Lain
Account Details
SteamID64 76561198067800778
SteamID3 [U:1:107535050]
SteamID32 STEAM_0:0:53767525
Country Australia
Signed Up May 18, 2015
Last Posted August 22, 2016 at 12:33 PM
Posts 49 (0 per day)
Game Settings
In-game Sensitivity 1.5
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080 x2
Refresh Rate
60Hz
Hardware Peripherals
Mouse Zowie EC2-A
Keyboard $10 keyboard from the 90's that still hasn't died
Mousepad shitty $5 mousepad
Headphones ATH-M50
Monitor BenQ GW2255
1 2 3 4
#6 cp_coilblaze (5cp) in Map Discussion

Unpacked texture

This area feels very clunky, could be smoothed out. Feels like pre-last revamp sunshine.

Why is this here? Unless you're going for Highlander (don't) I don't think this spot brings much to the table in comparison to the area behind the point.

These railings might be a problem, they just feel like they're there for no reason.

Why is this Pipe/Bar thing here? Feels like it's there to block a sightline, but it doesn't. And it just makes things more clunky around this area. Maybe the top bar is alright but the pipe bar doesn't feel justifiable.

posted about 7 years ago
#6 cp_windfall in Map Discussion
ShpeeismeTry to make sure it doesn't murder fps like sunshine

If Sunshine murders your fps, get a new computer jesus christ. I get like 5 less fps (from 144) when playing Sunshine over other maps.

posted about 7 years ago
#2 koth_avalanche in Map Discussion

insert snow comment here

posted about 7 years ago
#245 cp_granary_pro in Map Discussion
DaggerLainNot sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.
you're still playing rc3 then if that's the case. rc4 shouldn't do that.

Fair enough, RC3 is the Ozfort version so I can't exactly switch. But i'm glad you made the change.

posted about 7 years ago
#243 cp_granary_pro in Map Discussion

Not sure if this is intentional, but the railings still block projectiles, which shouldn't be the case (as it is not the case in any other competitive map).
If you do have actual reasons for keeping them like that i'd love to hear them.

posted about 7 years ago
#21 Gamemode opinions? in Map Discussion

5cp
Only issues with it are that it encourages stalemates, as there is no incentive to push because of the time limit. Being in a losing situation has no weight like something like CSGO.
How I would fix this is by giving each point a 3 minute time limit, and at the end of the time limit if no team caps the final point, teams get an accumulation of points based on how many points they capped, so say that Blu is losing by a small amount of caps and was attacking last, but Red turtled the fuck out of it. Previously it would have been really difficult to win in that situation as the time limit would take away any urgency to not lose, because even if Red drops a round in that situation they still have others to fall back on. But if they do not push out in the new system to extend time limit, Blu gets the round advantage of 4 points vs 1 point. This puts the onus on the losing team to push out, and the winning team to push in to get more points, and it doesn't push as much dependence on the last point over other points as much in certain situations.
Obviously would probably need work, but I think it would fix the very few problems that 5cp has.

Koth
Main issues are with players not wanting to learn how to play other Koth maps in 6v6 in my honest opinion.
There are quite a few koth maps that would work great for the mode, but unlike 5cp where a generic >try to push with uber >work flanks for picks strategy works in most situations, koth requires teams to learn a whole new holding and pushing strategy for certain maps. And I don't think people are willing to learn it, which sucks.

CTF
Has potential, but classes like the engineer and heavy make the defensive squad a lot more useful than anything that an offensive squad would be like. Maybe it could work with some clever level design (like CTF_Landfall but a lot smaller) where teams don't HAVE to split up into two squads, but I heavily doubt it will result in enjoyable gameplay.

AD
People don't like AD because it's not a dynamic fragfest, it's a slow, deliberate push and pull between a choke point. It's probably only really Viable if someone works out a way to make retaking points a thing, like CSGO. Because the main issue with AD modes is that once a team has a point, that's it. The defending team has to fuck up ONCE and the attacking team can fuck up thirty or so times within the span of 10 minutes.
I had a smaler solution to this with my Koth A/D map, where teams had to hold the attacked point for a minute to lock it down, but I never got around to finishing the end of the level. If there is some outcry for such a gamemode I might have another whack at it though.

Pass Time. Mannpower, PD, SD, Payload
Broken on a set of varying levels. In order,
Takes agency away from one out of 6 players, is really easy to kite others with the speed boost. Engineer is too good.
Maps are too large, Grappling is OP, Powerups are dumb, Engineer is too good. (this comes from a guy who loves mp)
Random deathmatch, no strategy, a team gets WALLHACKS LOL
Do I need to explain why this is stupid.
Need to commit a person to the cart, could work if levels where designed with 6 in mind but still wouldn't be any better than an AD map with the same effort put in.

posted about 7 years ago
#50 cp_cargo in Map Discussion

(Just post the demo so he can look around on his own)

posted about 7 years ago
#4 ultiduo_monolith in Map Discussion

Ultiduo_Monolith_B2

---
Changelog:

  • Slightly descaled the map all around
  • Lowered the spawn times
  • Edited the middle
  • Made the spire opaque and smaller

---
Screenshots
http://i.imgur.com/dGnxOao.jpg
http://i.imgur.com/YKxxHSp.jpg
http://i.imgur.com/iKkbJNy.jpg

---
Would love to see some gameplay on this map, only played it a bit on terrible ping between Aussies. Not the best environment for feedback i must say.

posted about 7 years ago
#9 Class-Specific Spawnpoints in Map Discussion

Okay so I just tried using it in Monolith. It looks like it does spawn the class that you've picked if it's available, but say you have a Soldier only spawn, a Medic only spawn and an Any class spawn, it will still spawn, say, a Demoman from the Medic spawn if there is no Medic to spawn there. So there might still be some issues we might have to talk to Jill about fixing with that then.

posted about 7 years ago
#16 pl_dawns_vigil in Map Discussion

Doesn't upward do clip brushes that extend to the skybox? If valve do it i see no reason we can't, tbh.

posted about 7 years ago
#1 ultiduo_monolith in Map Discussion

http://puu.sh/q6zOC/d3294d3fb5.jpg

Hey guys, I made this in about 5 hours to just get my head around hammer after a bit of time off.
It's a little bit too close to Baloo to my liking, but that could definitely be changed. Feedback is very appreciated.

---
Download
B2
B1

---
Screenshots
Middle http://i.imgur.com/dGnxOao.jpg
Shack http://i.imgur.com/XVUkw3v.jpg
Inside Shack http://i.imgur.com/PoJB3xh.jpg
Spawn http://i.imgur.com/UggeJqk.jpg
Inside Spawn http://i.imgur.com/iKkbJNy.jpg

posted about 7 years ago
#32 cp_cargo in Map Discussion

I've gotta say, i'm really enjoying the look of mid and last. But second / last connector is really janky and doesn't look very good. It's so open there isn't really a defined choke point like Snakewater

posted about 7 years ago
#6 Class-Specific Spawnpoints in Map Discussion
the301stspartanWat, if this is possible, why has it not been used for 9 years?

Pretty sure it was added a while back, but since everyone uses the ABS pack, his pack didn't have this.

posted about 7 years ago
#40 Opinion: 6s needs payload maps. in The Dumpster
mafia_is_mafiaWhat a toxic community

mafia_is_mafia walks into a movie theater and starts screaming at the top of his lungs in the middle of the movie like a retard.
He gets escorted out by security and told to never come back.
"What a toxic community"

posted about 7 years ago
#30 Opinion: 6s needs payload maps. in The Dumpster
SideshowIf we were gonna move game-mode I'd advocate quite a few before getting to PL. PL sucks in tf2 which is a movement based game unlike OW and excels with fast-paced teamfights back and forth across a map.

I actually would like to hear what you'd have in mind. Payload is 100% a no-go, but A/D seems like it could work.
If you wanna list a few game modes you wanna see done up for 6s I could put together a couple of test maps to play some pugs on.
I've got an A/D koth map that i've not gotten around to finishing yet

http://puu.sh/phiiL/07aa4b8112.jpg screen of the point, red has 5 minutes to defend and blu has to hold for 1 minute. The red team's spawn is a bit closer to the point and has a better approach, but blu has a lot more health packs and sustain leading into the point so it's easier to set up a push.

posted about 7 years ago
1 2 3 4