QuantumBarber
Account Details
SteamID64 76561198090523071
SteamID3 [U:1:130257343]
SteamID32 STEAM_0:1:65128671
Country United States
Signed Up August 2, 2017
Last Posted June 11, 2021 at 8:47 PM
Posts 65 (0 per day)
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#44 cp_propaganda (5cp) in Map Discussion

b3 update:
Furthered detailing
Small clipping improvements

Download: http://tf2maps.net/downloads/propaganda.1927/download?version=13450
Screenshots: https://imgur.com/a/4x1ZN

posted about 6 years ago
#42 cp_propaganda (5cp) in Map Discussion

b2 update:
Improved clipping and shrunk size on building lips sticking out to try and simplify geometry.
Improved clipping on rocks on last.
Improved more general clipping. Hopefully its less awful trying to navigate the map.
Fixed exposed nodraw.
Removed wall on "alley" flank.
Moved both forward spawns around to the spots twiggy suggested.
Moved chimney slightly for the sake of rollouts.
Fixed invisible ledge above wall between last and 2nd.
Fixed slight asymmetry on mid.
Removed unnecessary wall on shack on 2nd.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=13021
Screenshots: https://imgur.com/a/J5atQ

posted about 6 years ago
#1 ultiduo_ladder in Map Discussion

A symmetric ultiduo map, detailed asymmetrically. I used this primarily as detail practice a while back, and don't have any plans to make major changes. Feedback is always welcome, though.

Current version: b2
Download: https://tf2maps.net/downloads/ladder.3863/download?version=12947
TF2Maps Thread: https://tf2maps.net/downloads/ladder.3863/
Screenshots: https://imgur.com/a/yxX5O

posted about 6 years ago
#41 cp_propaganda (5cp) in Map Discussion

Thanks twiggy! I really like these ideas.

posted about 6 years ago
#38 cp_propaganda (5cp) in Map Discussion

b1 update:
Now moving into beta! I feel confident now that theres not a whole lot that needs significant changes, so I've started detailing a bit.
-Windows!
-Changed the shape of some buildings for visual purposes.
-Fixed the smaller things Beater suggested.(lantern collision, shelf)
-Once again, either helped or hurt performance! Either way it's a feature, I swear.

Known issues:
-Stickies stick to nothing above the new wall on last.
-Collision on pipe near second point can be weird.
-Invisible wall around the forward spawn door on second.

Things I'm considering and would like feedback on: (Mostly things beater suggested)
-Moving forward spawns around to make sniper less powerful.
-Making alley flank from mid more interesting. I'm not entirely sure how to do this without major changes, and I don't have time to make these atm.
-Removing death pits on second.
-Shrinking the size of mid a bit.

I would absolutely love thoughts on the ideas above.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=12885
Screenshots: https://imgur.com/a/ZZAth

posted about 6 years ago
#33 cp_propaganda (5cp) in Map Discussion

a15 update:
-Slightly lowered the pavilion on mid.
-Simplified second by replacing the little house next to porch with hedges.
-Made cave more cave-like. I've made it smaller on the inside and reduced its footprint on second.
-Changed top right spawn on last so its harder to spam point from safety.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=12671
Screenshots: https://imgur.com/a/E64j3

posted about 6 years ago
#32 cp_propaganda (5cp) in Map Discussion

Yeah, I'll look into it for sure. Are there any particular areas that seem to have lower framerate than others?
Also, does anyone else happen to be having similar issues on windows or linux?

posted about 6 years ago
#30 cp_propaganda (5cp) in Map Discussion

a14 update:
Attempted to fix respawn times. It should be more similar to other 5cp maps' timings.
Added a bit more ammo to second.
Reduced sniper visibility from cave onto mid.
Reduced visibility on mid.
Added a few things to last for cover.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=12594
Screenshots: https://imgur.com/a/ZRCpK

posted about 6 years ago
#29 cp_propaganda (5cp) in Map Discussion

a13 update:
-Optimization! I either made it better or worse, you decide!
-Changed the right flank from mid to be a cave instead of an awkwardly long boring hallway.
-Added balconies to some walls to make soldier slightly less strong in those areas.
-‎Moved tank on last.
-Other things I don't remember over the last couple of months.

Things I'm considering:
-Removing the dropdown from the porch on 2nd
-Adding new route to flank over water https://i.imgur.com/Iq3gehe.jpg
-‎Moving last cap point closer to the middle, rather than back next to spawn.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=12403
Screenshots: https://imgur.com/a/NEJ4B

posted about 6 years ago
#144 cp_prolands in Map Discussion

I feel like the enlarged barbed wire between the crates at mid looks odd and doesn't really make it obvious that its supposed to block splash.
I think it would look better and make it more obvious that rockets don't go through it if you bring the crates closer and use blockbullets between like this.
I made the changes in a vmf file, so you should be able to just copy it and paste special it into your vmf to see how it looks.
https://drive.google.com/file/d/0Bz-X38MFvlXaSVoxTkk0MjJzMmM If you like it, feel free to use or edit the changes I made, or if you're stubborn you could make the changes yourself. It's pretty easy to do. ¯\_(ツ)_/¯

posted about 6 years ago
#10 Ult_Lookout in Map Discussion

I like how this is looking so far.

TwinMillI'm very well aware of the elevator problem. People say they're not exactly optimal, so I'll try to find a way to maybe just make them a decal or something. I'm pretty sad to see them go... I guess there's no room for vanity in the competitive scene.

I can certainly see where you're coming from, but I don't think that there isn't any room whatsoever. Some of the visual stuff just takes some creative thinking to keep it matching your vision while also making the changes to make it fun. For example, I think a two door elevator would work well, something like this in the middle of spawn positioned like this. But make it so the doors open at the start and stay that way so players can rotate from one exit to the other easily.

As for not being able to find any good textures, I would recommend the construction content pack made by the talented people at tf2maps.net. It also has a lot of good props to use.

Also, if I'm not mistaken linux servers have issues with uppercase letters being in the filename, so you might not want to capitalize the "L" in the filename.

posted about 6 years ago
#28 cp_propaganda (5cp) in Map Discussion

a12 update:
I could've sworn I pushed this update out a week or so ago. My bad. It's relatively small.
-Changed right flank going from 2nd to last. The goal is to make pushing last more interesting instead of just hoping to push through the spam.
-Fixed the floating wall that @sage pointed out.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=11659
Screenshots: https://imgur.com/a/MCChr

posted about 6 years ago
#26 cp_propaganda (5cp) in Map Discussion

A11A Minor update:
Fixed clipping issues on mid.
Made it clearer that that rockets dont go through the arbor roofs.
Added small porch thing to the alleyway flank. It's slightly less of a flat boring hallway now. https://i.imgur.com/ZZx7wuo.jpg

Download: http://tf2maps.net/downloads/propaganda.1927/download?version=11494
Screenshots: http://imgur.com/a/tGa7w (Same album posted with A11 update)

This will probably be the last update I release until the essentials.tf experimental cup, unless something game breaking crops up.

posted about 6 years ago
#24 cp_propaganda (5cp) in Map Discussion

I'm trying to pace myself with making too many layout changes at once, as it can pretty quickly change how the whole map plays. I've learned that lesson the hard way with earlier maps. So, for now it may seem like I'm ignoring some feedback, but I promise I take it all into consideration. I'm just being careful with it and trying to think it through.

@SolloWolo Thanks for the feedback.
The water has a kill trigger in it, your (basically) infinite health is keeping you from dying, I think. I may have it set up wrong, I'll have to look into the standard way of handling it, but for now it kills anyone below the health of 9999. ¯\_(ツ)_/¯
I'll agree the high ground on second seems to be an issue.
Last is still pretty easy to defend. My plan is to change the side that had the bushes in a similar manner to how b4nny requested on stream. Should make it so that the middle entrance isn't the only safe one anymore.

@sage Thanks! I moved some stuff around, messed up on the clipping and managed to miss it.
On the water looking ugly, do you mean the water itself, or the way it cuts off?

posted about 6 years ago
#20 cp_propaganda (5cp) in Map Discussion

A11 Changelog:
Mid:
I essentially moved stuff around to help with sightlines.
Made ramps going to pavilion feels better.
Added arbors.
Made choke go into mid a bit more. (It's less like sunshines and process' now.)

2nd:
Added shack near choke to block sightlines and maybe make the area more interesting to play in.
Added dropdown from porch.

Last:
Removed bushes.

Other:
Added small route between the lower choke into last and the building next to porch on 2nd.

There is more I don't remember probably.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=11470
Screenshots: http://imgur.com/a/tGa7w

posted about 6 years ago
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