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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#505 cp_logjam (5CP) in Map Discussion

Collaide, no personal attacks taken. This is actually incredible useful information. At a certain point, you sort of get "tone deaf" to your own map - I have overlooked a fair amount of those little things just because I'm so used to them being there. I think you've given a lot of very good feedback, and I've got a good idea where to work from here. I don't think I'm going to implement everything you said, but certainly quite a lot of it.

Thank you for everything you do for the competitive community and for mappers - I sincerely appreciate it.

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

To all of our wonderful ETF2L friends who have been playing Logjam tonight (and later this week, for some!) in the cup, I would absolutely love to hear your feedback! Feel free to post here or add me and let's chat!

posted about 5 years ago
#10 Looking for Maptest participants. in Map Discussion

Best vibes for map testing I've had in ages. Absolutely come play.

posted about 5 years ago
#14 ban crab_f in Videos

If the spawnroom entitiy (thing that allows you to change class) is set to any team, this can work. Sometimes people won't bother because theoretically the triggers on the door not allowing other teams to open them and then invis wall into spawn for the other team should prevent anyone from touching that trigger... however, if you're lazy just in the wrong way, this clip can happen... lol

posted about 5 years ago
#26 cp_alamosa (5cp) in Map Discussion

Not a dig meant at you Collaide! :D

Prolands (and, pro gran, as it were) are both seeing active updates, of course. Was more stabbing at the NA TF2 scene, more than anything else...

posted about 5 years ago
#24 cp_alamosa (5cp) in Map Discussion

3 versions in 24 hours, POGCHAMP

How many new versions have the beautiful maps known as cp_granary and cp_badlands gotten recently? Haaaaaaaah

posted about 5 years ago
#23 cp_alamosa (5cp) in Map Discussion

cp_alamosa_b9

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

Changes:

Show Content
-added the missing health and ammo to red house
-added small health and ammo to the towers on 2nd
-added small ammo on mid below point
-added a structure over the bridge on 2nd to provide more cover and height
-raised the floor under the dropdown on mid a bit so that you don't take fall damage, added a dirtpile up to it
-looked into different chokes with no luck

Screens:

https://i.imgur.com/KyFwkp4.jpg

https://i.imgur.com/cy274EG.jpg

https://i.imgur.com/tJjG6ko.jpg

https://i.imgur.com/3kCEH5D.jpg

posted about 5 years ago
#71 cp_propaganda (5cp) in Map Discussion
QuantumBarberb13 update:
Added some hint brushes just in case. (Optimization should be greatly improved if you're using a toaster.)

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17264
Screenshots: https://imgur.com/a/gPfw58l

Love it. Optimization is one of the single most frustrating things in mapmaking. If you still run into issues, you might want to look into fade distances on props / etc if stuff is still rendering obnoxiously.

I've never noted issues myself.

posted about 5 years ago
#2 ozfortress' A Midsummer Night’s Cup #2 announced in News

Thank you for including the latest official Logjam! Excited to see how RC8 compares to the RC5 you guys played in season.

posted about 5 years ago
#22 cp_alamosa (5cp) in Map Discussion

12 hours later, I present:

cp_alamosa_b8

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

changes:

Show Content
-smoothed out the right side of last a bit
-moved lightpole at 2nd to tuck it away a bit
-majorly changed how the house at 2nd comes out to 2nd; made it much more open, added a dropdown into the house
-adjusted the sightline blocker at choke to make it easier to deny bombs into 2nd
-added a pillar on mid to the left to help emphasize the left side
-added a small dropdown from the mid height to "dark"zz

https://i.imgur.com/n82YAac.jpg

https://i.imgur.com/w2hxIWM.jpg

https://i.imgur.com/bVpnS7d.jpg

https://i.imgur.com/DOCA90P.jpg

https://i.imgur.com/lpH8yFd.jpg

posted about 5 years ago
#41 ESEA S30 Map Pool? in TF2 General Discussion

With regards to map testing, Luc is absolutely spot on.

The NA 6v6 community is absolutely awful to try and support as far as mapmaking goes. Almost nobody is willing to help with testing / design these days. There were times in the past when we had new map sundays - as well as mixchamp running new maps, etc. that would see some attention - though I can recall running my maps in the new map groups and getting told the very helpful feedback of "This shouldn't be a barrel, it should be a box. Actually, you should just kill yourself."

Nice stuff, as always.

It's a stark contrast to rest of the world - ETF2L and Ozfortress have been incredible in working through new maps. The most development Logjam ever got was when I was working on it daily with the ETF2L prem guys running through it every day as well - and they were willing to give the map a shot in season. Sure, that version ended up being a pile of crap, but that was the point - you can theorycraft all day long what will make a map great, but you won't really get it there until you actually play it with some amount of seriousness (Logjam was beloved in doublemixes / PUGS before it got put into ETF2L, but once it was serious and not messing around errors came to light).

Ozfortress has been more than excellent as well - giving Logjam another chance out of the blue. And, perhaps a shock to NA, they like it. If I recall correctly, Logjam had a higher approval rating by their players than Prolands did, and it sounds like they will be keeping Logjam in next season (it replaced Granary, last season).

Both ETF2L and Ozfortress have organized numerous map test cups and worked with devs to keep things going. I recognize that that won't ever really be the case with ESEA as it's not as community / grassroots run as they are, but that said, we could seriously be doing a lot more.

I can honestly say it's endlessly frustrating trying to work on maps for the NA scene. I enjoy doing it, which is why I started and kept at it. I would honestly say that without the support that I've received from Ozfortress, ETF2L, and pretty much just Lucrative and b4nny I would have stopped for good a while ago. I think about quitting mapping altogether pretty regular still because of this, and maybe I should - but I won't yet because of these groups and people.

-end rant-

posted about 5 years ago
#21 cp_alamosa (5cp) in Map Discussion

cp_alamosa_b7

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

changes:

Show Content
-increased the skybox brightness
-fixed a dumb sniper sightline between the house on mid and 2nd
-adjusted the ground leading to choke a bit
-fixed a broken skybox that made it so you could see into lobby from last
-made the map actually symmetrical at 2nd (ramps to house were wrong from red to blue side)
-adjusted the ramps up t house to be less chokey
-adjusted the support beams on the main upper exit from lobby
-adjusted the displacement ground at 2nd to be much less dished out / super low ground around
-adjust the rock at 2nd to be a little taller and moved it forward a bit
-adjusted the big wall by choke to make it so you can't snipe from middle point to behind 2nd point

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

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

https://i.imgur.com/Y2MZU7a.jpg

https://i.imgur.com/xs4MnZw.jpg

posted about 5 years ago
#25 ESEA S30 Map Pool? in TF2 General Discussion

RIP the dream

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

Thanks for making that vid Smesi, I was working on making my own going over the basic ones but those are great as well.

I typically do a double stick out of lobby on demo, though yours is less risky and I don't know if it's necessary to be -that- fast.

The roamer rollouts you had were actually super rad, I usually ended up jumping across lobby and then starting a 4 rocket jump following the path that you did but once out of lobby as sort of an inbetween on the two versions you did.

Seriously though - thanks for sharing.

posted about 5 years ago
#20 cp_alamosa (5cp) in Map Discussion

Crib,

Thanks for the feedback. Will be digging into that soon.

For now, here's a hot-hotfix of b6 now called b6fl with better lighting on 2nd point.

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

posted about 5 years ago
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