bright, which is most obvious when looking at this

https://i.imgur.com/3ZLHcFo.jpg

Some more minor issues:

It's weird to see the texture being used diagonally here when you can see it being used a different way through this on the opposite side

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

You can stand on these lamps

https://i.imgur.com/Vbk4gn2.jpg

https://i.imgur.com/5Qdhz46.jpg

This type of shutter means that you can sticky the area above it in a variety of ways that could be hard to check / clear, not sure if worth changing

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

There is a tiny edge here for players to stand on

https://i.imgur.com/wNdLOs6.jpg

These areas are missing vertical clipping ramps

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

https://i.imgur.com/bTdI0xj.jpg

https://i.imgur.com/Zmnyy2A.jpg

https://i.imgur.com/YZp0x9T.jpg

You can stand on here (only just) which might be unintended

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

You can stand here due to the upwards ramp on the wall

https://i.imgur.com/hSvQxm0.jpg

The face touching the ground should not be black (and if you jump while walking towards it you can seemingly randomly lose all horizontal momentum)

https://i.imgur.com/rJIHea1.jpg

Neither should these

https://i.imgur.com/tsZ248S.jpg

Or these

https://i.imgur.com/IgHDT6O.jpg

You can stand here (the room inside also looks very very bright)

https://i.imgur.com/0U1eFBN.jpg

This thin vertical corner face looks wierd

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

There are some weird shadowy spots, particularly directly above the camera

https://i.imgur.com/fnR34mT.jpg

This texture doesn't look right when viewed like this

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

There are no props in the forward spawns (probably because the map is in beta), and the mid spawns have grass and sand coming in which looks weird

https://i.imgur.com/vHyktO0.jpg

This prop should not be solid and neither should the props on the table or the exit sign

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

This face looks like 2 textures meeting

https://i.imgur.com/brK2Usd.jpg

The control point hologram should be larger in my opinion and maybe more high poly as the lettering wiggles as it goes around due to the presence of relatively few corners

https://i.imgur.com/VidEQ8r.jpg

The roof part just below and to the right of the rocket is missing different faces when viewed from different parts of mid

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

The displacement used in this out of bounds section is only visible when pressed up against the window and jumping, and it looks weird due to how it's hovering above the ground on the right hand corner. It might be better if it was removed

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

When rocket jumping next to this pipe you hit the top part which could be fixed with alternative clipping if desired

https://i.imgur.com/8kLsXny.jpg

When standing next to this pipe you cannot jump at all

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

There's a gap in the floor, the door looks wierd (scaled down?) and the fence doesn't reach the wall

https://i.imgur.com/eUSpxH6.jpg

The diagonal beams here can be hit when surfing rockets which is probably undesirable

https://i.imgur.com/j7b335I.jpg

The same is true for these, also the corner to the right is missing clipping and the overhang might be better if removed due to the current spawn camping capabilities

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

There's this weird texture thing next to the dripping water on second

https://i.imgur.com/fSxD23T.jpg

There are some sticky spots that can easily be changed into clipping issues

https://i.imgur.com/1TD4wJg.jpg

https://i.imgur.com/4D7LrUp.jpg

https://i.imgur.com/7iVUjP4.jpg

Last looks difficult to push but the indoor areas in particular look fun to play and this map definitely deserves more testing

posted 1 week ago
#75 cp_propaganda (5cp) in Map Discussion

I like your map and here are the minor issues I found

There's a fun clipping issue shown in the following video (much easier to reach as demo)

https://youtu.be/cGqPgFEYsLA

These stairs could be improved by some ramp clipping

https://i.imgur.com/u8G4UTg.jpg

Here too

https://i.imgur.com/n9TTyAo.jpg

You can stand up here which could be undesirable, not sure

https://i.imgur.com/XmvYy3A.jpg

Maybe this bit needs a clipping ramp

https://i.imgur.com/j4Qlz2u.jpg

Theres a strange change of lighting/texture near spawn

https://i.imgur.com/TB8Ufgw.jpg

The towers are missing their spikey bits when viewed from second

https://i.imgur.com/X8C82q4.jpg

The towers are also missing a chunk when viewed from last

https://i.imgur.com/95d0JBe.jpg

The thin face shown here shouldn't be completely black

https://i.imgur.com/xYT11ko.jpg

Same here

https://i.imgur.com/mnr4aMR.jpg

Same here, and typically a different texture is used for spawn doors because they look weird with 2 red circles. Also the red forward spawn on mid has no such overlay, and the last spawns use the normal texture

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

This brush has the wrong texture and it looks like there is some off grid geometry

https://i.imgur.com/wOCk4yu.jpg

You can stand here

https://i.imgur.com/gyRK0RV.jpg

This plank is missing a texture when viewed from underneath

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

Two textures appear to meet here instead of blend into one

https://i.imgur.com/g6tZrqX.jpg

I like that there is a smoke particle effect but it looks more like a slinky

https://i.imgur.com/9KEfT0r.jpg

The paper decals are nice but it looks weird where they go into a wall

https://i.imgur.com/Xxf7gVR.jpg

This type of shutter looks visually great but with such a low ceiling it can make it extra difficult to check for sticky traps, not sure whether this is worth addressing

https://i.imgur.com/m687IqQ.jpg

You can hit your head on these parts when jumping / surfing rockets

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

https://i.imgur.com/06i0sSM.jpg

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

Clipping could artificially lower the ceilings here to prevent horizontal jump velocity from being stopped in what many consider to be a non-intuitive way

https://i.imgur.com/GllMUc3.jpg

https://i.imgur.com/taEkx0D.jpg

https://i.imgur.com/ohm86aY.jpg

Clipping around the following parts is awkward (vertical ramps needed):

https://i.imgur.com/ai3313s.jpg

https://i.imgur.com/eLX2rtP.jpg

https://i.imgur.com/byLCDD1.jpg

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

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

The spawns have these light leaking issues (might need to zoom in for the first one):

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

https://i.imgur.com/EvTeR0q.jpg

https://i.imgur.com/LeAG2mc.jpg

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

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

Weird shadows here

https://i.imgur.com/zP2jmOV.jpg

This bench is suspiciously bright

https://i.imgur.com/QYX0u0u.jpg

Most of the map looks great :)

posted 1 week ago
#37 koth_isla in Map Discussion

One of the better koth maps
Here are some potential issues I noticed:

You can stand on the pipes at both spawns, not a huge issue since it is likely you get spotted but the pipes should probably not be solid anyway

https://i.imgur.com/Pzkyv2J.jpg

You can stand on the sides of these walls, only really useful for dodging bombs and might be intentional

https://i.imgur.com/AAwgJX6.jpg

This lighting looks very strange, and the props have no gameplay impact

https://i.imgur.com/3oC1A8E.jpg

This corner is equally useless and the lighting on the wall is inconsistent. I personally think the fence should be moved forward or some other map geometry should be used.

https://i.imgur.com/mMj3iBA.jpg

The texture on this door is shifted

https://i.imgur.com/wipS6W6.png

Some spots that someone might be able to argue shouldn't exist:

You can hide here near spawn

https://i.imgur.com/Ohl5VWk.png

You can hide here to get behind a team pushing out left

https://i.imgur.com/9VbnihN.png

It is not immediately obvious but you can stand on the top of the crate piles in the flank (and behind the top crates)

https://i.imgur.com/4UgWirN.png

posted 1 week ago
#507 cp_logjam (5CP) in Map Discussion

Red side only

https://i.imgur.com/7tmXvnu.jpg

Hiding spot from the video in the previous post

https://i.imgur.com/HrKJpA5.jpg

Hiding spot on other side of rocky arch (less consistent)

https://i.imgur.com/pELKw9l.jpg

Not as secret but you can stand here and probably not be seen by teams pushing second

https://i.imgur.com/hNKSUr2.jpg

posted 1 week ago
#23 koth_ordinance in Map Discussion

Red side bug (always play blue)

https://www.youtube.com/watch?v=4kHIND8az04

The video starts with me standing in a questionable spot also
You can hide behind the rock at spawn

posted 1 week ago
#40 worst config thread in Customization

If you've ever wanted to bind each voice command to a 3 letter combination of Z, X and C then add this to your autoexec :) https://pastebin.com/DhpxASr1

posted 1 week ago
#10 what does MGE stand for? in The Dumpster

market gardener experience

posted 1 month ago
#19 Copenhagen Games 2019 TF2 - 6v6 & Highlander in LAN Discussion

cu@

posted 1 month ago
#6644 Frag Clips Thread in Videos

https://youtu.be/zWSYf2ZEX4c

posted 1 month ago
#43 Koth_Synthetic in Map Discussion

Yeah it looks like all clip brushes besides the 2 spawn window ones are missing.
Also the door frame faces here are probably too dark:

https://i.imgur.com/uzfjg5H.png

posted 3 months ago
#39 Koth_Synthetic in Map Discussion

I haven't played the map since the map test cup but I thought I'd look at the aesthetics and clipping and point out some nitpicky stuff I found (screenshots taken from b31):

https://i.imgur.com/nbW18Y3.jpg

This corner at the right hand side of spawn could do with some diagonal clipping

https://i.imgur.com/QGYG6xK.jpg

The clipping ramps found here on the dark wood should probably be longer (e.g. a 1/2 incline rather than a 1/1) because the player's camera still jumps up and down when walking over them and it should really be a lot smoother.

https://i.imgur.com/Fstqaj7.jpg

The shadows on these look wrong (probably too low res) and some of these (like this one near the big yellow pipes) are solid, when arguably all should be non-solid. Currently it's inconsistent and I think making all solid would be bad since that would include the ones on the spawns.

https://i.imgur.com/W7Q0lDm.jpg

This one next to the point is also solid, meaning that players jumping after using the flank routes can hit their heads and not go anywhere. It also allows players to stand on top and hide in the corner which may or may not be desired.

https://i.imgur.com/072VSiq.jpg

The top of the right vertical pipe is a lot darker than the bottom

https://i.imgur.com/b5x7NMO.jpg

The low light map resolution used here allows light to leak into spawn under the right shutter

https://i.imgur.com/6nEVEZc.jpg

The red clipping across the top of this door should be lowered to the height of the door

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

This tap appears to be too close to the ground to be useful

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

The white dots found underneath the lamps do not move and look pretty weird once you notice it. Also a lot of the lights appear a little too dark such that it's not obvious they are doing anything and these are examples of those.

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

The triangular face on this staircase is too dark and the corners around this area are possibly a little too dark too (e.g. top right)

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

The ground displacement covers part of this bottom step

https://i.imgur.com/RzLEqA1.jpg

The thin white faces found here and on the opposite side might be too dark at the top

https://i.imgur.com/R81Kcag.jpg

This light is not quite in the middle

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

What appears to be a decal between the pipes and the window looks a bit too much like a lighting issue

https://i.imgur.com/jD9glr8.jpg

This could use some diagonal clipping

https://i.imgur.com/ALW1h8B.jpg

These are almost spaced evenly but not quite, and they have weird dark bits at the top

https://i.imgur.com/5BlmSkG.jpg

You can see a tiny bit of sky at the very centre of this image

https://i.imgur.com/slUdjy7.jpg

This decal is a bit off-centre

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

Grass grows through here

https://i.imgur.com/z235AVc.jpg

The red valve thing looks like it should be a bit lower down

https://i.imgur.com/ja7C0QE.jpg

The textures don't quite line up just right of the corner

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

When I first saw the lighting at the right side of blue spawn I thought it was too high contrast but i'm no longer sure

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

This shadow looks ugly

https://i.imgur.com/MW1qyyG.jpg

This shadow also looks ugly

I remember enjoying the map a lot when I played it and visually it looks great with no major clipping issues. I don't know if increasing the light map resolution would cause other problems but I personally believe it would be a good idea.

posted 3 months ago
#275 Updating cp_snakewater in Map Discussion

The lighting is much brighter, particularly on the bottom part of this train. It just looks wrong:

https://i.imgur.com/Sls2z9t.jpg

The 2nd spawns have clipping coming through the ceiling:

https://i.imgur.com/ZWGK0u0.jpg

The diagonal clipping in the corner next to the bridges goes too deep:

https://i.imgur.com/opPFF3Z.jpg

The last points have this weird black thing between the concrete with the traffic cone and the nearby rock:

https://i.imgur.com/48ZzVrR.jpg

These lanterns in the africas both have different shadows when they should arguably have none:

https://i.imgur.com/q62TNjm.jpg

This clipping in saw does not reach the ceiling:

https://i.imgur.com/y8fCI8s.jpg

This z-fighting with clipping does not occur in the red kitchen (not an actual issue but evidence of some kind of anti-symmetry):

https://i.imgur.com/5XUuKzm.jpg

The left part of this fence next to saw is floating:

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

Light leaks from above dropdown:

https://i.imgur.com/BqNs7Hz.jpg

The tiled floor in spawn should probably be shifted by half a tile in both axis so that the tiles line up with all 4 walls:

https://i.imgur.com/p31xRmZ.jpg

In the very center of this image there is a square of light texture which only occurs on the blue side:

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

The shadow here starts too late:

https://i.imgur.com/y68JkDt.jpg

This texture is too dark:

https://i.imgur.com/QyS5NiR.jpg

The diagonal part of this texture is thinner than the axis-aligned one which can probably be avoided (or another on-grid layout can be found which better approximates the size we would expect it to have):

https://i.imgur.com/5hWVkPw.jpg

posted 3 months ago
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