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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#338 cp_logjam (5CP) in Map Discussion

Maybe I'm being too much of a perfectionist. It's hard to find a balance IMO, when people are saying it's a shit map and they want it gone. When I hear things like that, I ask well what's wrong? When I get a shit ton of people saying that something is wrong, maybe that's something that needs tweaking.

I disagree with you on cave. It was very long and not very fun to flank fight in. The snipers... I've been fighting them constantly on this damn map, I'll win someday. Maybe.

As far as gaining intel and spamming- that's just sightline corrections and cover. I'll see what I can try and do when I'm finished with all these projects for school in a few days.

Also I think Cirlo's drawing of mid is interesting. I do actually recall doodling a very similar bridge with the houses on them in one of my notebooks. Although I'm not sure about a super sharp choke a la gullywash for the main choke. Considering the work I'm doing to logroom it would mess up the fastest rollouts and while that's not the biggest deal people really seem to get irked when you mess with jumps.

posted about 10 years ago
#335 cp_logjam (5CP) in Map Discussion

There might be a way that I can include something similar. I will definitely miss it. I once watched someone get a market garden kill on a med using that damn thing, it was great.

posted about 10 years ago
#333 cp_logjam (5CP) in Map Discussion

http://i.imgur.com/bJ6xNfL.png

Regarding this- why does it need to be reworked? Everyone said it was impossible to push in via the old shutter door anymore and everyone griped that the shutter sucked. I need to fix the way it is just a touch more for some sightline stuff, but that's not a huge deal.

I take it that the two images have the column in the back in different spots- not sure how that happened but that's also an easy fix. It's hard to get things exactly right when modifying as opposed to creating new. I'm not going to copy over and retexture the entire last for just a small portion. Change noted anyways.

I'll look into the UFO.

Blue stripe on red 2nd has been omitted for the real b20. It's been hiding in there for a hell of a long time too. Apologies for missing it.

"Logjam needs a new mid" Explain please. What's wrong with this mid? I can't do anything if you just say "make a new one." If that's all you're going to say, why did you bother taking screenshots at all other than to just be an ass?

Cave is moving. Here's a dev pic I posted on etf2l:

http://i.imgur.com/WzAbwcW.jpg

That's heavy heavy heavy WIP. The entrance is probably going to go to the left a bit more and the route needs to be altered for less sight line crap.

posted about 10 years ago
#43 koth_viaduct_pro6 release in Map Discussion
FubarBelieve it or not, so many block bullets were added that the map won't compile anymore. I'm gonna do what it takes to get this version out (there are painful workarounds) but I'll most definitely be closing shop after this.

Did you func_detail them? That was an issue I had when I had a shit ton of them and they wouldn't compile. They're still world brushes unless you func_detail them.

posted about 10 years ago
#330 cp_logjam (5CP) in Map Discussion

Regarding the stripes on mid- they do not show up because you have overlays turned off. I played on the map the other night and saw them. I can use something like boards instead that everyone can see.

b20 official coming soon- I've got a lot of work to do.

posted about 10 years ago
#134 The person who posted above you... in Off Topic

thought that counter strike needed a buddy that was russian

posted about 10 years ago
#25 SoapDM Map Support in TF2 General Discussion

Thanks for doing Logjam, I really appreciate it. I don't have to force my buddy Thintri to do it for me now! Haha.

edit: Thank you, LaMqTa. Also thanks for running tf2pickup and having logjam on it. I appreciate it!

posted about 10 years ago
#31 Best 6v6 map in Map Discussion

I like logjam but I'm pretty biased. Process, Badlands, and gully are easily top 3.

posted about 10 years ago
#329 cp_logjam (5CP) in Map Discussion

Thanks so much for all of that! It's much appreciated. Most of that I can take care of for the real b20.

With regards to a few of them:

http://i.imgur.com/AqJEfFB.jpg

I have cap boarders on in hammer- something must be preventing them from compiling. Probably overlays and displacements not getting along. I'll fix it.

http://i.imgur.com/F5OBAgg.jpg

So there's totally supposed to be a support pillar there. Where the fuck did it go?

http://i.imgur.com/tjWauGU.jpg

This is a bit of an issue with rendering b/t 2nd and mid that I've yet to figure out how to fix. I think I can get to it, but it's always been a bit hard.

Also, a few things that have been found and sent to me on steam:
-Pretty much every new rock can have stickies hidden in it (weird collision models...)
-Stairs at 2nd need block bullets so soldiers stop crying
-Roamer spots on cliffs that don't make sense at 2nd
-Small roamer spots at the top of the sharply angled roof on mid
-Sniper sightline from choke to the new corridor in last needs to be looked at
-Sightline from the new corridor in last to the spawnroom

posted about 10 years ago
#326 cp_logjam (5CP) in Map Discussion

Haha. I see what you did there. I'll see what I can do.

As for the shack- I thought about having a ramp up there but I don't really feel a need to. Scouts have numerous ways to get to it, and soldiers and demos can jump there. I don't see a huge reason for a medic to be there, but I am also not the greatest 6's strategist ever either.

I placed the healthkit where I did so that a demoman coming through choke to the first mid would have to go a bit out of his comfort zone (not too far) to get the HP. I didn't want the HP to be further away to the one side either so the demo could easily rotate to the other direction.

Having the HP right behind cover... eh, I don't like it too much. Maybe it's a better spot, but having cover and the HP seemed like too much of a good deal to me. Maybe it's necessary though.

posted about 10 years ago
#323 cp_logjam (5CP) in Map Discussion

cp_logjam_b20pre2 (pre1 was a test version I showed to a few people)

Here's a preliminary version of b20. More detailing and possible tweaks to come prior to ETF2L S21 (assuming it's still in). I've changed the mid significantly and fixed some other issues. I hope you all like it! I'd love feedback soon.

Special thanks to phi for giving me some examples on detailing some of this stuff. She's the homie!

download: https://www.dropbox.com/s/sqrr0jbijcnp6wh/cp_logjam_b20pre2.bsp?dl=0

Changes:
-Modified the upper left (as a defender) entrance into last- it's no longer a shutter and is structured a bit differently.
-Replaced the bridge on mid with a rock structure to limit sight but maintain the feeling of mid.
-Removed the houses on mid.
-Added a structure on mid coming off of the outer hallways to block sight and high ground.
-Smoothed a corner in the sneaky upper exit (per request of Stark)
-Moved the forward spawn at CP2 and CP4 to be underneat the upper exit and modified the pathways to that exit
-Did a bit of detailing, changes all the rock cliff textures.

Note: As this is a preliminary beta, there's going to be some graphical glitches and maybe some odd clipping. Post if you see any of this! Thanks!

Screens:

http://i.imgur.com/aDQOBjf.jpg

http://i.imgur.com/D7qcTCu.jpg

http://i.imgur.com/Ky5Vggm.jpg

http://i.imgur.com/THToOxg.jpg

http://i.imgur.com/wPOjTTp.jpg

http://i.imgur.com/h7sQJpG.jpg

posted about 10 years ago
#12 GTA 5 in Other Games

Had to get the Nvidia ready GTA V drivers for it to run properly- now it runs great!

posted about 10 years ago
#322 cp_logjam (5CP) in Map Discussion

What I have in my list to make changes now from S20:

"As far as I can tell with logjam at the moment, I need to tweak houses on mid a bit,
I need to look into the sniping crap on the right side of 2nd more,
and I need to make pushing into last from the upper shutter easier."

By tweak houses on mid, it's more of a nerf houses on mid or think of something else there. They aren't great highground for fighting the point and they can guard all entrances to mid too effectively, which is frankly stupid.

2nd's right side is still a sniper nightmare.

Pushing into last from the upper shutter is a pyro defending's wet dream. I've got an idea to fix it I hope, which may involve removing the shutter as well.

I've also considered raising last's building entirely, such that every exit comes out on 2nd with a bit of height (and modifiying the ground at 2nd to help this) comparatively at 2nd, because the spire can also easily deny every exit.

Other than that I have nothing in my notes on what needs changing. If you've got issues with the map, speak up. I do need to do something serious to mid. Not sure what.

posted about 10 years ago
#98 ESEA Map Poll in TF2 General Discussion

Holy crap I have been out of the loop.

I haven't touched Logjam in a few months. I agree, it's still not ready. It still needs re-working. I've had ideas for a while now... but I am a full time engineering student working a 30 hr/week job too- I haven't had time to touch it. Maybe next season- but I wouldn't vote for it now. ETF2L didn't like it too much this time around either, so perhaps it's just shit anyways. I will be changing some things within a few weeks, though.

posted about 10 years ago
#15 evolve is on sale in Other Games

I love evolve. Even pre patch it was great. They dropped the major balancing patch yesterday for PC. I've got a crew of maybe 7-8 friends that all play, Flame if you want to add me feel free.

posted about 10 years ago
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