roboprod
Account Details
SteamID64 76561198052092018
SteamID3 [U:1:91826290]
SteamID32 STEAM_0:0:45913145
Country United Kingdom
Signed Up June 24, 2014
Last Posted January 21, 2021 at 1:09 PM
Posts 69 (0 per day)
Game Settings
In-game Sensitivity 1.75
Windows Sensitivity 6
Raw Input 1
DPI
1000
Resolution
1280 x 768
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G305 Wireless
Keyboard Logitech G810 Orion spectrum
Mousepad Exibel Gaming Series
Headphones HyperX Cloud II
Monitor Acer GN246HL
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#1 Refresh: Recruitment in Map Discussion

https://i.imgur.com/u2hdUy5.jpg

Hey guys, Refresh: map group is looking for talented mappers that are willing to contribute to our projects in various competitive game modes. We are currently focusing our efforts towards 6s maps, but are open to suggestions for future work. Along with mapping experience, we are interested in the following qualities:

  • Passionate about map making
  • Attention to detail
  • Time to allocate
  • Ability to give and receive feedback
  • Competitive experience (not required)
  • Familiarity with git (not required)

Joining our group is being a part of a long history of mapmakers that have shaped the landscape of competitive TF2 across multiple metas, growing larger audiences and even hosting some of the world’s greatest players in the videogame industry. This is your chance to contribute to the TF2 community and improve on our most favoured maps. Our projects are incredibly rewarding to us and to the community, we would be really grateful for anyone who is willing to help.

If you’d like to join, please add R0boprod on steam or contact him on discord at roboprod#7490.

posted 2 months ago
#7 Same dpi, same mouse, same ingame. Feels different in Q/A Help

frametiming, fps and input delay are going to be different now so it's understandable that it feels different, I recommend sticking to the same sens and get used to it

posted 3 months ago
#2 need help re-enabling stuff in Q/A Help

cl_spec_carrieditems 1

idk the other one

posted 4 months ago
#29 Refresh: cp_process in Map Discussion

Improving on the previous iteration of process, we are happy to announce cp_process_f7 with the following changes:

  • Fixed texture alignment on sewer 2nd
  • Improved health and ammo overlay texture consistency
  • Properly mirrored health and ammo pack layout on 2nd
  • Fixed out of bounds pipes on 2nd slightly poking through a wall
  • Fixed some surfaces appearing black

Please find ALL the changes made to the map here.

Please refer to the original post for the download link, Alternatively, rent a server on serveme.tf

posted 4 months ago
#1 Refresh: cp_gullywash in Map Discussion

DOWNLOAD

The map has been uploaded to serveme.tf and can be selected as "cp_gullywash_f3" when renting a server.
Last updated on 04/02/2021.

INTRODUCTION

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We are pleased to announce the official release of cp_gullywash_f1, with the combined efforts of the Refresh: map group, the amazing work from Collaide as well as the aid of the community. We bring to you a fully symmetric map with numerous improvements in clipping and blockbullet as you have grown accustomed to in Refresh: cp_process.

SUMMARY

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The major changes in this version were focused on the playability of the map itself whilst maintaining the gameplay aspect intact. Much of our work has been the same as our first project -- Improving collision by fixing stairs, doorways, slopes, lights, railings, and ceilings to be consistent. Additionally, we made sure to align the map to the hammer grid and fix its horrendous asymmetry issues that will allow us to work on the map with more ease in future versions.

CHANGES

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Since pre-release:We are currently building a more comprehensive changelog that includes all changes made to the map. We will update you when it is available.

WANT TO HELP?

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We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Please add R0boprod or HOI if you'd like to work with us!

SHOUT-OUTS

BIG THANKS to those who contributed, namely Collaide for being such a hardworking person and sincerely putting in a considerable amount of effort to see this project through.

Jackylegs, Benroads and HOI have all been excellent people throughout this journey, it is due to them that we are able to provide good quality mapping whilst also improving performance.

Jan "Arnold" Laroy for making such an amazing and beloved map in this community, we are extremely grateful for the talent and creativity that our community has shown throughout the years.

posted 4 months ago
#39 Refresh: Gully (Prerelease thread) in Map Discussion
RockzCollaideIs this a good idea though? Because no other maps have stickies bounce off the doorframes of shutter doors as far as I know.
I could also make the shutter door thinner so you can spot the stickies more easily.

yeah the simplest solution is thinner door, but if you don't want to have stickies inside the doors, this is best thing i could think of. it also doesn't interact with player in any way, just stickies

This, however, would require every map to have the same solution, since consistency across all maps and finding a common ground is also something we would like to achieve. If every map has slightly different mechanics or quirks when you try to carry out your plan, then it is just frustrating and could be a game changer

posted 5 months ago
#28 Refresh: cp_process in Map Discussion

After reviewing some of the feedback we obtained (including #27), we have agreed to return two areas towards their original state. The blue radar dish has returned to replace the radio tower. This was originally changed when the blue tower on red side was replaced with a red one, but we realised there was no need to change the blue side. The clipping in lobby below the railing has also been removed as it was not necessary to make movement smooth. We made many other small changes to improve the symmetry and clipping of the map and thus we're releasing a new version: cp_process_f6.

Refer to the original post for the download link. Or rent a server on serveme.tf.

CHANGES:

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  • Made the lights in lobby the same for both sides
  • Added barrel props below the ramps to the top of last in order to improve projectile behaviour
  • Improved prop layout by the left spawn doors
  • Rotated barrel by red rollout to hide texture seam
  • Fixed out-of-bounds displacement seams on mid by sewer
  • Extended mid fence by sewer to reach wall
  • Added railing to the rooftop above the far sewer door
  • Further clipping improvements to the raised ledge area in lobby
  • Removed clipping on the side with the railing of the raised lobby area
  • Replaced the blue side out-of-bounds tower with a radar dish (the red side tower is still red, unlike on cp_process_final where it is blue)
  • Minor change to position of wood pallet outside forwards (no longer intersects with team coloured concrete)
  • Minor improvement to shape of blockbullet on rock below rollout
  • Fixed rock poking through ground on 2nd
  • Improved rock blockbullet
  • Fixed see-through gaps around windows on 2nd
  • Improved shape and clipping of step thing behind last point
  • Reduced size of clipping on diagonal pipe near choke
  • Made light above lower lobby non-solid
  • Added props to barrel corner near mid-IT entrance

    Please find ALL the changes made to the map here.

We appreciate the community for reaching out and offering us very insightful information as without it we wouldn't be able to refine our maps. We are particularly grateful for the concerns raised in #27, many thanks to DubThink for his amazing insights, but we found that many of the concerns discussed were trade-offs made for good reasons and we will argue why below.

Reply to #27

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Trap spots:
In regards to the trap spots we have eliminated, we considered whether the clipping improvements to these areas were beneficial and concluded that they are worthwhile. Although we accept we’re giving demomen fewer options to choose from, the number of choices remains plentiful. Ultimately these changes collectively make major quality of life improvements.

Sewers:
We believe that the ceiling in sewer having smooth clipping is more important than being higher at some parts since it’s quite possible to get stuck trying to strafe out of harm's way, losing all of your momentum. This is a common trend with cp_process and one that we made sure does not happen, hence the fixes to doorways not getting you stuck, lobby ceiling, etc.
However, we’d like to make clear that we’re not particularly happy with the overall design of sewer as it is, and how it has developed over the versions to the point of it not looking like a sewer at all, thus, we hope in the future to theme sewer accordingly with its history and name if given sufficient support. Of course, any future changes will not affect gameplay.

Lobby:
Additionally, the lobby PC spot was removed simply as to not obstruct player movement. While we can see the benefits of standing on it, we also saw the inconsistency that it creates, especially when it does not look like it’s designed to be used for that purpose.
posted 6 months ago
#4 bball.eu Season 1 is launching! in TF2 General Discussion

Hello can I be monkey bball player

posted 10 months ago
#26 Refresh: cp_process in Map Discussion

A newer version of process, cp_process_f5 has been released. Combined with changes found in 4th iteration of the map that never went public, the 5th iteration offers:

  • Added solid ramps to last and gave them detailing.
  • Fixed some texture alignment and decal issues.
  • Raised displacement edges adjacent to concrete on mid and second.
  • Adjusted choke ammo pack position slightly to be above the ground displacement.
  • Painted more invisible faces with nodraw.
  • Replaced the radar dish on blue side with a blue tower to match the red tower found on red side.
  • Spawn room chairs are more tucked in.
  • Raised the skybox by 512 units.
  • Fixed solidity of one of the fake doors at last.
  • Many other clipping improvements.

For a detailed log of all the changes performed to the map please head here.

posted 10 months ago
#3 Steam randomly invited 23~ players into a GC in TF2 General Discussion
24roboprodHas anyone seen this before? If not then be aware and please report if it does occur to others so that we can figure out how it's happening.Or you can make a bug report on steam and get it fixed?

Does it hurt trying to collect information about the issue that I am having so that I can report it more accurately? I have no idea why or how this has happened, I was hoping others would have ideas or answers that they could provide so that I can take the appropriate course of action.

posted 10 months ago
#1 Steam randomly invited 23~ players into a GC in TF2 General Discussion

As per the title steam has randomly invited 23~ players into a steam group chat without any user input on my part, as of the moment I have been left confused.

https://i.imgur.com/sKTGxqc.png

People were being added while I was away, no 2factor authentication was requested, and the people seem to have been selected at random since I have not played with some of these players recently, some of which I have not played with or against for over an year. Windows defender comes back clean.

Has anyone seen this before? If not then be aware and please report if it does occur to others so that we can figure out how it's happening.

posted 10 months ago
#10173 stream highlights in Videos

https://clips.twitch.tv/ResourcefulAmorphousPelicanWTRuck

posted about a year ago
#24 Refresh: cp_process in Map Discussion

To address some of the worries I have seen in this thread, I can understand how you may feel about us changing the map, even if it is only the geometry without contacting the original mappers.
Although we personally found that it would be counter-productive to reach out to a mapper that is no longer part of the community and has moved on from the game just for the courtesy of asking if we can improve the map when we in fact are ready to make these changes and implement them fast and provide the community with the cleanest version of process so far.
Whilst we are happy to talk to the original map makers and we intend to in the future for those whom are still accessible, we personally decided to take it upon ourselves and our faith in Scorpio Uprising to want what is best for this community.

Version f3 has been released and comes with the following changes:

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  • Added sticky collision to pipes in sewer and PC
  • Added sticky collision to lamps in top lobby and nest
  • Improved projectile clipping on mid crates
  • Added clipping ramps to the rock underneath rollout
  • Additional minor clipping improvements
posted about a year ago
#1 Refresh: cp_process in Map Discussion

DOWNLOAD

The map has been uploaded to serveme.tf and can be selected as "cp_process_f7" when renting a server.

Latest update: 29/11/2020

INTRODUCTION

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"Refresh:" is a series aimed at making maps more suitable for 6v6 and other gamemodes. We took the opportunity to use our experience to fix the issues with map geometry as well as minor aesthetic and performance improvements. We humbly invite you to try out these changes and offer your feedback, so that together we are able to increase the quality of the competitive map pool.

SUMMARY

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We aimed to keep the map structure and appearance as close to the original as possible with over a hundred changes being completely invisible, for example player clips and blockbullet brushes. The main target of these changes were improved collision on steps, slopes, doorways, ceilings and props, predominantly where splash bugs occurred. Some examples of this are on top of the crates on mid, the concrete ledges leading up to the grass area on mid, player collision fixes on doorways so you cannot get stuck and finally the geometry of the last point has been improved to match the visuals, pipes only collide with stickies and grenades, thus rocket jumping should be facilitated.

CHANGES

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  • The lowest doorways have been raised to above the height of a jumping player.
  • Stairs have been given proper projectile collision.
  • Minor prop asymmetry issues have been resolved.
  • The clipping on the walls of last has been removed to match the size of the playable space to the size of the room.
  • Props and corners have been given smooth player collision.
  • Surfaces not visible to players have been removed to reduce the map file size and potentially increased frame-rate.
  • Lamps no longer collide with players.
  • The circular structures above the mid entrances to PC have better player collision.
  • Areas around the mid crates have much better player and projectile collision.
  • Improved player collision with overhanging roofs, small concrete steps and doorways.
  • Added solid ramps to last and gave them detailing.
  • Fixed some texture alignment and decal issues.
  • Raised displacement edges adjacent to concrete on mid and second.
  • Adjusted choke ammo pack position slightly to be above the ground displacement.
  • Painted more invisible faces with nodraw.
  • Replaced the radar dish on blue side with a blue tower to match the red tower found on red side.
  • Spawn room chairs are more tucked in.
  • Raised the skybox by 512 units.
  • Fixed solidity of one of the fake doors at last.
  • Many other clipping improvements.

    Please find ALL the changes made to the map here.

MAP CHANGE SUGGESTIONS

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These are the changes we would like to make to the map, although we need your feedback to decide whether they are a good idea to do so since these may change the flow and visuals of the map.
  • Re-do brush geometry to have red/blu stripes regardless of gfx config.
  • Re-do vents in sewers to be aesthetically pleasing and sewer themed.

WANT TO HELP?

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If you have hammer skills and would be willing to help please add me or HOI and we will be able to provide you with fun team oriented map projects with other skilled mappers within the community!

SHOUT-OUTS

HOI and Collaide for being amazing human beings and making all the changes to the map, they deserve all the credit for the execution of this project whilst I just pitched the ideas and helped test them when needed.

Jackylegs and Benroads for their useful contributions to the making of this project and their valuable contributions to other projects currently in the works.

Scorpio Uprising for creating one of the most favoured maps in the history of TF2.

posted about a year ago
#134 My Story With Dashner: A Thread in TF2 General Discussion

Let me just say that I have massive amounts of respect for people like Console, JasmineButts and Uberchain respectively for committing so much effort, mental and physical to make this community bearable because without you all, and others of course, I have no doubt tf2 would not be alive for nearly as long as it is. It is unfortunate that people ruin all of the effort you put into this community but I acknowledge you all and you deserve the most success one can have for the dedication that you've shown and the things you've endured to not disappoint us as much as possible. It is needless to say but I support you 150% and I am sure I am not the only one.

Thank you for everything you do, from the bottom of my heart

-Roboprod

posted about a year ago
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