biskuu
Account Details
SteamID64 76561198044361926
SteamID3 [U:1:84096198]
SteamID32 STEAM_0:0:42048099
Country Korea, Democratic People's Republic of
Signed Up January 27, 2014
Last Posted June 7, 2023 at 7:01 AM
Posts 463 (0.1 per day)
Game Settings
In-game Sensitivity 1.2
Windows Sensitivity
Raw Input 1
DPI
1000
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
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#39 cp_badlands_pro in Map Discussion
BenroadsAdding this mesh honestly just looks awful, normally in these posts I don't really comment on visuals but this is actually pretty disgusting looking, if you're trying to removing being able to shoot between the boxes (one of my favorite parts about the map) you should just put some blockbullet over them.

There is block bullet over the wires. The reason I added them is because I didn't want people to be confused and think they can shoot through the crates.

posted about 8 years ago
#37 cp_badlands_pro in Map Discussion
Daggerhttp://images.akamai.steamusercontent.com/ugc/550933846706140209/208C8822EA39F37F2BED8BBCA05BF66EB987F9F9/

this fence needs clipping and on the other side

Thanks, I'll do that.

posted about 8 years ago
#28 cp_badlands_pro in Map Discussion
Digibadlands doesn't need a pro version

• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally

These are enough things to have an excuse to make a pro version

posted about 8 years ago
#27 cp_badlands_pro in Map Discussion
fatswimdudecan you remove the little plank on launchpad?

and i think a lot of roofs and doorways could be raised or widened granary_pro-style

I'm planning on returning the map to its original theme just for the sake of it. Also, I will remove the planks but I don't think widening doorways is a good idea.

posted about 8 years ago
#25 cp_badlands_pro in Map Discussion
coIedidn't a badlands_pro already exist? hence this video from 2 months ago:
https://www.youtube.com/watch?v=YwlDcQa1qkw

did you make that one or what?

This is made by Zafus. (http://tf2.gamebanana.com/maps/174526)
Unfortunately, his version has some weird things like removed clips on the house so people can get up on the roofs of middle. He also removed the entire metal panel on the side of balcony where players can dropdown from trash. Personally I thought these changes were bad for the map as it is already hard to push out from last point.
Also, its worth to mention that his version was made using the old badlands which had holes in the middle point, small rocks screwing the surfs on launchpad and so on.

Antaresyo biskuit nigga you mapping as well ? small world

eyyyyyyyy

posted about 8 years ago
#20 cp_badlands_pro in Map Discussion
Martyspire looks really ugly. probably cause of fps configs but i'd still look into it
http://puu.sh/nqiBI/83a08afc1f.jpg
a few lighting bugs. some things are black/super dark

idk if your intention was to completely abolish all dumb hiding spots, but this still exists
http://puu.sh/nqiCk/f812ad3122.jpg

I have an fps config too and spire looks the same. The problem with decompiled versions of maps is that even when you compile them with VBCT's Final mode you never know what compile settings Valve used when compiling.
Also, I didn't want to remove all hiding spots. I thought this spot is pretty similar to the hiding spot on Process' PC and its pretty well known.

posted about 8 years ago
#17 cp_badlands_pro in Map Discussion
SideshowThis should be used to show Valve what to fix, perhaps, but I highly doubt you'll ever see it in a league. It makes no sense to make every map a _pro version for small changes.

Hopefully. That would be so much better.

posted about 8 years ago
#15 cp_badlands_pro in Map Discussion
Wholegraini personally dont mind it that much, its just that the hoodoos look sooooooo out of place

spire in particular looks awful as mentioned prior

I didn't really want to change the map layout by a lot so I had to keep the hoodoos and make them look as natural as possible, I don't think they look that awful. As for the spire, maybe you're right, should I get rid of the ground texture and just have it all be rock? I've tried that and it looks pretty bad.

posted about 8 years ago
#12 cp_badlands_pro in Map Discussion

I'm a bit skeptical about the lower left lamps, not sure what I'll do yet I guess.
Also, if people dig the Alpine theme of the map I am planning on further detailing and making the general texturing sharper, I just didn't want to put a lot of work into it and have people dislike it so I'd have to change it back.

posted about 8 years ago
#7 cp_badlands_pro in Map Discussion
4812622• Fixed hiding spots on Last and Second point
• Vents
• Edge and Lamp on top of Last
• Lower Left Lamps
• Small Edge next to Balcony
• Powerbox on Second point

whyyyy

I think that most, if not all of them, were not planned to exist in the first place. Also, I think it makes the layout of the map cleaner.

posted about 8 years ago
#1 cp_badlands_pro in Map Discussion

Any feedback you want to leave, do it for this version, it has re-added the hiding spots and reverted back to the original theme of the map, only fixing clipping and mirroring issues for the most part: http://www.teamfortress.tv/31988/cp-badlands-pro/?page=2#59

Badlands has a lot of stupid stuff that should've been fixed ages ago and compared to the level of polish that other maps like Process and Gullywash have, it is pretty bad.

I don't think people will accept a different theme but I'd like to try it. I could it back to it's original any time so its fine.
It also boosts framerate as some lights, detail props, rocks and grass have been removed.
Not sure about the changes to last point's cap time but we'll see.

- Changes -

• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally
• Fixed hiding spots on Last and Second point
   • Vents
   • Edge and Lamp on top of Last
   • Lower Left Lamps
   • Small Edge next to Balcony
   • Powerbox on Second point
   • Buffalo Skull thats only on RED House
   • Grain elevator on BLU Valley​
• Fixed Last capture trigger to not extend beyond the capture zone
• Changed Last capture time from 1 second to 1.2 seconds

Animated air intakes were created by Apom.

I take no credit for this map, other than doing some clippining, adding/removing a few props, brushes, textures and entities..

SCREENSHOTS
DOWNLOAD

posted about 8 years ago
#51 How to get over your "first love" in Off Topic

https://www.youtube.com/watch?v=SlCRfTmBSGs

posted about 8 years ago
#70 TF2 Players that went on to greater adventures. in TF2 General Discussion

scorpio uprising that made process, standin and metalworks is making maps for other games i think

posted about 8 years ago
#155 Raptor cut from Planet Express in News
Diogo_Rajadasi like how you talk shit of raptor for being a bad med when honey is on prem aswell LOL

Couldn't have said it better.

posted about 8 years ago
#34 Pickups.tf in Projects

Only upside from TF2Pickup I see is that you can choose between Roaming and Pocketing so you don't have to communicate with the retarded open soldier saying "i only roamer".
That aside, I think what EU is missing is a pickup system with captains. NA already has pug.me and pug champ.

posted about 8 years ago
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