Kaptan_kul
Account Details
SteamID64 76561197986221617
SteamID3 [U:1:25955889]
SteamID32 STEAM_0:1:12977944
Country United States
Signed Up March 3, 2013
Last Posted October 26, 2014 at 1:46 AM
Posts 57 (0 per day)
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#278 cp_sunshine (5CP) in Map Discussion

I still find the lobby between 1 and 2 to be a rather small and overly complex. my main concern is with the door way between the two mains. it just seems to easy for the defense to switch between defending each door.

http://cloud-3.steampowered.com/ugc/3281178331603024086/E82C44BB662D16805140D6FC8C5DC23DA5EE01D7/

posted about 10 years ago
#124 Cp_Warmerfront in Map Discussion

http://cloud-3.steampowered.com/ugc/3280051439104606679/E8BE18CBFB52DD489B8F67CB3C025D3AD9782AF2/

http://cloud-3.steampowered.com/ugc/3280051439104605479/3E27915261EE6CA1DE7C50EFC8358CF2B2AAAE61/

http://cloud-2.steampowered.com/ugc/3280051439104604542/CE9DB5E541C667B2B581006D9918856C089EB096/

posted about 10 years ago
#122 Cp_Warmerfront in Map Discussion

Thanks for the feed back, but do to some changes. I can not implement some of them, also reverted to old spawn point on forward spawn 2. :(

newest version

posted about 10 years ago
#112 Cp_Warmerfront in Map Discussion

at this point I give up. this is not worth the amount of grief that I am getting

changes made:

Mid:
changed cliff from displacement to detail.(same size and shape)
made the cliff crevasse slightly wider to make demo spam not so over powered
removed middle rock wall because displacement have terrible clipping
moved second forward spawn. to make distance to point less
change mid house(was yelled at)changed mid house back
added walls to cut sight lines.
made door way taller to cut sight lines
removed trees because of complaints


Second:

Removed clipping above container
Removed displacements to remove inconstancy in ceiling height
made 2<->3 flank wider
made outside 2<->3 flank wider
made 2<->3 upper door wider
added outside stairs to make holds easier
made yard slightly wider

Last:
boxed out behind the point to make turtleing harder, and added boxes to remove sight lines.
removed the displacement to remove the inconsistency of ceiling height
moved spawn points closer together and in front of the table
moved flank door around the corner to make pushing easier
removed the lips above the doors coming into last
removed most of the clutter close to the ceiling
made 2 main doors taller and wider
removed the glass around the point
removed rocket because it served no purpose

I probably missed some things (probably something about making map ugly and other things)

posted about 10 years ago
#109 Cp_Warmerfront in Map Discussion

http://cloud-4.steampowered.com/ugc/3282301796741227523/DE6839FC3DF632C12967C5EB458DA40D66D164C6/

http://cloud-4.steampowered.com/ugc/3282301796741226335/5FE664DF860AA641611A626E156A89A8112BC843/

http://cloud-2.steampowered.com/ugc/3282301796741224658/042910E04F51CB284D146F20793F1D5EA88F1F48/

map download

posted about 10 years ago
#108 Cp_Warmerfront in Map Discussion
vhalinI'm with marmaduke. The old cliff/the displacement on either side of the house. That also added that whole shelf of geometry. Just keep the same mid with the same cliffs, same everything but prevent heavy from getting on roof.

I am a simple person. I have spent 8 months on this map. I have 60 iterations. For most of the time I have had to chase people down to get feedback. Against my better judgment I have not changed any of the layout of the map. If you want me to write up a change log and a rational for all the changes just tell me. If you are talking about the propane tank and chimney. please be direct. originally at mid there where over 20 "displacements"

I am sorry that I am snappy, but take it from my point of view.

posted about 10 years ago
#105 Cp_Warmerfront in Map Discussion

sorry since it seems like every change I make seems to upset people, and the fact that it took me the better part of 4 hours to get 2 boxes in the right place. the house is back in only the slightest of changes made. I map still will be out by tomorrow I hope.

http://cloud-4.steampowered.com/ugc/3282301796688004871/FFCAEFC38B2686AB4F591004931567040BAC8E8E/

You have to jump to the wooden lip then have to walk to the side to make it on the roof. I hope that is acceptable.

posted about 10 years ago
#100 Cp_Warmerfront in Map Discussion
marmadukeGRYLLSKaptan_kula single jump for a heavy is the same as a medic.
incorrect.

if you're talking about GRU, you should be balancing the map for 6's whitelist.

all classes have a base jump height of 72 units(yellow barrel is 80 units). Gru no longer effect jump height(no damage tic). no if we are talking horizontal the classes speed has an effect, but only really 100 unit difference between a scout and a heavy(single jump vs single jump).

posted about 10 years ago
#98 Cp_Warmerfront in Map Discussion

a single jump for a heavy is the same as a medic.

posted about 10 years ago
#94 Cp_Warmerfront in Map Discussion

I had a map exactly like that months ago but the issue of last being a defensible fortress still existed. I had to remove the displacement ceilings to make those doors into last not be narrow with a ledge right above them. Obviously making it so a heavy can not sit on the roof of mid and stall is a terrible idea. obviously moving the second forward spawn is a terrible idea. Obviously making the cliffs at mid not that narrow bowling alley is a terrible idea. Obviously removing the clipping above those containers is a terrible idea. I am sorry for trying to make the map play out faster. I guess I should try and give it to phi or scorpio.

posted about 10 years ago
#88 Cp_Warmerfront in Map Discussion

I will add some boxes for clutter on the side but no something that allows a heavy onto the roof... looking at you enigma.

posted about 10 years ago
#86 Cp_Warmerfront in Map Discussion

Is this what you want?

http://cloud-2.steampowered.com/ugc/3281175798981953896/D5A7D80D02761550F36810B03EFF9383B22C1301/

though I will probably change the colours so that it keeps with the ascetics.

posted about 10 years ago
#84 Cp_Warmerfront in Map Discussion

looks like I found out what people don't want. is this any better, or do you want the house back to original?

http://cloud-3.steampowered.com/ugc/3281175798980321898/F36882F7D91943701690AEC6D4069239B672A515/

posted about 10 years ago
#77 Cp_Warmerfront in Map Discussion

http://cloud-3.steampowered.com/ugc/3281175798964422340/CE4173DF6D87EA4CAA48E48D8C1281A9921515F6/

http://cloud-3.steampowered.com/ugc/3281175798964421334/551976DEB3F1886E01060BC01A89E699411C3DBB/

I should have a new version up by Friday. working on destroying the middle point.

posted about 10 years ago
#363 FITES LANFest Feb 21-23 2014 in LAN Discussion

the seats where lovely and the lighting was just right. Good book reading environment.

It was a joy to meet all them peeps and The only feedback for the cast that I can think of is that the time between some of those matches could have been structure better. To allow for player interviews.

posted about 10 years ago
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