Phi
Account Details
SteamID64 76561198039117675
SteamID3 [U:1:78851947]
SteamID32 STEAM_0:1:39425973
Country United Kingdom
Signed Up February 22, 2013
Last Posted February 19, 2020 at 12:23 PM
Posts 427 (0.1 per day)
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#3 cp_mutagen2 (5cp) in Map Discussion

The map's got a lot of quirks here and there but overall, it's a well put-together alpha and is definitely deserving of testing. I'll write up some feedback in a few days or so!

I've always liked the second point, the path coming up in that curve behind it especially. I do feel like there are a few too many routes in lobby which might make it too easy to backcap, but that can be fixed.

posted about 7 years ago
#52 cp_cardinal (5CP) in Map Discussion

cp_cardinal_a2

Download

Changes slated for a3:
• Changing forward spawn on 2nd to not be immediately under dropdown (thanks Citric)
• Various larger layout edits based off of higher-level testing

Changes released in a2:
• reduced size of sun to prevent blinding (thanks Zoma, Benroads, Gaz)
• made small jutting building next to second more obvious that it can't be jumped on (thanks Camper)
• Clipped left side (def. persp.) of last's barbed wire better (thanks Benroads)
• Blockbulleted and properly clipped various barricades across the map so you can't get stuck on their feet (thanks Benroads)
• Clipped door with wooden plank on top better (thanks Benroads)
• Clipped dragonteeth barriers better (thanks Benroads)
• Various barbed wires that weren't nonsolid were made nonsolid (thanks degu, Benroads)
• Attempted to fix certain displacements letting stickies through (thanks UstinDoppelQuinn, fahrenheit, Smyther)
• Removed weird oil under 2nd (thanks various people)
• Made shutter door frame nonsolid (thanks Googler, degu)
• Attempted to fix blue shutter door, weird bug (thanks Snape)
• Made last and lobby brighter (thanks Smyther)
• Raised captime for last to 2.4 from 2
• Changed spawnwaves to punish teamwipes slightly more (thanks Snape)
• Blockbulleted the picket fence next to fountain in second yard
• Added patches to health and ammo across the map
• Clipped tank a lot better (thanks Smyther, Benroads)
• Moved tank outwards and left slightly
• Marked where you must stand for the large shutter door to open
• Shortened fence around mid and clipped the outside so parts are walkable instead of jumpable (thanks Ynders)
• Changed explosive barrel models to standard oil barrel models

posted about 7 years ago
#10 TF2 update for 8/16/16 (8/17/16 UTC) in TF2 General Discussion

I assume all Metalworks changes were made and pushed by Scorpio, as the Sunshine bugfix was my doing + pushing.

Hopefully this is a sign that we'll be allowed to incorporate small touchups every so often from feedback via major tournaments!

posted about 7 years ago
#49 cp_cardinal (5CP) in Map Discussion
TsarbucksPhiI think the a1a's a little rough around the edges for mixing/pugging so I'll buckle down and polish up an a2 sometime soon for y'all.
Would you like us at New Map Pugs to withhold pugging on it until a2 is released?

I'm not sure when the pug would be happening but I'm going to (hopefully) be getting a2 out by/on the weekend. If the pug is in the next few days then feel free to run a1a, but a2 should fix most of the glaring issues present.

posted about 7 years ago
#47 cp_cardinal (5CP) in Map Discussion

Small update - going to be pushing for an a2 of this sometime this week. Hoping that I can keep the hype up enough to get some testing on it with the improvements.

posted about 7 years ago
#17 i58 - Schedule Set in LAN Discussion
nymthaePhiReckoner b3 is coming in the next few hours. I hope it will be allowed to update to the newest version as there's a few crucial fixes.
Yep that's in plenty of time!

Ok, cool - Beta 3 just released here: http://www.teamfortress.tv/29927/cp-reckoner-5cp

Should be all set. If there's anything wrong don't hesitate to tell me. Upload speed here is god-awful.

posted about 7 years ago
#162 cp_reckoner (5CP) in Map Discussion

cp_reckoner_b3

DOWNLOAD

Changelog:

• Removed water crate on last that provides a bad sightline
• Fixed clipping on certain vents in lobby
• Raised high ground in toxic to 1. make pushing into mid less of an uphill climb and 2. prevent snipers from shooting feet
• Reduced ceiling size in various areas to provide less bouncing and better splash coverage
• Moved around doorways in upper mid-second connector to prevent a sightline from one side to the other, this will make pushing through easier
• Shifted around small bits of geometry here and there
• Opened up various inner doorways across the map to cut back on the “double-door” sort of feel
• Raised second door leading into lobby from green room
• Fixed instances of clipping offering unfair perches, or preventing players from moving alongside geometry smoothly
• Removed box outside of small entrance to cargo
• Made main portion of bridge over mid opaque to offer a little more protection to the point
• Widened upper doorway into lobby slightly
• Added HDR
• Added full 3d skybox
• Made right side from attacker's perspective (yellow room) more spacious
• Moved forklift away from 2nd point slightly to offer more space
• Moved healthkit in lower-mid-second connector back to original position to facilitate rollouts better

Screenshots:

https://tf2maps.net/attachments/20160813204037_1-jpg.28464/

https://tf2maps.net/attachments/20160813203859_1-jpg.28457/

https://tf2maps.net/attachments/20160813203944_1-jpg.28461/

https://tf2maps.net/attachments/20160813203923_1-jpg.28459/

https://tf2maps.net/attachments/20160813203904_1-jpg.28458/

https://tf2maps.net/attachments/20160813204020_1-jpg.28463/

https://tf2maps.net/attachments/20160813203904_1-jpg.28458/

posted about 7 years ago
#15 i58 - Schedule Set in LAN Discussion

Reckoner b3 is coming in the next few hours. I hope it will be allowed to update to the newest version as there's a few crucial fixes.

posted about 7 years ago
#159 cp_reckoner (5CP) in Map Discussion

Beta 3 is coming very, very shortly; with hope of being out in time to be included as the official version in i58 (which I will be attending on Sunday the 28th for the matches/finals on said day, if you wanna talk to me in person feel free to contact me beforehand!)

Here's a sneak peek of some of the changes:

Show Content
• Removed water crate on last that provides a bad sightline
• Fixed clipping on certain vents in lobby
• Raised high ground in toxic to 1. make pushing into mid less of an uphill climb and 2. prevent snipers from shooting feet
• Reduced ceiling size in various areas to provide less bouncing and better splash coverage
• Moved around doorways in upper mid-second connector to prevent a sightline from one side to the other, this will make pushing through easier
• Shifted around small bits of geometry here and there
• Opened up various inner doorways across the map to cut back on the “double-door” sort of feel
• Raised second door leading into lobby from green room
• Made masts on mid nonsolid to projectiles, with exception of thick vertical poles, via blockbulleting and clipping

Please feel free to post any and all feedback so I can fix things for Beta 3. You can word your feedback however you like. I will consider every bit of feedback, no matter what!

posted about 7 years ago
#45 cp_cardinal (5CP) in Map Discussion

Thanks for the extensive feedback on what's only the first version of the map, everyone! Got a lot to fix up. Will address some specific points once I start fiddling around with the map.

I think the a1a's a little rough around the edges for mixing/pugging so I'll buckle down and polish up an a2 sometime soon for y'all. Got quite a few things happening at once right now but me and b4nny plan to keep early iteration lengths no longer than a few weeks between versions.

posted about 7 years ago
#20 cp_cardinal (5CP) in Map Discussion
ZomaNot sure how it might change depending on different graphics settings/configs, but the really bright skybox sun makes certain angles at mid painful to look at, in a way that usually affects the blue side much more than the red side:

http://i.imgur.com/sjAzhI4.jpg

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

http://i.imgur.com/Hvpfgc0.jpg

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

This is with bloom off. Not the most common of angles but could be a real issue if you're trying to hit soldier jumping over you, etc. and get blinded by the skybox. Contrast with the cp_sunshine skybox, which is also bright but not as intrusive:

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

Great point. I was using a default sun sprite but now I realize that this "default" sprite should be toned down massively to about the size of Sunshine's. Thank you for pointing this out.

posted about 7 years ago
#15 cp_cardinal (5CP) in Map Discussion

OP has been updated with a1a. Pretty much the only change is fixing the Hole In The Ground.

Thanks for all the nice comments and feedback so far!

posted about 7 years ago
#8 cp_cardinal (5CP) in Map Discussion
KeeshFound a bug for ya
http://steamcommunity.com/sharedfiles/filedetails/?id=736648820
http://steamcommunity.com/sharedfiles/filedetails/?id=736648872
hopefully its just my game being buggy but better safe than sorry

Other than that i love the map so far and am excited to see how it plays out

Oh whoops, lol. My bad. Thanks for pointing it out. Always some sort of funky bug on first releases... will quickly patch that out with an a1a. Incoming in like 15 min.

posted about 7 years ago
#1 cp_cardinal (5CP) in Map Discussion

cp_cardinal_rc1a

>> DOWNLOAD RC1A HERE <<

Cardinal is a 5cp control point map taking place across a large military base "disguised" with a commercial agency's façade. Positioned in a tactically advanced position with nods to Cold War preparation and protection, only one team can own this base - and you'd best hope it's yours!

Focusing around height differences, unusual route arrangements, and a unique layout, Cardinal is a lot of concepts you're simultaneously familiar and unfamiliar with - creating a distinctly novel gameplay experienc

Help provided from:
The Frontline Team, for assets and creative direction
Various players, for controlled competitive testing and prototype assistance
Dr. Spud, for ivy models
UEAKCrash, for creative direction
saam, for testing assistance

Old versions:

rc1
b3
b2
b1a
b1
a3
a2
a1a

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 7 years ago
#578 cp_sunshine (5CP) in Map Discussion
degudid anyone test the official version in 6v6? it wasn't played in esea last week and in pugchamp there's rc9 beeing played

ESEA doesn't update map versions until the seasons change. I assume the official version (which is by far the better version in my opinion) will be used once we reach next season. Probably the same for pugchamp.

posted about 7 years ago
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