Phi
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SteamID64 76561198039117675
SteamID3 [U:1:78851947]
SteamID32 STEAM_0:1:39425973
Country United Kingdom
Signed Up February 22, 2013
Last Posted January 3, 2020 at 10:58 AM
Posts 424 (0.2 per day)
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#240 cp_reckoner (5CP) in Map Discussion

cp_reckoner_rc5

DOWNLOAD RC5

The long-awaited new update is here! All sorts of polish and some important layout changes.

Changelog:

- Mid is back under the bridge, baby!
---- Alongside this, the two small healthkits on mid have been moved to the stairwell areas, rather than on the grass.
- Toxic has been completely redone!
---- It now comes out in the old location, but with a much nicer route to push through.
---- WAY higher ceilings
---- Side area for dodging spam
---- The forward spawn had to move, so it's got a new area
---- There's a little ledge in front of the forward to stand on now
---- Medium ammo moved to little nook beneath forward
- New route added between Lobby and Second!
---- This has been much-requested, should be good
---- Nice big doors too
- Doors from cargo into second have been embiggened
- Dropdown has been removed
- Last has been moved forward a bit.
---- Can still move spawns back if necessary, but it'll be a lot of work, so might have to happen at a later date
- Dead zone near second moved in a little
- Redundant pickups in lobby removed
- Lighting changes all around

Hope y'all have fun, let me know if anything's broken and I'll get a fix out shortly.

Screenshots:

https://tf2maps.net/attachments/20200103154443_1-jpg.116378/

https://tf2maps.net/attachments/20200103154506_1-jpg.116379/

https://tf2maps.net/attachments/20200103154506_1-jpg.116380/

https://tf2maps.net/attachments/20200103154506_1-jpg.116381/

https://tf2maps.net/attachments/20200103154506_1-jpg.116382/

https://tf2maps.net/attachments/20200103154506_1-jpg.116383/

https://tf2maps.net/attachments/20200103154506_1-jpg.116384/

https://tf2maps.net/attachments/20200103154506_1-jpg.116385/

https://tf2maps.net/attachments/20200103154506_1-jpg.116386/

https://tf2maps.net/attachments/20200103154506_1-jpg.116388/

posted 3 weeks ago
#236 cp_reckoner (5CP) in Map Discussion

New version of Reckoner should be out around the new year. The changes above have been taken into consideration, major changes will be to toxic, the proposed additional route into second from lobby, the opening of cargo's door, removing the dropdown (didn't encourage good gameplay). Plenty of other minor changes as well.

The one change I am unsure about is to mid. Originally, the decision to put the point on top of the bridge was to see if it would create better gameplay, but I don't believe that is happening much. Alongside the major toxic changes, I'm considering putting the point back on the low ground, and would like opinions.

If you don't agree with the decision to put the mid point back on the low ground, now's the time to pipe up. Not gonna be taking too many days to get the update out, so the quicker the better. If I don't hear anything, I'm just going to go with my gut instinct and put the point back where it was on the low ground.

Cheers

posted 4 weeks ago
#230 cp_reckoner (5CP) in Map Discussion

Hi,

I'm planning an RC5 update to Reckoner. I am not returning to the community, but I would like to hear what everyone considers to be aspects of the map that could do with change in a new version.

The new version will be out in January 2020 alongside an update to Cardinal. This date is not subject to change so I would appreciate all feedback to be in before December. If there isn't interest or enough feedback, I'll take that as a sign that my time is best spent elsewhere. The update will focus on feedback posted in this thread, so please don't leave out things because they were said in a different thread 6 months ago. All feedback from bug fixes to major layout issues are welcome.

If you've tried/are trying to contact me about this map over Steam, please post feedback here instead.

Cheers

posted 3 months ago
#128 cp_cardinal (5CP) in Map Discussion

Hi,

I'm planning an RC2 update to Cardinal. I am not returning to the community, but I would like to hear what everyone considers to be aspects of the map that could do with change in a new version.

The new version will be out in January 2020 alongside an update to Reckoner. This date is not subject to change so I would appreciate all feedback to be in before December. If there isn't interest or enough feedback, I'll take that as a sign that my time is best spent elsewhere. The update will focus on feedback posted in this thread, so please don't leave out things because they were said in a different thread 6 months ago. All feedback from bug fixes to major layout issues are welcome.

EDIT: While the date was originally "not subject to change", I don't believe I will be releasing an update for this map anytime soon for the time being. If I do finish the update I will post it here. I'm not participating in the comp community anymore, this is merely updating its existing thread, and this will happen on my own time if I decide it is worth it.

The update will include re-detailing focused on removing noisy textures and props (Frontline et. al.), reducing filesize, and optimising; alongside changes based on feedback posted here.

If you've tried/are trying to contact me about this map over Steam, please post feedback here instead.

Cheers

posted 3 months ago
#125 cp_cardinal (5CP) in Map Discussion

I'm breaking the collaboration between myself and b4nny for my map, Cardinal, as well as departing from competitive TF2 as a whole. I figured you all deserve to know what's going on.

I will still be updating this map to see it out, but working with the community as a whole has drawn to an end for me. I really don't want to leave, as the 5cp 6v6 gamemode is the single most interesting version of TF2 to make my maps for – but I don't feel like I can stay any longer. I won't be making any more competitively-focused maps.

Thank you for all the feedback, help, and opportunities. I wish I could stay around for just those aspects and not everything else I encounter.

It's no specific incident that created this, just a long stream of constant negative experiences that made me slowly move further and further away from the community. What made me decide to break it off now was just a culmination of everything.

I've been experiencing harassment due to being trans ever since Sunshine became popular. If you've ever wondered why I never show up on any streams, or interviews about my maps, even though I've been offered multiple times... that's why. I keep myself distant because I know so many people in this community hate my guts. Not because of what I do, but who I am; and I know this from what I see.

The recent events happening involving multiple specific high-level players, alongside the responses made from certain others, lead me to fully understand this is not a scene which I want to be in. Nothing was specifically targeted at me as an individual, but trans harm affects all trans people. I see no desire by the top players themselves to improve the community, only the messed-up moral high ground they poise themselves on, claiming that the publicity being given to these issues is 'bad professionalism'.

I don't gain anything from this. Hell, I'd be better off if I left silently, without a word, quietly updating my maps until they completed, then vanishing. I vanish enough as it is; it wouldn't be hard. I lose access to testing, connections to Valve, and immensely valuable feedback. I am voluntarily withdrawing from the competitive TF2 community not because I gain social points for doing so, but because of people who neglect to care about attempts to bring to light deep-seated issues in the scene. I am withdrawing because I do not feel like the scene will ever learn to care about people like me.

Please, if you're a top-level player and you disagree with your comrades, perhaps you should speak up instead of letting them speak for you.

Peace.

posted about a year ago
#96 cp_cardinal (5CP) in Map Discussion

cp_cardinal_rc1a

>> DOWNLOAD RC1A HERE <<

- Fixed fence clipping bugs and a few others in preparation for the Meet Your Map competition end

posted about a year ago
#94 cp_cardinal (5CP) in Map Discussion

cp_cardinal_rc1

>> DOWNLOAD RC1 HERE! <<

As always, if there are issues, let me know ASAP and I will produce an rc1a.

Some of the minor issues present in the thread are still present within the map due to incorrect internal versioning, it will be fixed in rc2 (or an rc1a if a big issue is found).

- Fixed invis props on 2nd
- Fixed nodraw holes
- Added shutter door to fountain-side of mid-second connectors
- Made second cap slower
- Replaced octagon on mid with fountain
- Replaced fountain in second with crate stack
- Opened passage through shed kind of like granary's Z
- Added new barriers to block sightline on second
- Added wooden boards to scaffolding on archway into second to let soldiers do wall jumps easily
- Repositioned lamppost on second
- Put boards over shutters under second
- Various lighting and detail touchups

Screenshots:

https://tf2maps.net/attachments/20180409174248_1-jpg.75374/

https://tf2maps.net/attachments/20180409174257_1-jpg.75375/

https://tf2maps.net/attachments/20180409174257_1-jpg.75376/

https://tf2maps.net/attachments/20180409174257_1-jpg.75377/

https://tf2maps.net/attachments/20180409174257_1-jpg.75378/

https://tf2maps.net/attachments/20180409174257_1-jpg.75379/

https://tf2maps.net/attachments/20180409174257_1-jpg.75380/

https://tf2maps.net/attachments/20180409174257_1-jpg.75381/

posted about a year ago
#227 cp_reckoner (5CP) in Map Discussion

RC4A Download

I will also edit the download in the RC4 post above.

Changes:
- Fixed clipping issue on ramp on second
- Changed instances of the shutter door prop, made them easier to avoid interacting with
- Edited fence props on second slightly
- Removed fence in cargo
- Removed lip in new area on 2nd
- Removed pipe on greenhouse
- Edited some clipping

posted about a year ago
#226 cp_reckoner (5CP) in Map Discussion

Will be sending an rc4a around this way later on today to fix the minor issues as pointed out by junnu/degu. Figure that's necessary. Sorry server folks, but I gotta make up that slack.

Not gonna stop updating the map just cause it's got a 'bad rep' - every custom map outside of the main 7 has that, and I don't see any maps trying to take Reckoner's spot.

RC4A coming in a couple hours.

posted about a year ago
#222 cp_reckoner (5CP) in Map Discussion

cp_reckoner_rc4a

The Reckoning

DOWNLOAD RC4A HERE!

As always, let me know if anything is wrong - this time I will be putting out an rc4a if any bugs have made it through!

SOME CHANGES:

***Gameplay Changes***
- Shortened length of the entire second point area by at least 128 units in all spots
- Moved greenhouse on second point area to a more centralised location

***Aesthetic and Quality-of-Life Changes***
- Removed a building on the edge of the second point to provide a much better view to the beautiful skybox
- Removed second crates on mid
- Fixed clipping bug
- General polish and preparation for the future.

https://tf2maps.net/attachments/20180331185034_1-jpg.74473/

https://tf2maps.net/attachments/20180331185004_1-jpg.74474/

https://tf2maps.net/attachments/20180331184947_1-jpg.74475/

https://tf2maps.net/attachments/20180331184930_1-jpg.74476/

https://tf2maps.net/attachments/20180331170141_1-jpg.74478/

posted about a year ago
#221 cp_reckoner (5CP) in Map Discussion

Going to do a quality-of-life update (probably call it RC4) very soon just to get it out there: I doubt the timing is great, but I've waited long enough (too long) and there needs to be at least a FEW fixes.

Will be fixing that damn clipping and removing double crates - reverting to one.

Will be going through various feedback logs and fixing things here and there but don't expect a huge layout revision unless someone contacts me directly with feedback.

Sorry about the lack of attention - moved to a different country, started university back up, searching for a job/working, it all consumes time. Will get this out within the week.

Cheers
phi

posted about a year ago
#93 cp_cardinal (5CP) in Map Discussion

So this map is still on my table - haven't been actively working on it as of late because of Reckoner and university. Want to let y'all know that it is still in development and I am planning another update in the future.

Hope you all have a happy holidays, stay safe out there.

posted about 2 years ago
#210 cp_reckoner (5CP) in Map Discussion

cp_reckoner_rc3

HYPE. Let's go.

Download RC3!

As always, if there are bugs please let me know ASAP and I will release an RC3A.

CHANGELOG: (this is where it gets good)

• **FIXED BUG PRESENT ON RED LAST SPAWN DOORS**.
• Remade toxic's choke into mid completely – this includes repositioning the entrance and the adjacent forward spawn. A brand new open-choke design is now present, alongside much nicer opportunities for jumps into mid and on crates from the new room.
• **MID IS NOW ON TOP OF THE BRIDGE.** Mid is no longer on the low ground. NOTE: This is not a change which is set in stone – I am testing out the idea to see if it encourages a more enjoyable playstyle on mid, alongside the new open choke.
• Widened main choke into mid from cargo.
• Crates on mid are now double-stacked to give better ground for soldiers, both on offence and defence. Scouts will now have a harder time getting onto crates, although there is a single lip that will allow them to jump up slowly. I can remove that lip if it proves still too good for scouts.
• ALL forward spawn doors are now non-windowed.
• Entrance from toxic to second has been enlarged.
• High ground in front of forward spawn on second is now jumpers-only.
• Upper door from lobby into second is a bit larger. Making it any larger than it is now will require a portion of lobby to be completely remade – will only undertake that if absolutely necessary.
• Cover entering from toxic is now much nicer for people attacking second, no sightline from upper lobby exit.
• Widened one of the doorframes from cargo to second slightly.
• Mast supports on mid are now angled differently to make double rocket jumping off them easier from the bridge-area: try it!

**Currently the entrances from mid to the second point are the most tentative areas of the map. I would like to see how these changes affect the map flow before going on an expedition to remake them – as it will require a lot of work to move them around. The optimisation here is pretty tight.

https://tf2maps.net/attachments/20171129115602_1-jpg.67658/

posted about 2 years ago
#209 cp_reckoner (5CP) in Map Discussion

Goodness, it's been 4 months since I last posted in here? Time really does fly when you're busy. Moving has been a hell of a chore and consumed a lot of what used to be my mapping time, but rest assured Reckoner RC3 is being worked on. Expect it out within the next two weeks (most likely).

I vaguely remember someone giving me a large document with prem feedback for Reckoner but I seem to have misplaced that. I PM'd a few people but I'm not sure if I PM'd the correct one - if you're who gave me that, please message me on steam or post it here! EDIT: Found it!

Thanks for the support. Hope y'all have fun with the new Jungle update, too.

- phi

posted about 2 years ago
#89 cp_cardinal (5CP) in Map Discussion

Apologies for how much time this version has taken. I'm moving to the UK in August so my life has been very busy lately! Let me know if there are any problems.

cp_cardinal_b3

Download

Changelog:
• Connected café/fishery/house with arch, will result in less wrapping and hopefully a general feeling of a smaller area
• Added pill to second balcony from fishery to support soldiers bombing and scout boston basher movement
• Shifted health around the arch area due to new path
• Fiddled with clipping around arch
• Generally started de-cluttering the map as a whole
• Removed lip clipping on various tiny fences
• Made lampposts on arch nonsolid, roamers beware
• Removed clutter ledge on ground of second
• Closed off room below second
• Centred map on 0,0 to make DM spawns much easier to format

posted about 2 years ago
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