yyler
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SteamID64 76561198006581408
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SteamID32 STEAM_0:0:23157840
Country United States
Signed Up October 16, 2012
Last Posted September 27, 2013 at 3:55 AM
Posts 17 (0 per day)
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#27 cp_raybans (a/d) in Map Discussion

Couple things:
- A5 released
- Changed the name to cp_fen (if admins can change thread titles, I would appreciate it)
- Adjusted lighting
- Adjusted time given for caps
- Discouraged Red from holding B -> C hallway
- Added signage in lots of places

Would still like to improve A and make C more defensible. Haven't gotten great high level feedback though. The new map pugs video was enlightening in some ways but the map just isn't meant for 6s. It's the most negative response I've gotten so far and one I totally expected, but I did feel like the map wasn't given a fair shake -- I'd appreciate another test or two though it's not significantly smaller. I have a few changes planned for C that aren't totally figured out yet but I'm overall pretty happy with how this has been going overall.

posted about 10 years ago
#25 cp_raybans (a/d) in Map Discussion

Cool, it's probably still useful. I appreciate that. Since I am gearing it toward larger playercounts I'm not sure it'll ever work for you, but we'll see.

posted about 10 years ago
#23 cp_raybans (a/d) in Map Discussion

Fubar played it with me separately, not as a part of some tf.tv group or whatever, unless he played it a time I wasn't there that I don't know about.

I heard new map pugs didn't care for it but I didn't get anything concrete.

posted about 10 years ago
#21 cp_raybans (a/d) in Map Discussion

Updated to A4 based on several playtests.

Last is smaller, there is another route onto C, A and the surrounding area got a rework, B is more defensible, forward spawns have changed, lots of pickup changes, probably more I forgot.

Screens:
First
http://i.imgur.com/If6QGa8.jpg

Second
http://i.imgur.com/k8PLnrZ.jpg
http://i.imgur.com/rPc7AV9.jpg

Red spawn/Last
http://i.imgur.com/HKkT8h9.jpg
http://i.imgur.com/Qq9nPgb.jpg

Overview
http://i.imgur.com/BGMaXFj.jpg

download (a4)

Haven't heard of anyone from tf.tv playing this. No interest or no motivation or what?

posted about 10 years ago
#19 cp_raybans (a/d) in Map Discussion

I can't get my idea to work well -- I know I won't be ready for the weekend. Play it as is if anyone is interested and we'll go from there.

posted about 10 years ago
#14 cp_raybans (a/d) in Map Discussion

Here's what I'll do: I'll remove the deathpit without you playing it at all. I think it could play perfectly and people would still complain, so I may as well just do it.

I discovered I need to fix something small, so I can probably push out an a3 with a new A before the weekend. Think it'll be possible to PUG Fri/Sat/Sun?

posted about 10 years ago
#12 cp_raybans (a/d) in Map Discussion
MangachuWell it may not even be the pyro that launches you off, loose cannon 2013
I was thinking you could keep the point elevated, and bring some use to the room in the back left on B (make a hallway ans a one way door that can be used once A is captured for a secobd area to attack from?)
This would be used if you get rid if the death pit

Good idea, actually, but that doesn't solve the design of the new point or what to do with the rest of the space.

posted about 10 years ago
#9 cp_raybans (a/d) in Map Discussion
Mangachuthings that i think should be changed
*remove the deathpit on A
*reduce the amount of ammo on the last point (counted 7 ammo packs 3 of them being full ones)
*able to spawncamp two doors from standing on the point - http://imgur.com/vbCuQ8z
*There is really only one way to push into B that leads to another three doors, and can be sniped from perhaps add a second entrance/gate this area off? - http://imgur.com/D7ypLUq

The map looks like it has potential, would like seeing a linear map a/d cp map played in either 6s or hl

Thanks for taking time to do a run through. Seems you found some sightlines I missed. I think with playtesting I will probably find other things to change in both areas, so I'll hold off on making changes just to break those sightlines for now. For example I think I'm probably going to need to make C smaller and more focused, but I want to do so based on how players use the area, and that alone could solve the sightline issue there. Same with the B area.

As for the death pit -- I am totally willing to take it out, change it, etc. I'm offering the entire map in the spirit of Highlander shaping it into what they want to play. But I do ask that you play a few versions with it just to see if it's actually a problem. That's the point I am the most familiar with. Over a two year period, I tested that point over about 15 revisions of a larger map. I tested it in pubs and Highlander PUGs. I tested it a few times for 8 hours at a time. In my experience it's not problematic.

The idea is to create a point surrounded by negative space: nothing can splash off a wall, nothing comes from below, above, behind. Pyros aren't really an issue because the rails are high enough to block most airblasts, and if you can't kill a Pyro running straight at you you're gonna die anyway. Same for getting bounced -- the point being raised means it's hard for explosive classes to bounce Blu cappers off, and if they do bounce you off, they likely did so much damage you'd die when you hit the ground anyway. I think the point works well. It's also (currently) pretty trivially easy to cap.

I humbly ask that if you do want to play it and shape what is potentially the next A/D map in comp play, play a few times as-is. As I said, I am willing to change it if that is what people want -- but it's not like I didn't think about why I was putting it in, about how it works, about why it works, and about the attitude against death pits.

posted about 10 years ago
#5 cp_raybans (a/d) in Map Discussion
defythis map is sponsored by

http://i.imgur.com/fKwbA1W.jpg

RB 2132 actually.

(The name will change eventually.)

posted about 10 years ago
#1 cp_raybans (a/d) in Map Discussion

THIS MAP USED TO BE CALLED CP_RAYBANS BUT NOW IT IS CP_FEN

A 3cp attack/defense map. With this map, I want to change the expectation and reaction for A/D maps in Highlander.

The points are (mostly) taken from old community maps that never quite went anywhere. First is a point out of one of my a/d maps. Second is based on the 2nd point in cp_soot, a 5cp. Last is loosely based on final point of cp_petrol around the a21 revision, a 4cp a/d map.

There is a lot of height variation. I will probably end up needing to reduce and simplify it, but I wanted to start a bit crazy because I think what TF2 needs is something a little out of left field. Last purposefully has an emphasis on sneaky routes and jump class mobility; this leaves medics out in the cold a little but I am hoping with playtesting I can figure out what to do on that front. Cap times are intentionally long -- these are very easy to change, but I appreciate that in Mtn Lab the long cap times give Red opportunity to setup. They are not as long as Mtn Lab. In HL they probably don't need to be so long, I am fully aware. I do think there's probably a lot to change, but I also think I have a strong start.

I would really appreciate your help in testing this. My only other outlet for testing maps is among people who also make maps, and their feedback is not really ideal -- it's often more technical or theoretical rather than practical. If you play this please send me some kind of demo/mumble recording so I can see what players are thinking and doing. Additionally I think it's usually better to play it a few times, 2 or 3 rounds per team, so you can get a feel for layout/routes before fully judging.

Screens:
First
http://i.imgur.com/If6QGa8.jpg

Second
http://i.imgur.com/k8PLnrZ.jpg
http://i.imgur.com/rPc7AV9.jpg

Red spawn/Last
http://i.imgur.com/HKkT8h9.jpg
http://i.imgur.com/Qq9nPgb.jpg

Overview
http://i.imgur.com/BGMaXFj.jpg

download (a5)

posted about 10 years ago
#18 KOTH Anthem in Map Discussion

It would probably not be great in 3v3 though I guess I don't know?

anyway, I put out a B3. better optimization, slightly different connectors and pickups. http://forums.tf2maps.net/downloads.php?do=file&id=5268&act=down

Someone should pug this and call me bad

posted about 11 years ago
#17 koth_bunkalow (ultiduo map) in Map Discussion

I will save you the trouble: it is not.

posted about 11 years ago
#14 KOTH Anthem in Map Discussion

So I actually did run this in Highlander a lot during development--not great, high level teams or anything, but some basic coordination from good players. Holding forward tends to be harder than you make it out, I think, because of how the battle at the point works. It's pretty easy for a spawning team to wipe players holding it forward because of the spawn times and size of the map. I do agree that the flanks need some work but I don't think it's as dire as you believe. However... that could all seem that way because, as I said, no one was super high level.

Anyway I'm not gonna do anything to it until some teams play it, whether that's teams from here or elsewhere is pretty unimportant to me. I'd love for you to back up the theory with a demo of a couple rounds if you can. What I want more than anything is to make this a better map for better players and then leave it alone forever.

posted about 11 years ago
#10 KOTH Anthem in Map Discussion
wareyaHere's my attempt at pathing this out: https://dl.dropbox.com/u/1811521/awfe2.jpg
(EDIT: Forgot link)

-snip-

I was told this might make a better 5CP mid, but I really don't want to turn it into a 5CP map. At any rate, the longer routes are meant to be ways to flank the point more easily, since as you said it's better to hold it forward.

toothEDIT: There is a LOT of ammo around the point and I'm not sure how that will effect defending. There are two large, two medium, and two small packs all really close to the point.

It doesn't seem like a big deal... the main thing I watch for is engineers. Pickup size is a pretty trivial change though, anything can easily go away or be made smaller.

posted about 11 years ago
#1 KOTH Anthem in Map Discussion

Anthem is a KOTH map I made for STAR_'s Highlander contest and it got 4th place.

Pictures: http://imgur.com/a/iTAgd

Download: http://forums.tf2maps.net/downloads.php?do=file&id=5268&act=down (B3!)

Other pictures + dev thread: http://forums.tf2maps.net/showthread.php?t=19435

The basic idea of the map is to take Gravelpit C/Thunder Mountain last and make it a KOTH map while also keeping it easy for both teams to take the point. I've always thought the gameplay when attacking those points is a lot of fun in both comp and pub contexts and wanted to recreate it.

For the upcoming B3, I've improved FPS a lot and fixed some weird lighting errors in various spots. I'd really just like to get some second opinions on the map to adjust things and then release a final version.

Some backstory... you can skip this:
Hein (one of the judges) told me that I got 4th because I had useless areas off to the side (mostly there for overflow on pubs). Otherwise he liked it a lot. Feels ridiculous to lose because I included an area he didn't find useful; plenty of maps have that, ie Badlands, Barnblitz, Badwater, Upward, etc.

I know it needs some work to cater more closely to a comp audience. That's why I am posting it here. Please download it and tell me what you think. Play it a few times and send me the demo or whatever. It just seems ridiculous to me that I lost to Flake, which is trivial to spawn camp, and Railbridge, which has terrible flow and a death train. Let me know if I am wrong and how to fix that!

posted about 11 years ago
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