OctoBlitz
Account Details
SteamID64 76561198073909202
SteamID3 [U:1:113643474]
SteamID32 STEAM_0:0:56821737
Country United States
Signed Up August 15, 2016
Last Posted October 16, 2019 at 3:55 PM
Posts 12 (0 per day)
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#4 [CP] Wobblypop in Map Discussion

Changelog for A7
Last:

  • Prop Staircase has been removed entirely and replaced with a regular staircase to balcony
  • The main Vat by the control point has been moved slightly and the conveyors have been separated allowing for soldiers to easily rocket jump to them
  • Main entrance into lobby has been tightened and has been made a shutter
  • The path to the far right of the control point into lobby has been deleted and has been made into an out of bounds area
  • Slightly adjusted cover by Control Point.
  • Moved Health packs at last and lower lobby
  • Removed guard rails in lobby
  • Extended main lobby's well door entrance.

2nd:

  • Completely remade 2nd with the help of Xelily.
  • Moved and rearranged connectors into Mid to accommodate

Mid:

  • Attempted to make mid larger by cutting back on the balcony area and redesigning the connector to balcony.
  • Made Capture Zone larger

All changes to Mid are temporary as I am working on remaking it and tested internally, primarily in pugs, while the map is being judged for the Back 2 Basics contest.

If you have any feedback regarding the map please let me know as I will not be able to receive much feedback from the TF2Maps server in terms of bugs, artpass, etc. while the map is in internal development.

posted 3 weeks ago
#3 [CP] Wobblypop in Map Discussion

Changelog for A6
General Changes include:

  • Started Artpass for the map, Xelily has been brought on to help with further detailing
  • Moved around spectator cameras
  • Fixed a bug where you can view some cameras despite not owning the captured area

Specific area changes include
Last:

  • Increased cap time for last from 2.1 seconds to 2.3
  • Fixed clipping for Ingredient bags at the side if the cap, allowing for easier access to the conveyor platforms connecting the vats.
  • Reworked prop staircase onto launchpad balcony.

Second:

  • added pipes to allow for easy traversal between lobby to the point without risking being killed trying to make it to high ground
  • Extended high ground catwalk from 2nd and low ground connector to mid.
  • Doghouse has been remade completely and, by request for my sanity and the folks at TF2maps, has now been made into a instance.
  • both team's first forward spawn have been remade and flipped to allow players to easily notice entrance into mid's high ground connector
  • Rebuilt access to high ground connector to mid, it is now a small platform instead of a high ground balcony and now includes a shutter door.
  • High ground connector to mid's drop down has gained a prop staircase to allow for easy traversal between high ground and low ground areas.
  • High ground connector to mid has been reduced in size.

Mid:

  • High ground has been enlarged with staircase being moved from beside low ground connector to mid to middle ground on the same level as Main. This will allow for easy transition form medium ground to high ground easily and to cut back on an easy flank by scouts and soldiers.
  • Common ground has been extended making the area less cramped
  • Remade control point bridge at Mid
posted 1 month ago
#2 [CP] Wobblypop in Map Discussion

A new update to Wobblypop is here, I will only be posting change logs of Major updates to the map here in the future.
Change log for Version A5

General changes include the following:

  • Added spectator cameras to every main part of the map.
  • remade certain brushes and fixed gaps within the map, made more func_details to help further improve performance.

Changes regarding certain areas of the map specifically include the following:
Last:

  • Moved back spawns as to not allow players to spawn in front of a wall.
  • Made the capture zone smaller.
  • Made the Barrier by the Control point basic brush textures to allow Soldiers and Demomen to ambush those attempting to capture without being noticed.
  • Remade the river like passage to Lobby to act more as a flank, rather than another way to get to Lobby.
  • Cleaned up props at mid to make the play area cleared and to reduce prop spam.
  • Slightly adjusted the position of the Soda and Beer Vats at last.
  • Changed the small health pack by the vats to a Medium, the small ammo pack remains the same.
  • Raised roof at last to promote more Rocket Jumping.
  • Changed main door way to Lobby to be a large singular door as opposed to 2 doors on either side of the entrance.
  • Changed the leftmost lower flank route to go through a previously inaccessible room into Lobby.
  • Improved Block bullet clipping between the Vats and control point.
  • Raised the height of the Launchpad balcony, as well as adjusting its entrance and window into Lobby.

Lobby:

  • Lower Lobby has been downsized from before, general complaints about the area included it being too far out of the way and being not that useful in terms of team fights.
  • Lower Lobby's health and ammo have been upgraded to Medium sized health and ammo packs.
  • Removed the lower Lobby's connector to 2nd's I.T. route to mid, allowing for fewer sneaky back-caps by spies and scouts, unnoticed by taking this route.
  • Mid Lobby has been outfitted with a chicken wire wall to prevent sniper sight lines.
  • The health and ammo in mid lobby have been removed as it was extremely close to the health packs in upper and lower lobbies as well as at last.
  • Upper lobby has been raised a bit to coincide with Launchpad balcony's new height.
  • All health and ammo by the entrances into 2nd have been removed as to not create a reliance on peaking into 2nd to try and not fully commit to defending the control point.

Second (2nd):

  • The catwalk into I.T. has been extended while the walls below it have been shortened as to widen the passages around 2nd's control point into Lobby.
  • Created a block bulleted Prop staircase by the main route into Lobby to allow for either defenders or attackers to easily get back up onto 2nd without risking being killed by a Sniper
  • Removed barriers by Upper Lobby entrance, Catwalk onto 2nd, and the very far side of Catwalk looking over the main route into Mid and 2nd as they all served virtually no purpose after A4.
  • Lowered the size of I.T.'s staircase onto Catwalk.
  • Moved health and ammo packs in I.T. to the side of the leftmost wall to help guide roll-outs into mid
  • Raised Each team's 1st Forward spawn's roofs to help Rocket jumping soldiers getting onto the point
  • Flattened the roofs and adjusted the rotations of the "Doghouse" buildings at 2nd to help make splash damage more reliable and to help with Rocket and sticky jumping in that area.
  • Removed a beam on the balcony entrance into Mid causing Sticky and rocket jumping classes trouble jumping out. This will make blast jumping more reliable in that area.
  • Upper route into Mid has been downsized to make the area more streamlined
  • Moved the out of the way Health and ammo to the top of the staircase
  • Replaced one of the entrances into Mid's balconies with a drop down into the the main route into Mid allowing either for an ambush into main or quick transition into the high ground for blast jumping classes.
  • Main route has been redesigned with a more concealed exit into mid allowing for quick traversal between mid's middle ground and low ground areas.

Mid:

  • Lowered the size of the Balconies on either side of the map, helping to lower their usefulness in terms of sight-lines and spam.
  • Made middle ground around mid larger to help make the area less cramped
  • Previously inaccessible roofs at mid has now been made accessible to Blast jumping characters. These roofs has been No-built to help eliminate sentry and sniper sight lines as a result of opening these spots up to all classes.
  • The low ground health pack has been upgraded from a small to a Medium.
  • Re-textured the low ground's walls to each team's respective colors to help deture players from getting lost and going the wrong way.

I am currently asking for feedback regarding the charge ramps at Mid to allow for both Soldiers and Demomen to use them both for Charging off and Blast jumping off in order to access higher ground Please let me know any suggestions you may have to allow for these ramps to be easier to use in the future.

posted 1 month ago
#1 [CP] Wobblypop in Map Discussion

Hey everyone,

I haven't posted on here in a while and I thought I would put my latest project on here to help get some more feedback on it so I can further refine its gameplay before I start detailing the map.

The map is CP Wobblypop a symmetrical 5cp map based off of Process, Highpass, badlands, and Gullywash set between a Blu controlled Soda bottling plant, and a Red controlled brewery. until A4 of the map I've been testing the map based purely off of TF2Maps playtests and going from there until I felt the map had a good balance.

Link to the map: https://tf2maps.net/downloads/wobblypop.8466/

Can't wait to see what you guys think of the map, and I'll respond to any questions you may have going forward.

posted 1 month ago
#8 Flora (koth) in Map Discussion

In all honesty, right now the map still has its Player Destruction layout, thats why I said Engineers were a problem and why the map is as big as it is, I will rework the layout when I get the chance.

As for the spawn, the Early design for it was a Movie Theater, something I wouldn't have considered while making a spawn for PD would be rocket jumping soldiers trying to access that roof, in fact a lot of the issues with the map are because this was originally a Player Destruction map

TwiggyThe flank rooms/choke themselves seem well sized and the rooms interesting enough (besides this.. noclipped thing
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)

This area was supposed to be a flower shop, those counters were put there to stop Engineers from camping in hard to get to areas while the map was in PD, both a fault of the gamemode and the early concepts I had during early detailing

I will try to incorporate your feedback into the next version with some new design choices in terms of layout, I still have the tf2maps test feedback to go through in terms of sniper sight lines, cap times, round times, and other bugs/exploits that I may/may not need to change.

posted about a year ago
#3 Flora (koth) in Map Discussion
TwiggyHi, do you aim this map towards competitive 6s or HL?

I am going for a little bit of both, though 6s much more due to its popularity. I hope for as much feedback for both as I possibly can so I may have as large testing pool as possible.

posted about a year ago
#1 Mind if I get a name change? in Requests

Hi there, I'd like to request a name change if at all possible, I have not used the alias "BlitzVS" in quite some time and I would like to have it changed to my current Alias, "OctoBlitz" if at all possible.

Thanks,
OctoBlitz

posted about a year ago
#1 Flora (koth) in Map Discussion

Hi everyone,

I have recently made a new Koth map that I would like some assistance with testing/balancing for use in competitive matches. The map's name is Flora, and was originally a Player Destruction map for this year's Scream Fortress, even though it was a completely different game mode, it was tough trying to balance both layout and theme decisions due to the many ways that Engineers found ways to destroy the map's flow through sentry placement and other means. A few of the early testers suggested I changed the map to a Koth format due to the layout being similar to the viaduct formula.

You can find a download of the map HERE

Some screenshots as of A5 include the following:

https://tf2maps.net/data/attachments/90/90235-513f28b54daf843008adf28853b76bcd.jpg

Mid's capture zone

https://tf2maps.net/data/attachments/90/90242-839f9f3060c5c45ced7c387c470d8f2f.jpg

Blu's spawn

https://tf2maps.net/data/attachments/90/90243-9b3e5b227760d46f6546d34f7d969fd3.jpg

Overhead view of the map

Since I am relatively new to balancing koth maps for competitive, feel free to let me know what suggestions you have for me to take in the future and I will be sure to answer as soon as I can.

Thanks,
OctoBlitz

posted about a year ago
#7 Air Raid! A Frontline 5 cp needs YOUR HELP! in TF2 General Discussion

AirRaid Has Updated!

Special Thanks to Collaid & Snivy for helping with the feedback for the last version!

posted about 3 years ago
#1 Air Raid: a Frontline themed 5cp NEEDS YOUR HELP! in Map Discussion

(I am reposting this thread to the proper discussion)

Hello everyone,

My name is BlitzVS, I am a scout main and a semi new mapper from tf2maps. I am currently working on a project called cp_airraid for the "Frontline!" community project. Air Raid is a 5 control point map based of of maps such as Sunshine, Badlands, Process, and Snakewater along with being created for competitive 6 v 6 format.

(Some images of the map so far)

http://imgur.com/a/qry2s

http://imgur.com/a/PSMrx

http://imgur.com/a/zPxHh

I am looking for feedback regarding layout, health pack placement, and general opinions on this map. Currently the version of this map is on A8

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and as the map updates, this thread will update as well. If you decide to leave feedback please leave it either in this thread or the tf2maps thread provided. If you run the map on any server, please leave a demo file of the map being play tested.

Link to the tf2maps post: https://tf2maps.net/downloads/cp_airraid.2086/

Thank you for helping me,
BlitzVS

(all individuals who help with feedback will be credited in the special thanks section on both the forum post and the Steam community page when the map hits the Release Candidate stages of development)

posted about 3 years ago
#5 Air Raid! A Frontline 5 cp needs YOUR HELP! in TF2 General Discussion
SnivyHere's some stuff that I feel need to be fixed:

One of the big glaring issues I found is the amount of long sniper sightlines that there is. It's very bad for anyone that isn't a sniper, as the sniper will be way back in the backline and he'll be hard to spot. This also means that ubers will have to be popped very early to avoid getting dropped and essentially gives the defending team advantages.

Some notable examples

http://i.imgur.com/uvTWa7e.jpg

http://i.imgur.com/O6ZT0C7.jpg

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

http://i.imgur.com/FwvyRl9.jpg

Adjusting the choke points and adding props is the best way to negate these sitelines. You want your sniper to work for that kill, and not a cheese shot through an easy sightline.

Now some other stuff that I suggest

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

This doorway is too narrow. Making it wider will reduce the spam that comes through that choke.

http://i.imgur.com/0RjMIRj.jpg

I feel adding stairs or a ramp where I'm looking at will make this room a lot easier.

http://i.imgur.com/Rd6TTFh.jpg

This area needs some lighting.

Thanks for the feedback!

I completely agree and I will try to fix that room and its doorway, Another thing you mentioned is the sightlines, I am working on breaking those so snipers aren't as powerful in the future!

-Added to Special Thanks credits coming in A9-

posted about 3 years ago
#1 Air Raid! A Frontline 5 cp needs YOUR HELP! in TF2 General Discussion

Hello everyone,

My name is BlitzVS, I am a scout main and a semi new mapper from tf2maps. I am currently working on a project called cp_airraid for the "Frontline!" community project. Air Raid is a 5 control point map based of of maps such as Sunshine, Badlands, Process, and Snakewater along with being created for competitive 6 v 6 format.

(Some images of the map so far)

http://imgur.com/a/qry2s

http://imgur.com/a/PSMrx

http://imgur.com/a/zPxHh

I am looking for feedback regarding layout, health pack placement, and general opinions on this map. Currently the version of this map is on A9

Show Content
Alpha Stage: Version 9

and as the map updates, this thread will update as well. If you decide to leave feedback please leave it either in this thread or the tf2maps thread provided. If you run the map on any server, please leave a demo file of the map being play tested.

Link to the tf2maps post: https://tf2maps.net/downloads/cp_airraid.2086/

Thank you for helping me,
BlitzVS

(all individuals who help with feedback will be credited in the special thanks section on both the forum post and the Steam community page when the map hits the Release Candidate stages of development)

EDIT: Updated to A9! Alot has changed... Lets get to it!

posted about 3 years ago