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SteamID32 STEAM_0:1:23655642
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Signed Up October 25, 2013
Last Posted September 29, 2019 at 6:22 AM
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#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 9 months 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 9 months 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 9 months 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 9 months 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 9 months 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 9 months 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 9 months ago
#8036 stream highlights in Videos


Not TF2, but it felt pretty great. Also featuring spontaneous POG face

posted 9 months ago
#521 cp_logjam (5CP) in Map Discussion

Also check out this sweet roamer thing I accidentally did


posted 9 months ago
#520 cp_logjam (5CP) in Map Discussion

cp_logjam_rc10pre2: https://tf2maps.net/downloads/cp_logjam.3835/history

No screens, nothing earthshattering to take pictures of. Summary is: Changed mid back (if people want to try the rc10pre1 mid and let me know how it plays, more than willing to work it but it seems people who've played the map want the current rc9 mid), fixed a bazillion displacement / playerclipping issues (probably 95% of what Starkie (hey!) and HOI found), some other minor stuff...

full changes:

Show Content
-reverted the mid (deleted catwalk, fence, hoodoo, added sheds back)
-adjusted a bit of displacement above the healthkit at cave to hopefully fix people being able to stand there
-slightly adjusted displacements above the door at the bridge on 2nd to fix a weird clipping issue
-removed a random metal post from last
-fixed some metal trim not lining up above secret
-un-clipped some handrails by last to hopefully fix a weird thing you can stand on
-slightly adjusted the displacement geometry of the canyon wall walking up the left side of 2nd to fix how it joins with the bridge and to make it easier to splash
-checked all health/ammo markers for solidity, only one that was solid was below middle point, made it not solid
-adjusted the displacement ground on mid to hide a wonky texture and to smooth out a transition by forward spawn
-adjusted the displacement ground on mid by the huts to make sure that they fit flush to the highground
-fixed displacement / edge abutment at 2nd
-fixed displacements not lining up by the fence on 2nd by the logjam.
-adjusted the displacements, clips, and blockbullets on the log slopes at mid to try and maximize smoothness
-clipped a corner in logroom
-clipped a corner on the roof above logroom at 2nd
-adjusted the location of and size of the shelves in lobby to make them flush to the wall.
-added mesh to the lower level of the shelves in lobby.
-did not adjust clipping in the hallway from upper lobby to the metal grating in main lobby, clipping was already good. Did end up making the metal doorframes thinner though for splash sake
-fixed the clipping on the railings in lobby
-fixed some clipping in upper lobby not being flush to a doorframe
-clipped the shutter a bit in lobby
-fixed a broken clipbrush in upper cave
-clipped off the corner of a doorway at cave
-fixed some clipping on mid by cave's exit
-adjusted the clipping on a post in cave
-clipped the entrance to cave better
-clipped the logs in logroom better
-clipped the front edge of the boxes in lobby
-made it so you can't hit your head on the roofs outside of saw on 2nd
-fixed some roofs you could hit your head on on mid
-fixed a blue texture in red lobby
-fixed the clipping on the railings in lobby (decompile error)
-fixed the lighting on some pipes at last
-fixed the lighting on some pipes in lobby
-fixed a tiny nodraw texture in the roof at last
-replaced a texture that didn't line up in last's ceiling.
-fixed a small gap in the spawnroom doors
-slapped a little more detail outside of mid in the nonplayable area
-removed a detail dick on the hut at 2nd
-lowered the brick at last a bit
-lowered the fence on 2nd by upper lobby
-removed some rocks at the mouth of cave
-made some lights not solid in cave
-fixed a rock's lighting in cave
-fixed a broken bunch of displacements in cave
-added some block light brushes around the detail part of cave
-fixed a bunch of random shit with the displacements and clipping around cave
-fixed a hole in the wall in choke
-fixed cracks in the displacement above the bridge on 2nd
-fixed another hole in the displacement in cave
-made the "wings" on last symmetrical
-starkie's spot in saw - there's nothing there to fix? it's already clipped
-starkie's spot above choke - already clipped?
-moved some trees above choke
-fixed some textures on choke
-clipped choke a little more aggressively
-tried to fix a spot in cave by making the clip brushes a wedge shape instead of straight up and down
-improved lighting in cave a little bit
-blockbulleted the small edge in logroom

known items still to fix:
-missing paint patches under ammo on mid
-light leaking in the train tunnel

posted 9 months ago
#17 cp_windfall in Map Discussion
CollaidePersonal comment:
This shit took a shitton of time I wanna die.

Right in the feels

I'll take a peek at this later.

posted 9 months ago
#28 cp_alamosa (5cp) in Map Discussion

cp_alamosa_b11: https://tf2maps.net/downloads/alamosa.7284/history

Couple little changes to mid / alley by house mostly, no screens yet. Wanted to post it incase people were going to pug it today.

-added some walls on the new ramps up to the high ground in lobby
-adjusted the arches on 2nd's spacing
-widened the area by house
-adjusted the way that house on 2nd lines up to fix a dumb sightline through choke
-changed the way the high ground on mid works out

posted 9 months ago
#516 cp_logjam (5CP) in Map Discussion

I did change the capture zone one for rc10pre1. The rest I have not changed - that's an excellent list. Will be working through those.

Most of the sunk in wooden boards (cap zone brushes, ammo / healthkit markers) are not solid, and therefore do not cause splash bugs.

Lighting in the source engine is strange, what can I say, lol. rc10pre1 mid is a trial as well, curious as to what people think one way or another. Hopefully Lucrative will run it soon :P.

posted 9 months ago
#513 cp_logjam (5CP) in Map Discussion

cp_logjam_rc10pre1: https://tf2maps.net/downloads/cp_logjam.3835/history

(goddammit, I work fast!)

Trying a tweak to mid. I think it helps with cover / sightlines and also offers better highground.


Show Content
made the mid cap trigger square, replaced sheds with rocks (lol)
changed mid's cap area so people with CFG's can still see the edge
added a fence, hoodoo, platform on mid, removed the hut
marked spire's capzone as well



posted 9 months ago
#27 cp_alamosa (5cp) in Map Discussion

cp_alamosa_b10 - https://tf2maps.net/downloads/alamosa.7284/history

Show Content
-removed the block on 2nd
-flattened out a lot of the geometry at 2nd
-extended the house on 2nd to be a bit over point
-opened up below 2nd point
-removed boxes at 2nd that allowed any class on top of height
-made the wall at choke a bit thicker
-made the ramp up to 2nd considerably wider
-removed weird pillars on mid
-fixed a weird corner on the highground at 2nd
-changed how upper main and rollout work on 2nd so that they connect as more of a battlements
-added a pick and some broken rocks for the chain gang on 2nd
-added a few sparse jail cells
-added searchlights at 2nd
-added sirens when you cap mid









posted 9 months ago
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