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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#46 cp_badwater - an experiment in Map Discussion

cp_badwater_a2_final release

It's a1_final, not _final. it's named that because of the way I have my backups labeled, sorry for confusion.

https://www.dropbox.com/s/pfds4ovbe8irtqw/cp_badwater_a2_final.bsp

What's new from a1:

* Moved A closer to spawn
* Closed off the main route from A to B
* Opened up the gate by A to allow for multiple paths for B
* Kept gates between A and B open even if A is uncapped
* Moved B to yard on spire
* Moved C to balcony
* Added another flank to D by making balcony accessible to all classes
* Made a new path to balcony
* Added barrels to make it a bit easier to climb spire
* Temporarily fixed skybox, needs refinement

Screenshots:

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

http://i.imgur.com/wJg9QL4.jpg

http://i.imgur.com/EKRSkN4.jpg

http://i.imgur.com/Wh74smX.jpg

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

Known bugs:

* Skybox broken
* Last may be too large cap-area
* There's a random light on last
* Shadows under rail props
* Confusing arrows, will be more detailed eventually
* Sightlines on last may still be a bit much for defense, we'll get playtest info soon.
* The planks up to C are upside down. Shut up, I'm dumb.

Shoutout to Mangachu, Jenny, and Otterfiend for helping me with ideas. Also thanks to you guys on the forums pointing out when I'm an idiot.

If you have any questions, I'd be more than happy to answer them.

posted about 10 years ago
#43 cp_badwater - an experiment in Map Discussion
MerchantLooking good. Any chance you could upload the map as it is right now so that I can look through it?

I will in a bit. I don't want to release till I have a2 finished. Basically, I just need to do the skybox, which I can hopefully fix tonight.

narfI think a plank or bridge connecting these two areas would make uber pushing a little more effective.

http://i.imgur.com/fW7DwsX.jpg

tada

Working to finish a2_final soon.

posted about 10 years ago
#41 cp_badwater - an experiment in Map Discussion

Very good idea with the plank. More classes do need the ability to climb to point quickly. I'll mess around with stuff when I'm home.

posted about 10 years ago
#38 cp_badwater - an experiment in Map Discussion

I took some of the suggestions and problems you guys pointed out and made some updates. The map is pretty much finished, minus the graphical polishing of everything.

http://www.youtube.com/watch?v=Y0G4S43_GS8

edit: forgot to mention, thanks to mangachu, otterfiend, and jenny*snowflake for the help, along with all of you guys on the forums.

posted about 10 years ago
#37 cp_badwater - an experiment in Map Discussion

Thanks for the feedback, guys. I'm going to mess around with it up high to try and get it to work. If it doesn't, oh well. I'll just move it back to the bottom.

posted about 10 years ago
#34 cp_badwater - an experiment in Map Discussion
Merchant<snip>

Very good points about everything. I have plans to nerf the sightlines at A, that's my biggest concern of the map as of now.

I'm thinking about what to do with last, you brought up a good point. I think it might be wise to simply remove that exit of spawn, or remove top spawn entirely. I really like the point off in the corner like that, though. It seems like it would be much harder to cap. That said, I don't want it to be impossible. I'll think about the sightline in that final picture, as well as the other problems with the map.

Thanks for the feedback.

posted about 10 years ago
#32 cp_badwater - an experiment in Map Discussion

Spire is always the answer. Always.

posted about 10 years ago
#6 fraac in TF2 General Discussion

Proper URL. Not that it matters. What is the purpose of this thread?

edit: he fixed his post

posted about 10 years ago
#30 cp_badwater - an experiment in Map Discussion

I've picked up the project. Here's a quick presentation I made of what I'm doing with the map. Don't expect much, but I think this will work a lot better than a1.

http://www.youtube.com/watch?v=zsa73gxdpgg

Thanks to Hooky for starting me out.

posted about 10 years ago
#27 cp_badwater - an experiment in Map Discussion
hookyrip

Could you upload the vmf so other people can play around with what you've done?

(by other people i mean me because i'm lazy but want to mess around)

edit: nevermind, I'll just decompile it. i wanted to try and edit the map a bit, make some changes. I'll make post progress, maybe in another thread.

posted about 10 years ago
#3 URGENT: is anyone at pax prime right now? in TF2 General Discussion

I really wish I was, good luck to you guys.

posted about 10 years ago
#1 International Professional Esports in Off Topic

http://i.imgur.com/RQg1c1t.jpg

Towering Pillar of LAN Garbage

posted about 10 years ago
#493 i49 in TF2 General Discussion

That was the best match in this series so far. Holy crap.

posted about 10 years ago
#28 demo call in TF2 General Discussion

Really nice edit. Well done.

posted about 10 years ago
#489 i49 in TF2 General Discussion

Tagg got 3 more kills than I would have been able to.

posted about 10 years ago
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