Hyce
Account Details
SteamID64 76561198007577013
SteamID3 [U:1:47311285]
SteamID32 STEAM_0:1:23655642
Country United States
Signed Up October 25, 2013
Last Posted September 13, 2021 at 2:48 AM
Posts 753 (0.2 per day)
Game Settings
In-game Sensitivity 2.06
Windows Sensitivity
Raw Input 1
DPI
1250
Resolution
1920x1080
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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#482 cp_logjam (5CP) in Map Discussion

#1: is actually something interesting I haven't heard before. I'll look into what I can do. I -might- be able to snip a little bit of size out of mid overall, it might just be a pain...

#2: I think the changes to cave have helped this quite a bit. I do think there's more improvements that need to happen in logroom (right flank) - I'm just not entirely sure what they are still.

#3: I heard this from a number of people, and I have literally no clue why that happens. I think it's ok now?

The slab is actually roughly the same size as the boxes were (maybe 25% bigger?) the reason I went for the slab over the boxes was for better splash, the boxes were crap in that regard.

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

After talking to a fair amount of people from Ozfortress about the map, it seems that the summary of most of the issues fall into these categories:

1. Things that RC5 did wrong that since have been fixed with RC6, or at least made better in RC6 to the point where we would need to test again
2. "This maps because the first time I walked around on it was 5 minutes before our match" which, unfortunately seems to be a constant issue in league play. Certainly not true of everyone, but quite a few people.

I did get one cool suggestion that I decided to try, so here's rc7pre1:

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

https://i.imgur.com/69XRJ2Q.jpg

https://i.imgur.com/04m3NSf.jpg

posted about 5 years ago
#10 koth_waterton in Map Discussion
StarfflameFrom what I've seen, lots of potential for sollies to make a lot of fast/high bombs.

Fun as hell to play from a solly's perspective.

I'm tired of the reign of scouts, so this is a good thing in my book.....

koth_waterton_a11:

fixed a non clipped roof
cleaned up the point geometry
slightly faster cap time - reduced from 10 to 8 "seconds"
smoothed out a ramp in yard going to sewer
added small HP / ammo in yard by sewer
added a crate by the sniper fences on height
added a dropdown to house from yard

https://tf2maps.net/downloads/waterton.7122/history

https://i.imgur.com/aXq4CJB.jpg

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

https://i.imgur.com/5Ez9DbK.jpg

posted about 5 years ago
#8 koth_waterton in Map Discussion

https://tf2maps.net/downloads/waterton.7122/history

Here's a10, literally nothing changed but the control point actually works.... oops

posted about 5 years ago
#4 Flora (koth) in Map Discussion

Mirrored symmetry strikes again...

I'll take a look and give more feedback sometime soon.

posted about 5 years ago
#101 koth_bagel in Map Discussion
Yrrsagedoes this mean the normal version will be in the game in the upcoming weeks ?i wish lol

Isn't that what happened with sunshine though?

My memory is a little foggy but I thought we had sinshine only first, then they later after the end of the halloween event added in the full regular sunshine.

posted about 5 years ago
#97 koth_bagel in Map Discussion

Hey congrats on getting in the game with the new update man

posted about 5 years ago
#7 koth_waterton in Map Discussion

koth_waterton_a9

https://tf2maps.net/downloads/waterton.7122/history

Changes:

Show Content
a8->a9
-added cover at alley side on mid
-fixed the awkward door exit out of house towards spawn
-made sewer door wider
-adjusted the angle of the sun
-mirrored and adjusted the ramps out of upper right spawn exit
-decreased point cap time from "10 seconds" to "7 seconds"
-added glass windows through the point walls
-removed a barrel in lobby so you can't get stuck
-added some small crates by the big crates in alley so defending scouts can scale the containers
-added a light at the mid control point so it's not so dark
-lazily tossed some more textures down

Screens:

https://i.imgur.com/1y9Xm3T.jpg

https://i.imgur.com/xrHRFK5.jpg

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

https://i.imgur.com/vPx9H5K.jpg

https://i.imgur.com/FouVyY4.jpg

posted about 5 years ago
#6 koth_waterton in Map Discussion

Got a little more feedback and made it happen (who said draw?) - here's koth_waterton_a8:

https://tf2maps.net/downloads/waterton.7122/history

Changes from a7:

Show Content
-removed upper flank route
-added flank connector underneath house to by water
-adjusted water's location to make it more central
-added a dropdown route from the old upper flank to closet
-shortened yard by spawn
-shortened spawn connectors
-removed the water in water as a test for jumps without the water (map is now called koth_ton, lol...)

https://i.imgur.com/eMUZFL3.jpg

https://i.imgur.com/0CzC4zi.jpg

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

https://i.imgur.com/cekEmN7.jpg

https://i.imgur.com/lybGTr4.jpg

https://i.imgur.com/lybGTr4.jpg

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

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

posted about 5 years ago
#5 koth_waterton in Map Discussion

koth_waterton_a7

download: https://tf2maps.net/downloads/waterton.7122/history

Made a number of changes based off of some things in this thread and some things from pugging with B4nny and company.

Changes:

Show Content
-added a bit more height direct by the point
-added props in the corners for more fighting -opportunities
-smoothed out the walkways to point and to the upper holding areas
-lowered the door out of house onto mid to prevent sightlines
-made the sewer tube be an arch instead
-reduced time to cap from 12 seconds to 10 seconds (hammer units... lol)
-fixed walls at spawn being see-thru from the outside of spawn
-increased the size of a rock on mid and adjusted it's location to further remove sightlines
-changed shiny concrete texture to something more matte
-changed pickups on mid to be mediums (health and ammo)
-added small health and ammo in house.
-changed house's ramp geometry
-removed glitched out displacements in the tube that were causing people to get stuck
-fixed a weird corner out of left side of spawn
-fixed a weird overhang at last
-made the lighting outdoors a bit brighter

Screens:

https://i.imgur.com/a8jsxMW.jpg

https://i.imgur.com/2sZC4c2.jpg

https://i.imgur.com/5ZScp8Q.jpg

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

https://i.imgur.com/6ZwZc9w.jpg

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

posted about 5 years ago
#1 koth_waterton in Map Discussion

"Oh god, not another one" they said.

Hopefully the 5 years of throwing science level design at the wall with Logjam has led somewhere. Came up with a koth map idea a while back - made a1 of this map probably a year ago and just recently picked back up on it. Been working through a lot of versions of it this week, figured it's time for a thread finally...

The overall design has focus on mitigating sightlines and providing good opportunity for jumping / movement - note the water channel (trying as hard as possible to have a fun bit of water on a map without it being ridiculously OP)

Got a little more feedback and made it happen (who said draw?) - here's

koth_waterton_a11:

fixed a non clipped roof
cleaned up the point geometry
slightly faster cap time - reduced from 10 to 8 "seconds"
smoothed out a ramp in yard going to sewer
added small HP / ammo in yard by sewer
added a crate by the sniper fences on height
added a dropdown to house from yard

https://tf2maps.net/downloads/waterton.7122/history

https://i.imgur.com/aXq4CJB.jpg

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

https://i.imgur.com/5Ez9DbK.jpg

posted about 5 years ago
#7090 stream highlights in Videos

https://clips.twitch.tv/TalentedPerfectHornetBCWarrior

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

cp_logjam_rc6

Download for all versions: https://tf2maps.net/downloads/cp_logjam.3835/history

Changes from rc6pre3:

Show Content
- Made the forward spawns at 2nd door open up instead of down.
- Fixed a number of cracks in the cliffs.
- Replaced ramps in logroom and in lobby with stairs (they are still clipped / block bulleted like ramps)
- Detailed lobby and cave a bit more
- Fixed a clipping issue at the front of red spire
- Fixed clipping issues with the chainlink fences on mid
- Removed the old ring that the glass sat on at last
- Probably some other stuff I'm forgetting

Changes from rc5, last official version:

Show Content
- Replaced box stairs @2nd with a ramp, added a fence at the top of said ramp.
- Moved 2nd point forward spawn up to the upper deck.
- Lowered the main exit from lobby to mitigate a sightline.
- Removed some crappy props from lobby to keep things smooth and splashbug free.
- Added a window / dropdown out of the upper lobby exit onto 2nd.
- Moved cave's arch back into the connector more to allow bombing out of cave.
- Removed a bigass wall from last.
- Added high ground for defenders at last.
- Removed the glass from the point at last.
- Added an upper walkway around point at last.
- Numerous clip fixes / collision fixes.

Lots of screenshots: https://imgur.com/a/sRxhPrx

https://i.imgur.com/s1SxT1i.jpg

https://i.imgur.com/3HS4bJt.jpg

https://i.imgur.com/4w47dqK.jpg

https://i.imgur.com/vkdX5os.jpg

https://i.imgur.com/5458IYA.jpg

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

For those of you in Ozfortress this season - if you are planning on running RC5 instead of RC6 still let me know - I have made a number of clip fixes and collision fixes for RC5 that I would like to run instead. If anyone finds any more buggy spots, as always - let me know. Thanks!

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

cp_logjam_rc6pre3:

Download links for all versions: https://tf2maps.net/downloads/cp_logjam.3835/history

pre2-pre3 changes:
- Moved the arch that starts cave back towards mid itself to allow better bombs out of cave
- Changed the sightline blocker at last to be a concrete slab instead of a clutter of boxes
- Changed a texture at red last
- Changed other textures and signs that were for the wrong team on the wrong side.......
- Adjusted lots of clipping
- Detailed cave a little bit more - not perfect, but less "oh there's just a wall there"

For you OZFORTRESS type people - I have cp_logjam_rc5f in the works - doing lots of clip fixes. Let me know if you find anymore stupid clip spots or things that need smoothing over and I will have it ready for the season if they'll let me swap versions - no level design changes, just QOL stuff.

rc6pre3 screens:

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

https://i.imgur.com/ad02z8Q.jpg

https://i.imgur.com/O1LJ4jH.jpg

https://i.imgur.com/zKWM66p.jpg

https://i.imgur.com/MPfr6y5.jpg

https://i.imgur.com/nV0M3Uv.jpg

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

Actually no, I just figured it out while I'm working on RC6pre3...

This is what I see in hammer:

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

There's a big blockbullets brush that covers that section of floor (so no bullets get lost through the grating or over any of the slight detail floor transitions / splashbug etc) so I don't ever see it, then I hardly actually play it in game....

More on rc6pre3 and rc5f coming later...

posted about 5 years ago
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