Account Details
SteamID64 76561198007577013
SteamID3 [U:1:47311285]
SteamID32 STEAM_0:1:23655642
Country United States
Signed Up October 25, 2013
Last Posted February 3, 2019 at 11:29 AM
Posts 689 (0.4 per day)
Game Settings
In-game Sensitivity 2.06
Windows Sensitivity
Raw Input 1
Refresh Rate
144 Hz
Hardware Peripherals
Mouse G400s
Keyboard 1986 IBM Model M
Mousepad Steelseries Mass
Headphones Sennheiser HD280/AT 2020 Mic
Monitor The 144hz BenQ everyone has
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#11 CP_CHAD [5cp] in Map Discussion

Dub no



posted 1 week ago
#8 Domain [5cp] in Map Discussion


posted 2 weeks ago
#18 cp_bluff in Map Discussion

But it actually is sick why are people downfragging this person

posted 2 weeks ago
#538 cp_logjam (5CP) in Map Discussion

Thanks as always, HOI! I will add those to my list of things to fix for RC11 after this season.

And here I thought that's what the info_player_start was for. I think it gives you a camera under the arch at mid, still... lol. Thanks!

posted 2 weeks ago
#29 cp_alamosa (5cp) in Map Discussion

cp_alamosa_b12: https://tf2maps.net/downloads/alamosa.7284/history

lots of little things and some better textures but still definitely not detailed


Show Content
-fixed some displacements at 2nd not being flush to the arch building
-fixed some shadow issues on the rocks at 2nd
-lowered the arch bridge on 2nd a little bit
-raised the roof in lobby so that all of upper lobby matches
-changed the dropdown exit on mid to make it less awkward
-clipped an awkward corner leading towards dropdown in house
-clipped an awkward corner pushing into last
-removed an awkward wall in lobby
-removed a weird spot underneath the batts exit in lobby
-smoothed lobby out a bit
-got rid of an awkward spot in right lobby heading out to shutter
-adjusted the size and positioning of the pole in house
-fixed a weird block sticking out of watchtower on 2nd
-adjusted a ramp in alley to make it flush with the block
-adjusted the weird super acute corner in alley to be a 90 degree corner
-adjusted the arches in dark to be higher and a little sharper so they're harder to bump into
-smoothed the high ground on mid out a bit
-adjusted the location of a crate by 2nd to make it flush to a wall
-changed the left hallway exit of lobby a bit to make it a little more interesting
-added some lights to the underside of the bridge at last
-cleaned up some more awkward geometry by the arches at last
-got rid of some awkward barrels in front of last
-fixed a weird point in the displacements on mid
-got rid of the super thin fence on 2nd
-fixed arches not aligning correctly on the arched structure on 2nd
-adjusted a corner at choke to make things a bit smoother
-added a support pillar to hold up 2nd point
-made the doors in house a little bit bigger
-smoothed out the area below batts and moved forward spawn
-changed a bunch of textures to make the map look less shitty
-added some blood splatters in the jail cells












posted 2 weeks ago
#3 Domain [5cp] in Map Discussion

Look at you upping the game by using brackets in your title instead of parenthesis. A visionary in both post and map design!

posted 2 weeks ago
#536 cp_logjam (5CP) in Map Discussion

cp_logjam_rc10a: https://tf2maps.net/downloads/cp_logjam.3835/download?version=17457

No screens, here are the small bugfixes:
-fixed a hole in the floor on mid
-fixed a hole in the mid bridge ceiling
-removed an extra set of lights above logroom's exit on mid
-raised the little roof over the upper lobby exit to make it less obvious you can't stand on it
-made it so you can't stand on the roof lips of the tall buildings on mid (more clipbrushes misaligned by less than 1 hu... don't decompile maps, kids)
-fixed a broken displacement you could stand on at red 2nd
-adjusted displacement ground in front of spire
-playerclipped literally all of choke to hopefully eliminate a weird glitch

posted 2 weeks ago
#532 cp_logjam (5CP) in Map Discussion
TwiggyHyce i have a few questions :

why do you make a doorway like this if you noclip the small ledge? It's misleading.

what does it bring to you to make these many roofs? There are other instances of that on the map, and you're not the only one who makes that.

Lol, sniped me as I was making the rc10 post. I think your comment about the roof is fair enough. Why so many? It's kind of the TF2 style, IMO. The lowest one is a bit misleading, it looks like you should be able to stand on it.

These things will be getting changed for the next version of the map, I'm going to be doing a lot of out of bounds detailing / last / 3d skybox detailing etc..

Note - we have found a few things already on RC10 that probably merit RC10f:
- There's a hole in the map by the sheds on mid.
- There's a hole in the map underneath mid on the underside of the rock arch
- There's 2 sets of lights / floating light entities above logroom's exit on mid.

If anyone else finds anything gamebreaking - let me know, I'll fix them and put RC10F out to fix them in a little bit. Waiting to see if we come up with anything else at this time.

I've also got a list of nitpicky detail stuff for RC11 - anything else related to that is fine too but the focus for RC10F will be gamplay for ozfortress and ETF2L.

posted 3 weeks ago
#531 cp_logjam (5CP) in Map Discussion

cp_logjam_rc10: https://tf2maps.net/downloads/cp_logjam.3835/history


Here's what RC9 was like:


Here's what RC10 is like:



Show Content
rc10pre2 -> rc10

larger changes:
-raised DA ROOF in upper lobby exit
-made ramps up to the window in upper lobby exit rather than boxes
-removed detail balcony on the side of mid
-made choke flat ramps instead of the displacements for the sake of consistent jumps - note the planks at the transitions are not solid to players or explosives / splash
-changed the ramps up from 2nd to mid in logroom to be much more streamlined / easy to back out / push
-adjusted the weird corner of mid to try and be smoother and more useful
-adjusted the displacement outside of cave on 2nd to remove the weird dish
-adjusted the location of the HP/ammo in logroom

smaller changes:
-added another light in cave to help the lighting on the props
-closed a number of holes in cave's displacements
-increased the length / height of a retaining wall in cave to remove a dumb spot you can stand on the wall that just wouldn't go away
-added back a missing clip brush on the red side of mid
-fixed a weird 0.2 HU overlap on blue cave that made you be able to stand on a building high up
-fixed a weird 0.2 HU overlap on red cave lower in cave that let you stand above by the light
-removed an awning on mid to easier facilitate high bombs / smooth out playing space
-added paint patches back underneath the ammo at mid
-made windows on mid non-solid
-fixed a broken clipbrush at choke
-raised the sniper fence outside of forwards on 2nd to prevent snipers shooting into choke
-added a bit more trim pieces outside of 2nd forward spawn
-added some missing clipping in cave
-fixed missing displacements and a gap in displacements at the actual logjam on 2nd
-fixed some broken clipping at the logroom exit on mid
-fixed some incorrectly aligned textures on blue's upper lobby exit
-made it so you can't hit your head on the roof above window
-added some block bullets brushes outside of logroom's entrance on 2nd
-added a block bullets brush over the cutest little gap inside of logroom
-fixed yet another spot in cave that you could stand on by the arch itself
-made a displacement slightly thinner in cave so you can't stand on it next to the lights
-adjusted a clip brush in saw so that it was flush to the top of a door
-adjusted the clipping around 2nd forward spawn door
-made some beams in logroom's exit on mid non-solid
-changed blue last roof texture (more detail on out-of-bounds areas to happen during season)
-fixed a red sign on blue last
-fixed a gap in the map above lobby's upper exit
-fixed a texture on the corner of mid
-fixed a missing clip brush at red 2nd
-disabled shadows on the long fence at right side of 2nd to try and fix lighting issues
-fixed lights clipping into walls on the floor at last
-fixed the clipping not being flush to the door at saw on 2nd side
-fixed a hole in the map and some strane lighting at 2nd by cave
-adjusted the "pinch" in the displacements at cave to make it a bit smoother and look better
-sewed a gap in the displacements by red choke
-moved a door outside of cave's playable area
-made it so you can't hit your head on the beams above upper lobby
-attempted to fix the light leaking thru train tunnel again
-blockbulleted the grating in last so you can't splash through it
-fixed a displacement clipping through the fence at 2nd
-fixed some weird rendering issues thru skylight
-painted rooves on 2nd to match color scheme
-added a little more light outside right last at lobby
-added more lighting in saw
-unclipped the floor lights at last
-made the displacements on mid by the sheds a little bit tidier
-fixed clip brushes on the main lobby exit
-fixed lighting on the saw and lumber piles in saw
-adjusted a weird beam on forward spawn in mid
-added some lights to emphasize choke, upper exit of lobby at 2nd









posted 3 weeks ago
#528 cp_logjam (5CP) in Map Discussion

Thank you for linking that. I've seen that and Silentes' feedback about the map, and I've got good things brewing for the offical RC10. Hopefully early next week (mon/tues) release. Feel free to check my stream when I'm on working on the map if you want to see what's up.

The plan is essentially streamlining things - be it props, splash, clipping, buggy ramps, stupid crap you can hit your head on, etc.

I have spoken with the ETF2L admins and you will be running RC10 if it is released prior to being in season.

posted 3 weeks ago
#27 ETF2L Season 32 announced in News

Look at that! More objective proof that logjam is better than badlands and granary.

Man, I need to stop with the snarky jabs. Oh well. I do think Kaidus' point regarding badlands getting doublevoted is a very valid point. I know Ozfortress will be keeping cp_logjam in this season, I certainly hope that ETF2L chooses to add it based on these polls. There's a ton of bugfixes coming in RC10, which I should have out next week, so it would be cool if we could run RC10 as well.

posted 4 weeks ago
#10 Ideas around the map pool concept in Map Discussion

I keep hearing all of these great things about koth maps, but:

I cannot get people to play koth_waterton. I didn't get terribly much feedback when ozfortress ran it in their midsummer cup #1, and for the most part the feedback that I have gotten is that it's fun to play. I'm more than willing to work on it, but it doesn't feel like the interest is really there.

posted 4 weeks ago
#525 cp_logjam (5CP) in Map Discussion

It's definitely something that's been said before. Unsure of how big of a problem it is, really. I do have a plan to re-structure cave's connection on mid to tighten things up if necessary.

posted 4 weeks ago
#4 Ideas around the map pool concept in Map Discussion

The pool of comp mappers is definitely not as big as it used to be (not too shocking, just like playerbase), though with the support of people like Lucrative working through new maps, we should definitely have plenty to choose from...

Let's think about this. What are the current maps in rotation?
ESEA (S30 pool):

ETF2L (S31 pool, S32 being voted on now):

ozfortress (S23 pool, S24 TBD last I've heard):

So, every league uses the following:

With the outliers that are not used by every league being these (theoretically good enough for league play, maybe not universally liked / etc.):

There are also a few maps recently used in leagues that have dropped out that could be potentially subbed back in:

We also have the following up-and-coming maps that are looking really good from Lucrative's testing (please let me know if I've missed any!):

I know that at least a few of those have seen recent cup play and are being updated relative to feedback - keep your eyes and mind open regarding them.

I think there's more than an ample pool of maps to try and switch one out here and there. No, the up and coming maps aren't going to play like process/snake/gully/sunshine right off the bat. I don't think they'll be entirely aids either, though. If you want the variety and you want more maps, there's options out there.

posted 4 weeks ago
#523 cp_logjam (5CP) in Map Discussion


For those wondering, "Hyce, how can your map possibly have so many tiny ass cracks in it?"

The short story is my hard drive died, so I had to decompile the map to get the .vmf file back (should have backed it up, live and learn...) which did strange things to my displacements (like make them 1 unit thick and ALMOST lined up to the grid....) and as I'm fixing crack A, it makes crack B show up. I'll probably just have to sit down and go through every brush... yikes.

Thank you for continuing to post this sort of stuff though. I think I've found a better strategy for clipping the rockwalls that I tried to fix the choke spot, so I'll be working on that crap in cave. I am going on to work week now (I work 3-4 days a week 13-14 hours a day...) so you probably won't see pre3 / rc10 official until maybe Sunday or so. If anyone finds any more dumb things inbetween now and then, let me know!


posted 4 weeks ago
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