HOI
Account Details
SteamID64 76561198061182117
SteamID3 [U:1:100916389]
SteamID32 STEAM_0:1:50458194
Country England
Signed Up July 12, 2017
Last Posted September 20, 2023 at 4:01 AM
Posts 64 (0 per day)
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In-game Sensitivity 4
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1440p
Refresh Rate
165Hz
Hardware Peripherals
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#18 What would you commit your time to? in Off Topic

diabotical

posted about 3 years ago
#18 Refresh: cp_process in Map Discussion

Version f2 has been added with more clipping and doorway height changes which should offer significant quality of life improvements. The map still looks almost identical since doorways have only changed by up to 16 units (about 12%). Due to the negative feedback towards modifying the railings we will either propose an alternate idea or remove that suggested change.

Since the ceiling lamps on the map offered no hiding spots and did nothing but block player movement all of them were made non-solid starting from version f1. There are several lamps that will be given sticky collision in the next version.

We decided to work on maps like process because we decided it would be a better use of our time to make the more popular maps in the map pool better than to spend longer working on maps that are unlikely to get into the map pool in the first place. We chose to start with process in particular because we were confident all of the issues we identified could be resolved in a relatively short amount of time while still offering value to players. We do plan to address gullywash but it's significant asymmetry issues made it less suitable to begin this project with.

posted about 4 years ago
#8 How would you nerf scout? in TF2 General Discussion

no double jump

posted about 4 years ago
#14 get your penis analyzed in The Dumpster

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

its not okay

posted about 4 years ago
#19 Early details announced for Copenhagen 2020 LAN in News

cu@ lft

posted about 4 years ago
#7079 Frag Clips Thread in Videos

https://youtu.be/NG4_noHGNPI

posted about 4 years ago
#537 cp_logjam (5CP) in Map Discussion

The map and its changes are great

rc10a feedback: https://imgur.com/a/D5OCxmc
Also:
The map doesn't have a custom camera position when u join (info_observer_point needed i think)
The fences in opposite corners of mid go into walls and look strange

posted about 5 years ago
#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 about 5 years 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 about 5 years 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 about 5 years 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 about 5 years 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 about 5 years 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 about 5 years 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 about 5 years 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 about 5 years ago
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