solaplay mau, look up the rules yourself, and tell nobody the rules, its quality
Hey, Life Scout here. Mau is the single most fun game to haze enrich the camping experience of first years (10-11 year olds)
| Account Details | |
|---|---|
| SteamID64 | 76561198116072296 |
| SteamID3 | [U:1:155806568] |
| SteamID32 | STEAM_0:0:77903284 |
| Country | United States |
| Signed Up | May 9, 2016 |
| Last Posted | January 7, 2026 at 12:12 AM |
| Posts | 1398 (0.4 per day) |
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| In-game Sensitivity | I don't play anymore |
| Windows Sensitivity | |
| Raw Input | 1 |
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| Mouse | My computer is in another state |
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solaplay mau, look up the rules yourself, and tell nobody the rules, its quality
Hey, Life Scout here. Mau is the single most fun game to haze enrich the camping experience of first years (10-11 year olds)
ErictruktrukI disagree that we all suck, but if you (or anyone that thinks the same) could provide some constructive criticism, it would help everyone. It's kind of shitty to be talked down upon then receive no feedback on how to improve.You and Yimi have been the primary NA casters this season.
Yimi has trouble putting his thoughts into words and communicating efficiently (as indicated by his frequent pausing and stuttering); because of this, there have been many occasions where you elected to speak for him or simply cut him off to resume play-by-play casting.
Aside from resulting in obvious mechanical issues, this leaves the viewers with a dearth of analysis, a problem that is only exacerbated both by the relative lack of in-game experience for the casters and by the overall lower skill level of the Invite division in recent seasons.
There have been a couple of occasions where Invite players have simultaneously casted or reviewed matches alongside the TFTV cast, and their content is almost always more informative (despite typically involving less man-power) because these players are more able to predict and explain scenarios. Personally, there are some old demo reviews that have taught and continue to teach me valuable information about the game, but these recent NA casts have only really been able to teach me about the players in the server.
I really think Marxist will be able to fill that void. I really liked the rotating Invite casters as well. Truktruk, you're good at facilitating play by play, but you need someone like Slin, Deathy, Marxist, etc. as an analyst. I think that mentality with casting partners would be good.
truktrukWord is that EVL will be playing a double header tonight with FROYO BLACK being the second of the two games. If anyone from Sal's Canal can let me know if they are going to forfeit or play that would be much appreciated.
While it's not 100% accurate, I've scheduled the match on tf.tv to be played at 11pm EST tonight.
Sals is letting them cap 5 times as they don't have all 6 and are out of forfeits.
ConsoleTsarbucksWhile were talking about S23, do you guys have any changes you'd like to see in the map list?Reckoner maybe? Seemed to do well this season in ETF2L and I personally like the map a lot.
I'd probably cut second granary, but I don't know what'd I'd replace it with.
I never liked reckoner and I think it has serious flaws. I would choose Coalplant, but I don't know how well received it would be.
While were talking about S23, do you guys have any changes you'd like to see in the map list?
I'd probably cut second granary, but I don't know what'd I'd replace it with.
We did get 1k views, though. That's pretty good
swyhi im condom *pops uber on a black box with nL on the other side of second *
FTFY
Now nL on Gullywash time
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redcoatzygotethe demoman only has 1 eye that doesnt work
"Losing my eyesight to cancer as an eight-year-old taught me the importance of hard work and creative solutions."
.D
ScorpioUprisingTsarbucksThis is just a few general questions to you, but how did you get into mapping, what is your favorite of the maps you made, and what advice do you have for new mappers like myself?
3) Oh man, I could ramble for days. First thing to keep in mind: your first map will be bad. This isn't something that you've done wrong, it isn't the result of a mistake or a failing on your part. Its all just part and parcel to the learning process that is level design. The first thing you make is bad, both because you're just learning how to use the tools, but also because you're learning how to make GOOD levels. Its one thing to figure out how a brush/displacment/hint and so forth works, its another thing entirely to understand what good gameplay is, what a good combat space is like and so on. So take your first map as a learning process; make a messy, stapled together, poorly optimized trash heap and then move on. The next map will still be bad, but you'll have learned from making the first. And then the third will be better, but still not amazing. AND THEN... and then and then you just keep going and eventually you'll start making GOOD maps.
A level designer from Valve that I follow on twitter, he made a comment on his maps that basically is like "I'm constantly making better maps than I've ever made before", because every year he is getting better at making them. So don't get discouraged! If you stick with mapping, you'll look back at your first maps and recognize the necessity of your failings as a stepping stone to where you are today.
Second, there is a fine line between observing other maps and learning from their success, and trying to re-implement their success exactly. A good example of this is sunshine. Clearly, its a map very much informed by the success of process, but its definitely not (strictly speaking) a clone of process either. Its got its own last, its own take on middle and how it handles flank routes, its own visual design. Being able to tell when you are just retreading the same exact footsteps of another map, versus when you are taking the formula of that and spinning it off into your own thing is really important. For a new mapper, learn the distinction between copying a map exactly versus evolving the concepts the map deals with and you'll go far.
Finally, acknowledge the necessity of feedback to grow and change the map you're working on, but never forget: Its your map! You know its ins and outs. You know what you intend to do with it, and how long a change will take to make. If someone tells you to change something, don't just blindly follow their input, but consider the implications and ask yourself "does this make sense?". Design by committee is never a formula for interesting game design, and allowing yourself time to think and consider is huge for improving a map.
Thanks for the help! I currently in pre alpha on my 3rd map and it is much better than my prior two. What other maps besides Metalworks and Process have you made that someone here might recognize?
This is just a few general questions to you, but how did you get into mapping, what is your favorite of the maps you made, and what advice do you have for new mappers like myself?
While I'm not experienced enough to coach, I'll do my part by letting a newer player take my spot. I wish you all the best of luck with your growth.
the301stspartansmakersSo many upvotes for what is clearly cheating. :((((
Think about the following quote while you minus-frag this post into oblivion.
yttriumWhat if I told you I've got the solution? A tiny little tool that can evade cvar restrictions?
If it was cheating it wouldn't be allowed.
Also, if this is cheating, custom view models are cheating, because that's all this is: custom view models.
flufkKaltUuTF2LobbyLobbies are known for being shit. Wouldn't it be better to reccomend MixChamp to new players?
Mixchamp might be seen as too intimidating. They should try Newbie Mixes before MixChamp to get introduced to 6s.
flufaim-I have heard more people say UGC plantium is the highest level of tf2 more than I've heard ESEA invitesandblastkill the ugc 6's scene. make all the teams come to esea. 100+ teams in open right there.they play ugc cause they have no money u fool
Some people just don't know ESEA is a thing
I was guilty of this for a while. Until I entered the community, I had never heard of ESEA. I think a great way to get started is with Newbie Mixes and saam's tournament. If we could get Valve support (and by that I mean notices in-game) for Newbie Mixes and sign ups for the cup. If these occur, it could raise awareness for 6s and help raise players to the barrier of entry.
I think people know about comp tf2, but they think that they aren't good enough or teh barrier to entry is too high for them and feel intimidated. If people have an avenue for entering comp, they will be more inclined than the large disconnect from MM and ESEA/ETF2L