KevinIsPwn
Account Details
SteamID64 76561198027325929
SteamID3 [U:1:67060201]
SteamID32 STEAM_0:1:33530100
Country Rainbow Nation
Signed Up May 18, 2013
Last Posted January 1, 2024 at 3:08 PM
Posts 2124 (0.5 per day)
Game Settings
In-game Sensitivity i'm bad dw about it
Windows Sensitivity i'm bad dw about it
Raw Input  
DPI
i'm bad dw about it
Resolution
i'm bad dw about it
Refresh Rate
i'm bad dw about it
Hardware Peripherals
Mouse Razer Viper (Wireless)
Keyboard WASDKeyboards v2 w/ usb-c port
Mousepad ltt deskpad (the big ass one)
Headphones Sennheiser HD 598 Cs
Monitor LG 32GK650F-B 32" QHD
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#19 ultiduo_nature in Map Discussion
Stimpack<snip>

The shutter, waterfall, tree, and fence issues are all known and I'm working on them now that I know people actually like the looks of this map and want to play it. I've been busy with life things recently, so it may not be until Thanksgiving weekend when I have time to actually sit down and rework some of the major things on this map.

Seeing the skybox to the left of the waterfalls was semi-intentional. That was around hour 10 or so of working on this map constantly, and I just wanted the to be finished and release it. There's no excuse other than me being stupid.

The 90 degree lighting was to make the map equal to both teams in every single way. I may change it if people care enough, but it will probably stay that way.

The HDR... I'm stupid for not testing that. I'll work on getting that fixed in this next update.

Clipping issues with displacements and whatnot... didn't even think about it, I just threw the player clips on and hoped they worked. As with everything else, it will be fixed for the next release.

As far as the ground goes, I'm going to try and do something neat with the next release... you'll see.

Also, people with super-frame-saving configs can't see the tree next to house. I'm either going to try and fix that or just remove it.

Along with all of these things, I'm going to make respawns much shorter. They're way too long (I'm pretty sure they're default KOTH right now...)

--

Thanks for the in-depth analysis, this is the first map I've made from scratch and released. So yeah, thanks a bunch for all of those problems, and I hope to fix them ASAP.

posted about 10 years ago
#17 ultiduo_nature in Map Discussion
DuckyKevinIsPwn Has anyone tried out this map? How did it go?
I really liked the changes you made but after playing it felt so small and cramped, if you lose the first mid fight it's really hard to win the point over since they can easily spam you right from the spawn forcing you to always play with very steep health disadvantage.

I think your best option here is to expand the map and maybe incorporate the spawn point into the rocks somehow.

I was talking to some friends after playing on it for a while, and they said pretty much the same thing. I think there may be an overhaul next weekend which will change spawns around, shorten respawn times, and enlarge the map a bit.

posted about 10 years ago
#15 ultiduo_nature in Map Discussion

ULTIDUO_NATURE_WIP1
Because I'm a moron.

Download link: HERE

Now featuring things all maps should have!

* Spawn doors!
* Health!
* Ammo!
* Sound!
* Correct ammount of capture time!

http://i.imgur.com/Zf8BB5F.jpg

http://i.imgur.com/9S3TUng.jpg

I'll be releasing the final build of this map as ultiduo_nature_final. Sorry for the inconvenience.

Has anyone tried out this map? How did it go?

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

I play trumpet. I like jazz more than anything else though. This is me filling in someone's solo who missed a gig about a year ago.

https://www.youtube.com/watch?v=5Nlz7eP3s-I

Also, handbells! They're actually pretty awesome, especially when you have to weave your hands to play different melodies and stuff.
https://www.youtube.com/watch?v=64enc6YoM9M#t=161 You can start at around 2:40 and get the general idea. I'm on the far right, and those bells weigh anywhere from 7-15 pounds or so.

posted about 10 years ago
#13 ultiduo_nature in Map Discussion
Kanecocreated http://comp.tf/wiki/Ultiduo_Nature ^^

I love ultiduo maps and I find it appaling theres only 2 of them in rotation. I like this map but I hope you can keep developing it upon feedback.

I will if there's a significant problem in the map. I also have a couple other ideas for something similar (you'll probably see it next weekend).

DamnEasyI think the point is too high for the med to heal the solly?

It is from the ground, but not the bridge (I don't think).

posted about 10 years ago
#3 Critical Hit Text in Customization

In the folder tf/materials/effects/, there is a VTF file named "crit.vtf". You can change that to any vtf file you'd like. I'm not sure if it works in sv_pure because I've never tried it.

You can convert images to VTFs with this little tool: http://nemesis.thewavelength.net/index.php?c=178

Best of luck!

posted about 10 years ago
#10 ultiduo_nature in Map Discussion
prangDoes the cap point extend below? Half the fun of med on ultiduo is dancing on the point or doing the last 30 damage and finishing the cap.

Yeah. The shadowy area on the bridge is all cap.

posted about 10 years ago
#8 ultiduo_nature in Map Discussion
wareyaso flat textures

I'm not sure what you mean by that.

sp33dy1018KevinIsPwnThanks for the kind comments.
sp33dy1018looove the scenery. Should expand on this map imo like not make it just for ulti
This was based off an idea I had for a mid a while ago, so that may happen eventually.
Really i think it would make a good last idk the second pic seems like a beautiful last with the waterfall in the background

I dunno. I like mids like this (sorta gullywash-esque). We'll see I guess. You may be right.

posted about 10 years ago
#5 ultiduo_nature in Map Discussion

Thanks for the kind comments.

sp33dy1018looove the scenery. Should expand on this map imo like not make it just for ulti

This was based off an idea I had for a mid a while ago, so that may happen eventually.

posted about 10 years ago
#1 ultiduo_nature in Map Discussion

ULTIDUO NATURE
Because I get bored on weekends.

NEWEST RELEASE RC1: CLICK ME!
Older releases:
WIP (Second Release)
First Release

Screenshots of rc1:

http://i.imgur.com/M4USj2s.jpg

http://i.imgur.com/wKWO3It.jpg

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

Changelog:
----RC1----
* Fixed HDR (I think)
* Fixed various displacements
* New spawn area that is harder to spam out
* Moved health
* Fixed clipping issues with displacements
* Shortened respawn times
* Added neat particle effects that interact with the spawn gates
* Waterfalls flow faster
----WIP1----
* Added health
* Added sound
* Added doors to spawn
* Fixed cap time from 3 to 5

Use it for whatever you like. Tell me if something's broken, I didn't test extensively. I hope you guys enjoy the map!

Edit: I almost forgot! Full disclosure: the house is just some house I found in tc_hydro, not an original thing.

posted about 10 years ago
#11 Saxxy 2013 in TF2 General Discussion
DroidsterKrasniyB makes some insane shit.
<snip>

This may have just tied bad medicine in my list of all time favorite SFMs...

posted about 10 years ago
#8 cp_theatre (5CP) in Map Discussion

I like the way it looks so far, I'm assuming you sorted the leak issue. I do agree with Phi about second. I'm not on my computer to check but it'd surprise me if there wasn't a silly stightline or two in it. I think people that like granary will enjoy this map, though. Very flat in certain spots.

posted about 10 years ago
#5 conebone69 revealed in Off Topic
32hzrip http://www.youtube.com/user/conebone69

tf2conebone69 http://www.youtube.com/user/tf2ConeBone69

and sorry dmenace.

posted about 10 years ago
#2 conebone69 revealed in Off Topic

conebone69 actually comes from part of the emmy's opening when he hosted it

http://www.youtube.com/watch?v=_q7ZyUwZoQk

posted about 10 years ago
#72 hours of tf2 in TF2 General Discussion

Start date: April 11, 2011
Days to present: 943
Total playtime: 1432 hours
Equivalent months: ~2
Average time per day: ~1.5 hours

This includes a couple significant breaks, so I'm pretty impressed, honestly.

posted about 10 years ago
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