louise_sneeze
Account Details
SteamID64 76561198062451648
SteamID3 [U:1:102185920]
SteamID32 STEAM_0:0:51092960
Country United States
Signed Up October 30, 2016
Last Posted September 24, 2022 at 2:50 PM
Posts 23 (0 per day)
Game Settings
In-game Sensitivity 2.8
Windows Sensitivity
Raw Input 1
DPI
 
Resolution
1920x1080
Refresh Rate
60hz
Hardware Peripherals
Mouse Mionix Naos 7000
Keyboard Logitech G710+
Mousepad  
Headphones Audiotechnica M50x
Monitor AOC I2269VW
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#4 cp_anomaly (5cp) in Map Discussion

a1b

  • Removed one of the trains at last and moved the ramp that leads on top
  • Added a shutter at last to block a sightline from spawn
  • Added walls above chokes to prevent excessive high bombs
  • Fixed a weird corner at mid
posted 3 days ago
#1 cp_anomaly (5cp) in Map Discussion

cp_anomaly

Current version: a1b
Last updated: 9/24/2022
TF2 Maps page: https://tf2maps.net/downloads/cp_anomaly.14656/

https://tf2maps.net/attachments/20220917023052_1-jpg.188189/

Anomaly is the pro version of cp_michael which has been tested extensively for pub use on TF2Maps servers. Before going to beta I wanted to make a version better suited for comp use and ultimately, hopefully get it in a cup or RGL season if it's enjoyable enough.

The map's been played in several low-level pugs but has yet to be tested by higher level pugs or in a team vs team setting. Please feel free to give feedback on anything layout or gameplay related. Textures will come when I move to beta though I may start adding a few before then.

If you need to contact me, my discord is louise#8703

Thanks to:
beef. for his enthusiasm and encouragement
TF2Maps and sweglord227 for pub and pug testing

posted 5 days ago
#1 Name change in Requests

From turtleboy666 to louise_sneeze

posted about a year ago
#624 ESEA Open S31 Happenings/Discussion in TF2 General Discussion

gg to Purple Plus 2, my gamers are greatly saddened by their inability to coordinate

posted about 3 years ago
#4 scout LFT mid open in Recruitment (looking for team)

bump, the team I joined didn't register in time and the leader didn't tell me until now lol

posted about 4 years ago
#2 Name change in Requests

bump

posted about 4 years ago
#1 scout LFT mid open in Recruitment (looking for team)

I have ugc experience in both 6s and hl and I want to play in a better league (esea). I'm looking to play scout in open, try me out B)

I have almost 3000 hours in tf2 so my gamesense is pretty good and I'm mainly looking to improve my aim and positioning. I used to be a heavy main, so I can guarantee solid last holds when needed!

I'm in uni but I should be available for most scrims.

https://play.esea.net/users/1306357
http://steamcommunity.com/id/piluke_/

posted about 4 years ago
#19 cp_prolands in Map Discussion

Just a couple notes about clipping and spots where you shouldn't be able to stand: http://imgur.com/a/nJzlN

posted about 5 years ago
#26 koth_dam in Map Discussion

Thanks Tmbr, I thought about connecting them but leaving them disconnected makes it more viable for teams to repush from balcony.

As for the point, it seems that the capture zone decals still don't work with fps configs :( I guess I'll just make them into small brushes.

posted about 5 years ago
#24 koth_dam in Map Discussion

Thanks for all the feedback Linker!

Since this is alpha, I'm not worrying too much about the textures right now. I mainly just use them because I find dev textures a bit boring. When I move to beta, I plan to make everything much more visually pleasing and green/overgrown.

posted about 5 years ago
#22 koth_dam in Map Discussion

This version has some pretty significant changes and I'm prepared to stay in alpha for a bit longer to iron out the reblocked areas. Some of these changes weren't exactly necessary but I thought they'll make it feel better to play on.

Direct Download

Changes:

  • Changed to rotated symmetry
  • Lowered light brightnesses a bit
  • Moved the brick house forward a bit
  • Added some height variation inside the brick house
  • Swapped the stairs and choke positions on the main building
  • Rearranged rollout areas
  • Added a new rollout option to the left which leads to the gravel dump
  • Increased gravel dump height
  • Temporarily removed 3D skybox
  • Added doorway between the gravel dump and the main building
  • Removed the flank under point
  • Simplified some geometry
  • Reduced visleafs
  • Fixed capture zone decals for people with fps configs (hopefully)
  • Added a slope to the small hp and ammo under point
  • Removed railing on the upper catwalk

a12 pics:

Show Content
posted about 5 years ago
#21 koth_dam in Map Discussion

First official scrim: http://sizzlingstats.com/stats/512118

Main notes:

  • Flickering skybox
  • Long sniper sightline from catwalk to rollout
  • Point is too easy to hold onto
  • It's too easy to flank, especially for scouts
  • Moderately fun but gameplay is a bit chaotic and unbalanced
  • Some people don't like the symmetry
posted about 5 years ago
#20 koth_dam in Map Discussion

Here's some soap dm spawns for a11 if anyone cares lol

"Spawns"
{
	"red"
	{
		"Control House Red"
		{
			"origin" 	"1049.985718 -225.840378 244.031311"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Radar House Red"
		{
			"origin"	"1236.628540 29.043495 276.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Overview Red"
		{
			"origin"	"637.188538 501.450745 404.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Upper Catwalk Red"
		{
			"origin"	"409.242065 -996.590088 372.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Truck Red"
		{
			"origin"	"1224.254517 -1232.037109 224.418304"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Control House Blu"
		{
			"origin"	"-240.356781 1048.124146 244.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Radar House Blu"
		{
			"origin"	"29.034904 1187.728516 276.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Overview Blu"
		{
			"origin"	"505.297668 669.661926 404.031311"
			"angles"	"0.000000 -180.000000 0.000000"
		}
		"Upper Catwalk Blu"
		{
			"origin"	"-993.499329 470.845215 372.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Truck Blu"
		{
			"origin"	"-1194.648682 1252.642944 233.866211"
			"angles"	"0.000000 -90.000000 0.000000"
		}
	}
	"blue"
	{
		"Control House Red"
		{
			"origin" 	"1049.985718 -225.840378 244.031311"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Radar House Red"
		{
			"origin"	"1236.628540 29.043495 276.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Overview Red"
		{
			"origin"	"637.188538 501.450745 404.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Upper Catwalk Red"
		{
			"origin"	"409.242065 -996.590088 372.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Truck Red"
		{
			"origin"	"1224.254517 -1232.037109 224.418304"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Control House Blu"
		{
			"origin"	"-240.356781 1048.124146 244.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Radar House Blu"
		{
			"origin"	"29.034904 1187.728516 276.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Overview Blu"
		{
			"origin"	"505.297668 669.661926 404.031311"
			"angles"	"0.000000 -180.000000 0.000000"
		}
		"Upper Catwalk Blu"
		{
			"origin"	"-993.499329 470.845215 372.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Truck Blu"
		{
			"origin"	"-1194.648682 1252.642944 233.866211"
			"angles"	"0.000000 -90.000000 0.000000"
		}
	}
}
posted about 5 years ago
#19 koth_dam in Map Discussion

Thanks again Tmbr!

The point design is still under development and is likely to change by the time I reach beta.

There was bound to be something wrong with the new lighting, so thanks for letting me know :)

posted about 5 years ago
#17 koth_dam in Map Discussion

Thanks heks! I agree and hopefully I'll have most of those fixed in the next version :)

posted about 5 years ago
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