Selentic
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SteamID64 76561197987812857
SteamID3 [U:1:27547129]
SteamID32 STEAM_0:1:13773564
Country Canada
Signed Up March 10, 2013
Last Posted March 27, 2016 at 12:22 AM
Posts 28 (0 per day)
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#26 cp_harbour (5cp) in Map Discussion

Updated to a16

Moved first spawn doors back and removed barricades on last (thanks burton)
Opened up second a little more, since it got a bit too tight from the last changes
Another remade mid lol

New screenshots and download in first post.

Also the vpk update for tf2 hits soon, and I already converted it, so this will be the last version until the editor is fixed. (hopefully a few weeks)

posted about 11 years ago
#2 cp_construct in Map Discussion

The changes you made to last look like they should improve it a lot over a1, I look forward to playing it when I'm not exhausted and tf2m isn't nearly empty.

posted about 11 years ago
#24 cp_harbour (5cp) in Map Discussion

Updated to a15c

Added barriers at last spawn covering the point
Deleted the wall at last covering the bottom path
Cut a lot of useless space out of 2nd
New middle point
Most surfaces should react properly to splash damage now

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a15c.bsp.bz2

posted about 11 years ago
#21 cp_harbour (5cp) in Map Discussion
Phihttp://forums.tf2maps.net/showthread.php?t=20749

This could be a contributing factor towards your un-registering stairs.
The Source engine calculates blast damage in an odd way and it's unavoidable in certain circumstances. You'll have to take that into account when designing your stairs (that's why a lot of maps, like Process for sure, use flat ramps instead of stairs to register rockets more efficiently).

ty qt <3

EdyI just feel like whatever big maps have water (freight, well) makes the water even more unnecessary because the map is already big so its already going to be a slow paced game. The water helps maps being slow paced and makes for a bad map, imo.

I dunno, from what I've seen so far the area is rarely used, and its impact is pretty minimal, usually only entered when people get pushed in, either way, I'm gonna leave it in for now and focus on bigger issues, and then consider changing it later on when I don't have as much other stuff to worry about.

EdyWell in badlands for example, the last on that map and this map are pretty similar sizes but on badlands the point has the side walls around it so the map isn't that clustered around the point. So far the last on harbour makes it so whoever does spawn can easily spam onto the point and it'll completely stop anyone from capping because of the amazing high ground you get as the defender.

I have no idea how this did not occur to me, anyway, gonna try something like this to solve that.

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/spawnrailing.jpg

EdyI think if you fix the spawns on mid it could be a decent map but as far as the mid itself plays out its way to big. And one thing I could add onto the mid is the two big block walls on the mid point itself - Soldiers seem to jump onto there and spam on the combo, maybe make it so the mid is kind of like snakewater mid where scouts could actually jump onto that block and counter the soldiers.

Yeah, I'm just gonna design a new mid, the entire area has just been vastly inferior to the other two points for a while now and I can't think of any way to salvage it.

Also irrelevant at this point, but scouts can get up on the boxes via the rusted building's roof, but it's an unintuitive and out of the way path.

EdyEDIT: found it, http://www.mediafire.com/?5dxvwr98zrdzoxd
played pocket

Excellent, thanks, this is all really helpful. Also gonna see what I can do about cutting out most of the useless space on second too.

posted about 11 years ago
#18 cp_harbour (5cp) in Map Discussion
EdyI never really enjoyed water being in maps, but I guess that goes with its name "harbour". There might have been a reason the water was taken away from old gullywash, same could apply here (maybe just take that whole water flank route out of the map?).

If I had to guess why the water was removed from gullywash, I'd say it was because the area it was in never really had a reason for it to be there in the first place since it wasn't really integral to the design of the area, and was more of an arbitrary I'll put water just for fun.

Right now the only thing that is stopping second from just being a point in a generic, mostly flat area is the water, so I'd need reasons beyond just not liking water before I seal it off.

EdyThe last is really small and cluster fucked

I think I have some idea why it feels that way, but can you elaborate further?

Also y/n

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/biggerlast.jpg

EdyOverall the map is really big, the spawn from mid to 2nd (when you're controlling 2nd, pushing into last) is a really long walk and you can't contest it if the other team is trying to cap.

Yeah, I've gotten a lot of complaints about third spawn, and I agree, mid was the first point I designed on here, and has definitely proved to be the weakest, so I'm probably going to redesign it entirely when I get a chance because it's simple, boring, and too big right now.

EdySome areas of the map have these annoying stairs that don't register rockets(kind of like the stairs in lakeside),literally lost a medic pick because of that.

I think I know what might be causing this, I'll try to fix it later.

Thanks for the feedback!

e: also if you have a demo of the match it'd be greatly appreciated

posted about 11 years ago
#7 koth_ultiduotrainsaw! in Map Discussion

koth_windmilltrainsaw_pro

I never thought I would see the day...

posted about 11 years ago
#52 cp_edifice in Map Discussion
wareyano dude you need to name it cp_gravelwater xd

saw that coming a kilometer away

posted about 11 years ago
#14 cp_harbour (5cp) in Map Discussion
aimIf that first picture is last then it seems like ashville and badlands had a baby. Other than that this is a nice map.

Yeah, first pic is last. Is it looking like that a bad thing?

Lights_I haven't played this map at all, but it's really aesthetically pleasing, I love the look of it.

Hopefully it plays just as well!

posted about 11 years ago
#11 cp_harbour (5cp) in Map Discussion

Updated this to a14c

Placed some new powerups around 2nd and altered spawn times when 2/4 is owned by offense.
Small alterations to second
Added a shed attached to the barn at 2nd replacing the platform that was there previously.

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a14c.bsp.bz2

posted about 11 years ago
#12 koth_manufacture in Map Discussion
wareyayou should release a vmf so people like me can look and learn :>

http://forums.tf2maps.net/showthread.php?t=5952

Perhaps these would be of use to you?

posted about 11 years ago
#9 cp_harbour (5cp) in Map Discussion
Jayhttp://steamcommunity.com/sharedfiles/filedetails/?id=131900929

http://steamcommunity.com/sharedfiles/filedetails/?id=131901158

http://steamcommunity.com/sharedfiles/filedetails/?id=131832422

Oops, thanks for catching that, fixing now.

E: Should be fixed now, new version here

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a14b.bsp.bz2

posted about 11 years ago
#3 cp_harbour (5cp) in Map Discussion

Thanks <3

posted about 11 years ago
#1 cp_harbour (5cp) in Map Discussion

Screenshots:

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160000.jpg

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160001.jpg

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00004.jpg

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00006.jpg

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160002.jpg

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00009.jpg

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160003.jpg

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160004.jpg

Latest version: https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a16.bsp.bz2

I haven't really had much opportunity to get comp feedback aside from that a few of my comp buddies gave me, and some pugs that were run on much earlier version of the map, so I'm hoping that throwing it here will get me a bit more feedback for how this works out in comp.

posted about 11 years ago
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