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
1 ⋅⋅ 46 47 48 49 50
#49 cp_intermodal (5CP) in Map Discussion
ReminixeHyce-snip-

(There are no collisions on those tracks, btw...)

Might wanna add a bullet clip ramp over the entire thing so you cant set a sticky trap in the rails... although itd be simple to check for, it might be rather hidden and a possible pain.

Nice detailing so far, looks really nice and un-cluttered (clutter = no)

Very good point. I didn't want jumping players to be hindered by the tracks, but didn't think of this. Definitely a good thing to fix. Noted.

In regards to the detailing, there is still more to be done in the two areas but it's mostly lighting, light models, windows and decals on big flat walls. I like the main gameplay area to be clean, so the area with the train and control point is probably 99% done.

posted about 10 years ago
#47 cp_intermodal (5CP) in Map Discussion

Just a little update for funsies... Last got changed a bit as I raised lobby and trains in trenches didn't make sense.

http://i.imgur.com/OhB8njp.jpg

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

(There are no collisions on those tracks, btw...)

posted about 10 years ago
#7 cp_limited in Map Discussion

Looked around the map for a bit today. Seems interesting, but a little complex here and there.

http://i.imgur.com/xPZ5skS.jpg

Texture glitch here at C. Did you use custom textures? If you did, you have to pack them into the .bsp using a program called pakrat.

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

http://i.imgur.com/dA9e8lK.jpg

These two pictures illustrate why I will love attacking C as a demoman. If you get people killed/off the point there is no way for them to get out of their spawn to stop the point capture. It's too easy to kill anyone coming out of red spawn/trap them out. Consider adding something to block sight to from the point to both doors, or moving the structure the point is on.

http://i.imgur.com/wHkW55e.jpg

You're probably going to need another ramp up to the highground at this corner, either by jumping on boxes, a plain ramp, or displacement ground slope. If your medic winds up right here it won't be a good time.

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

Interesting structure for C, definitely gravelpit styled, however it'll be much easier to attack because of the way you have it positioned- overlooking red spawn and with ramps coming from blue side. Could play alright (other than the sightline mentioned before) but only testing will tell.

http://i.imgur.com/8GFkfM4.jpg

Anyone who chooses to walk out of this door from red spawn is dead if anyone from blue is in the area. It's extremely easy to spam, it's a long distance from getting to any high ground, people can camp right above it, and you have to walk out before you can rocket jump up.

All in all, this could be really interesting. I feel like it needs to be opened up a bit and the transitions on the right side of blue's spawn need to be simplified a bit. Looks promising, though.

posted about 10 years ago
#45 cp_intermodal (5CP) in Map Discussion

Going beta next version. Just had an issue where I opened hammer up and all of the props disappeared from the map... All of them. So I can restore the vast majority of them from A17, but all of the work I did today will need to be re-done. Bargharahghle.

posted about 10 years ago
#38 Do you guys play any instruments? in Off Topic

Guitar, bass, and drums; for 4, 4, and 8 years respectively.

Guitar is great if you're willing to push passed the "My fingers hurt and it takes two years to change chords" part.

Bass is worse on the fingers but easier to learn in some aspects.

Drums are a ton of fun, good cardio... but don't make you happy with anyone. Unless of course you use practice pads or an electronic kit. It does take a decent amount of $$$ to get a good electronic kit vs. a good acoustic kit, though.

posted about 10 years ago
#44 cp_intermodal (5CP) in Map Discussion

Alpha 17 is here!

Download

Changelog:
A16-A17
-Fixed clipping on shutter rails so that you cannot stand on them
-Raised ceiling outside of first forward spawns (the ones you get after capping mid) to allow soldiers to jump out more easily
-Added a light under mid
-Re-did parts of mid, soldiers now have to jump onto the containers to get height advantage- there are no ways onto the containers otherwise. On the left side there is now just a big displacement ramp up until the bridge.
-Fixed literally a billion sightlines
-Re-arranged the yard at second to fix sightlines and make it less open. Added displacement ground (terrain) at 2nd to make it feel less open and flat.
-Added a bunch of props in the warehouse between last and 2nd (lobby) so it feels less open.
-Made the map feel less open in general.
-Added health in the generator transition.
-Changed the upper route at last and fixed sightlines at last by adding signal bridges, signal tower, and more buildings and props.
-There's probably more but that's what screenshots and playing the map is for

Screenshots:
MID

http://i.imgur.com/PcjG5Hch.jpg

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

http://i.imgur.com/Be5wJUvh.jpg

2ND

http://i.imgur.com/318wghYh.jpg

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

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

LAST

http://i.imgur.com/5vwcmKwh.jpg

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

http://i.imgur.com/j4j1gDEh.jpg

TRANSITIONS
Lobby

http://i.imgur.com/LpP9z1Rh.jpg

http://i.imgur.com/gDB9SyQh.jpg

Upper (last)

http://i.imgur.com/FcQq6hoh.jpg

TOP DOWN

http://i.imgur.com/fRe5Bflh.jpg

I'll be uploading videos addressing snipers and the demo rollout soon.

Thanks!
Hyce

posted about 10 years ago
#43 cp_intermodal (5CP) in Map Discussion

Bumpitty bump bump... Got a little bit of helpful feedback from the new maps pug, alpha 17 will be coming along shortly. I want to go beta but there's always 9,000 more things to do. I will be adding some detailing (i.e. ground/terrain) to make the map feel less flat and lame as I do some of this work.

posted about 10 years ago
#1 Low Open/Low Silver Demoman looking for mentor in Mentoring

Hey guys!

I'm Hyce, I'm a demo main and I'm on a team that's going to go ESEA open next season. I've got one season of UGC steel under my belt and I really need help with my positioning and general playing.

Thanks for your time in advance!

Hyce

Edit: Steamcommunity link! Sorry! http://steamcommunity.com/id/Hyce777

posted about 10 years ago
#1162 Frag Clips Thread in Videos

http://www.youtube.com/watch?v=7tXn0sESm9k&feature=youtu.be

posted about 10 years ago
#22 TF2 Quotations thread in TF2 General Discussion

"Medic took ___ damage at mid"- My roamer, in a sad tone of voice

posted about 10 years ago
#6 Heavy Hitting (Saxxy Entry) in TF2 General Discussion

Holy crap. That was really cool.

posted about 10 years ago
#5 Mid Silver Roamer LF Mentor in Mentoring

Buschy is a pretty cool guy and could definitely kick some serious ass with the right mentor.

posted about 10 years ago
#42 cp_intermodal (5CP) in Map Discussion

Alpha 16 is here!

Download: Get it here

Changelog
A15-A16
-Completely re-worked the transitions between mid and 2nd; there is now a left, right, and main door for each. Main is a shutter, on the lower part of mid. The right door (2nd-mid) is on high ground, the left door is mid ground.
-Changed doors at second so that there is one large door that will hopefully be easier to contest 2nd out of when pushing from last.
-Adjusted respawn times, hopefully no one will have a 26 second respawn time...
-Added a ramp on the containers at last, and a big ugly gray block to block sightlines.
-Added a small healthkit under mid, added a small health and medium ammo at each last, and changed some small ammos to medium ammos.

Screenshots!

Mid:

http://i.imgur.com/FoIS1ao.jpg

http://i.imgur.com/n1apxG6.jpg

http://i.imgur.com/9oiljlQ.jpg

Transitions from mid-2nd; Main:

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

High/generator room

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

2nd:

http://i.imgur.com/xnnH5ub.jpg

http://i.imgur.com/7C44nLx.jpg

Overview

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

posted about 10 years ago
#41 cp_intermodal (5CP) in Map Discussion

Going to stream me working on A16 in just a moment here, if you want to watch/give ideas as I'm making the map or see what's going on, join the stream at twitch.tv/hyce777

posted about 10 years ago
#2 Roamer LFT Low Open S16 in Recruitment (looking for team)

Really nice guy, better player than he says he is. Give him a shot!

posted about 10 years ago
1 ⋅⋅ 46 47 48 49 50