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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#574 cp_logjam (5CP) in Map Discussion

cp_logjam_rc12

Download: https://drive.google.com/file/d/1sgauLaeUPczDoQvxbdNDen5yBxYivmIm/view?usp=sharing

Also available on Steam Workshop!

Changes from rc12pre2:

Show Content
-fixed hole in new divider by choke
-fixed missing paint patch under ammo/hp at 2nd red side
-fixed a hiding spot above logroom's exit onto mid
-fixed a little hole in a displacement on 2nd red side
-fixed a missing roof in an area outside gameplay at right last
-fixed a clip brush not lining up with the grid on red side of mid causing a dumb hiding spot and not smooth play experience
-turned up the lights in red choke to make it match blue a bit more
-adjusted lighting in red choke
-fixed weird clipping on the new cave/choked divider

Changes from rc11:

Show Content
- Removed cave's connection to mid; made it connect at choke instead
- Increased the size of batts on 2nd considerably to limit vision at the main exit from lobby onto 2nd and help defending at disadvantage
-Slightly decreased the size of the main 2nd lobby exit to limit a sniper sightline

Screens:

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

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

https://i.imgur.com/sSF7Z57.jpg

https://i.imgur.com/xQUE2uA.jpg

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

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

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

https://i.imgur.com/5L3am1M.jpg

posted about 3 years ago
#573 cp_logjam (5CP) in Map Discussion

After some off forum feedback, I present cp_logjam_rc12pre2. It features the yukon style cave/choke combo. This is a playable version with clipping and everything; please test it out and let me know.

If there are no glaring problems or gameplay issues - this will be the real rc12.
(though I do want to up the lighting in red choke, it is still darker than blue side even after I added the lights.)

Download: https://drive.google.com/file/d/19f_j6qXYatDxdMvYnnYuTJrHI1sEeTf3/view?usp=sharing

Changes from RC11:
- Removed cave's connection to mid; made it connect at choke instead
- Increased the size of batts on 2nd considerably to limit vision at the main exit from lobby onto 2nd and help defending at disadvantage
-Slightly decreased the size of the main 2nd lobby exit to limit a sniper sightline

Pictures:

https://i.imgur.com/7leT7gP.jpg

https://i.imgur.com/PDake7n.jpg

https://i.imgur.com/O4TZYmf.jpg

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

posted about 3 years ago
#572 cp_logjam (5CP) in Map Discussion

OK folks. I have a test version I would like those interested to look at.

It features two different reworked caves (in a VERY rough draft state). I'd like people's opinions on which they think is better. Download: https://drive.google.com/file/d/1ohHzMZFc6k_QU6XSgQRayFD6i6yI-PlU/view?usp=sharing

NOTE: There is no player clipping in this version.

The first is a removal of the section to mid and having cave just wrap back to choke like Yukon almost (blue side):

As well, this side has a larger batts on 2nd, which I think will do regardless.

https://i.imgur.com/w4ZHa5s.jpg

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

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

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

The second is a "punch through" and widening of the bridge path (red side)

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

https://i.imgur.com/dL3mmAY.jpg

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

https://i.imgur.com/liIc6Mc.jpg

https://i.imgur.com/6nFJ32y.jpg

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

posted about 3 years ago
#571 cp_logjam (5CP) in Map Discussion

heard that there was an RGL map event that logjam was in?

If anyone has anything to say, now's the time. I will put out a new version sometime in the next week or so.

posted about 3 years ago
#30 Remove Clearcut, Add Reckoner in Map Discussion

this is where I do my stereotypical "cough logjam cough"

that said, I really do agree - 2 koth or no koth at all. just having the one doesn't make much sense IMO.

posted about 4 years ago
#8 The Trains of Team Fortress 2 in TF2 General Discussion

This strokes both my TF2 and train itch!

Except he called D&RGW Durango and Rio Grande Western... sigh.

It's Denver. Close enough.

posted about 4 years ago
#18 drum thread in Off Topic
hayesfirst off; really nice set! those cymbals are super nice and with some good heads + tuning, your set is going to sound amazing.

these are super popular and pretty common among people who uploaded drum covers of themselves on youtube / beginner recordings. i've never used them so i can't speak to their quality, but i'd check them out.

I own them so I will speak to their quality! They are excellent, especially for the price. Used them for OH's on the following demo:

https://soundcloud.com/user-390866905/jbm-demo-heavy-chevy-9-20-2020

Here's a more vintage sounding kit for reference:

https://soundcloud.com/user-390866905/5-10-2019-jimmys-coming-again-just-for-marty?in=user-390866905/sets/tait-start-making-lyrics

posted about 4 years ago
#12 gay in TF2 General Discussion

Hey, actually, full stop with the fucking bullshit

If you're gay - hell, if you're HUMAN - we love you.

You're good people. Doesn't matter if you're gay, trans, bi, lesbian, etc. - anything else I can't remember off the top of my head.

What matters - is you matter. You are good people.

edit:
yikes someone either take my keyboard or my whiskey away from me

posted about 4 years ago
#15 us state power rankings in Off Topic

Hell yeah, Washington #1 :D

though I'm not so sure our infastructure is 2nd best.... lol

posted about 4 years ago
#236 describe your tf2 career in 3 words or less. in TF2 General Discussion

re do mid

posted about 4 years ago
#46 Environments - TF2 Edit in Videos

Holy crap dude, this turned out insanely well. Incredible job, glad I could help.

posted about 4 years ago
#13 Maps that you wish were still in development in Map Discussion
BumFreezesagepretty much perfectsagelogjam
I think its possible to maybe have a good attack defend map if its linear. the stupid gpit-style AD where you instantly have to give up a point or split your team and lose both is tragic though

sigh

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

Thanks Alba - give the map a little more time and I think the lobby will make sense for you.

Anyone else?

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

Anybody have any feedback from the past season? Would love to hear what anyone has to say.

posted about 4 years ago
#18 Granary in Map Discussion

pls

posted about 4 years ago
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