My bitching aside I had an amazing clutch defense moment yesterday on Goldrush 2-2 defense that made me wish I had turned on demo recording
Soldier, heavy, engie, and scout were on the cart, and it was maybe a second from capping when I round the corner, huntsman drawn. I fire, nailing the heavy in the head, fire jarate while running forward, switch to kukri and kill the remaining three before they can kill me or cap the cart, just as reinforcements arrive, whereupon we hold the cart to win the round
Got the Not A Crazed Gunman, Dad cheev for that 8-)
Sorry if this has been posted but has anyone watched this tf2 heavy weapons guy video from PAX? There's a funny poll on the page related to the video. For the people that went to PAX, did you ever run into this guy?
I saw him. He was awesome. Had the voice down quite well.
Heavy is credit to PAX.
That's great, I wonder if he stayed in costume the entire time.
If you stand on the cliffs on blue side and look towards red, you see red side. They get a bit of a mining operation theme (though right now I think it's hard to tell):
make your brushes like this
if you keep that lip, your displacements are going to be 20 different kinds of a pain in the hole, and not sew properly etc
Yeah, I've noticed. It's temporary geometry anyways, long term plan is to make it more organic, kind of like the spire on badlands. This may require building a model in Blender and exporting it, not sure yet.
If you stand on the cliffs on blue side and look towards red, you see red side. They get a bit of a mining operation theme (though right now I think it's hard to tell):
make your brushes like this
if you keep that lip, your displacements are going to be 20 different kinds of a pain in the hole, and not sew properly etc
Yeah, I've noticed. It's temporary geometry anyways, long term plan is to make it more organic, kind of like the spire on badlands. This may require building a model in Blender and exporting it, not sure yet.
Here's an interesting article someone wrote about plr philosophy. This is his second installment. I dont agree with the first so I didn't bother posting it. Although I like his thought process for plr, his map is not good at all that he is designing for plr, as for I have a few rules I have acquired after studying this game mode (but they are a secret).
This might stir up some thoughts for you in the second stage. :^:
If you stand on the cliffs on blue side and look towards red, you see red side. They get a bit of a mining operation theme (though right now I think it's hard to tell):
make your brushes like this
if you keep that lip, your displacements are going to be 20 different kinds of a pain in the hole, and not sew properly etc
Yeah, I've noticed. It's temporary geometry anyways, long term plan is to make it more organic, kind of like the spire on badlands. This may require building a model in Blender and exporting it, not sure yet.
Here's an interesting article someone wrote about plr philosophy. This is his second installment. I dont agree with the first so I didn't bother posting it. Although I like his thought process for plr, his map is not good at all that he is designing for plr, as for I have a few rules I have acquired after studying this game mode (but they are a secret).
This might stir up some thoughts for you in the second stage. :^:
GMTA or something, because he basically said what I was thinking when I started this map. The whole canyon motif is set to make it easy to get to the cart, and very hard to spawn camp. I have a different theme in mind for the second stage, but the plan is use world geometry to funnel players rather than a bunch of one-way doors (which to my mind, is a lazy mapper's solution).
I might have to simplify blue's side because it actually has too many places to hide, which generates the risk of turtling and/or spawn camping. Red side, even though it looks very barren, seems to be working better. There's less terrain, fewer buildings, nothing strategic about holding it short of jumping down to the cart.
The only exception I have to this rule is the first capture point. Both teams start on even terrain and stare right into each other's face, this opens the map with a very tough fight but the winning team should be able to make a quick push and unlock their second spawn point. Gives that traditional "uber showdown" that most payload maps start off with.
I am intending to put a time limit on the map as well, I think the lack of limits on pipeline is a huge failure on the map designer.
Something interesting I saw in a PLR once was that a round-timer was worked into it. Instead of the round just ending abruptly, it goes into Overtime, and the carts start very slowly rolling forward by themselves.
It's still possible to PUSH LEETLE CART in Overtime, but it *will* end, one way or another. Usually with whichever team made the most progress winning the round.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Something interesting I saw in a PLR once was that a round-timer was worked into it. Instead of the round just ending abruptly, it goes into Overtime, and the carts start very slowly rolling forward by themselves.
I thought people universally hated overtime, because it was too much like arena?
Though I might experiment with the idea. PLR seems a little more picky about moving the cart than normal payload, it might take some finesse. The more I think about it, the more I like it.. screw the round timer, just set up the cart so it takes 10 minutes to reach the goal on its own, map will end no matter what. It's up to the teams to make sure theirs gets there first.
Oh god I'm not good at spy anymore. I'm not even mediocre at spy anymore. All that time being out of practice has really fucked me up. Not to mention not having a functioning mic really sucks. I can't wait till I'm done with overtime and they make some better fucking bluetooth drivers for Windows 7. At least I don't score zero points for two entire maps in a row with offensive engi.
I thought people universally hated overtime, because it was too much like arena?
Overtime =! Sudden Death.
(Never really "got" the Sudden Death hate, but eh.)
I guess that makes sense. Though the way Mavers was explaining it, it basically functions as a sudden death. It just doesn't have "die and you sit out" clause.
I don't remember when I last played sudden death in TF2. Was it disabled on the PA servers?
Because it almost always ended with a single engineer on each side of the map while everyone else was dead and had to watch them hit their sentries for 2 minutes straight.
I miss when there were only 6 maps. People only really hated 2fort. Sure, we all bitched about Hydro, but we played it for the variety. And absolutely no one bitched about Granary and Well, because jesus christ those WERE the five point maps. And 45 minutes of Dustbowl. Back then, only Sith hated it. But Sith hates alot of things. I'm pretty sure he hates TF2.
And while I'm at it I also miss storing the uber. Sure it was overpowered, but damn did it make offense easier. And sharing the uber without the penalty. I was just starting to get good at that. Hell, I even miss the Demos and Soldiers having to blow themselves up before the match for an uber, just because it guaranteed I got those 2 or 3 extra points during setup.
And while I'm at it I also miss storing the uber. Sure it was overpowered, but damn did it make offense easier. And sharing the uber without the penalty. I was just starting to get good at that. Hell, I even miss the Demos and Soldiers having to blow themselves up before the match for an uber, just because it guaranteed I got those 2 or 3 extra points during setup.
Medic used to be more fun when uberring took more skill than just timing. Made you feel like a badass to send two or three invincible bastards
I miss when there were only 6 maps. People only really hated 2fort. Sure, we all bitched about Hydro, but we played it for the variety. And absolutely no one bitched about Granary and Well, because jesus christ those WERE the five point maps. And 45 minutes of Dustbowl. Back then, only Sith hated it. But Sith hates alot of things. I'm pretty sure he hates TF2.
SithDrummer on
0
BethrynUnhappiness is MandatoryRegistered Userregular
I thought people universally hated overtime, because it was too much like arena?
Overtime =! Sudden Death.
(Never really "got" the Sudden Death hate, but eh.)
i think sudden death just solidifies the bad vibes that brings about a stalemate
you hate your team mates for not pushing and your enemies for turtling and yourself for being not good enough, and then it's sudden death, so everyone just hides and hopes for the best
at the end of a stalemate you need something to lighten the mood, really
i've always loved the servers that change everyone to a random melee-only class in sudden death, it's always hilarious and just blows away all the steam created by the previous match
Posts
No its when both of you are jumping off the roof.
Look I need all the help aiming a weapon I can get
Don't ruin this for me
Alas 40 point life as a demoman
We knew ye well
if you are finding it really hard, trust me, i was worse
you'll quickly pick it up, and from then you'll only get better
in the mean time- try medic? i mean the medibeam homes in, and otherwise it's all about avoiding combat as much as possible
Soldier, heavy, engie, and scout were on the cart, and it was maybe a second from capping when I round the corner, huntsman drawn. I fire, nailing the heavy in the head, fire jarate while running forward, switch to kukri and kill the remaining three before they can kill me or cap the cart, just as reinforcements arrive, whereupon we hold the cart to win the round
Got the Not A Crazed Gunman, Dad cheev for that 8-)
Huntsman is all about standing down a long chokepoint corridor and just going "lol, how do i shot arrow??"
You talk clean and bomb hospitals, so I speak with the foulest mouth possible
Corridor? Check.
Get points!
FTFY
I can't count the number of times I'll be playing scout and the arrow will go through my foot but NOPE IT'S A HEADSHOT EVERYBODY.
That's great, I wonder if he stayed in costume the entire time.
Yeah, I've noticed. It's temporary geometry anyways, long term plan is to make it more organic, kind of like the spire on badlands. This may require building a model in Blender and exporting it, not sure yet.
Because most people fill in the fence with a noclip brush, which will catch stickies.
I am trying hard to fill the gap while you are gone.
I also vote Egypt ironically.
Also
Here's an interesting article someone wrote about plr philosophy. This is his second installment. I dont agree with the first so I didn't bother posting it. Although I like his thought process for plr, his map is not good at all that he is designing for plr, as for I have a few rules I have acquired after studying this game mode (but they are a secret).
This might stir up some thoughts for you in the second stage. :^:
GMTA or something, because he basically said what I was thinking when I started this map. The whole canyon motif is set to make it easy to get to the cart, and very hard to spawn camp. I have a different theme in mind for the second stage, but the plan is use world geometry to funnel players rather than a bunch of one-way doors (which to my mind, is a lazy mapper's solution).
I might have to simplify blue's side because it actually has too many places to hide, which generates the risk of turtling and/or spawn camping. Red side, even though it looks very barren, seems to be working better. There's less terrain, fewer buildings, nothing strategic about holding it short of jumping down to the cart.
The only exception I have to this rule is the first capture point. Both teams start on even terrain and stare right into each other's face, this opens the map with a very tough fight but the winning team should be able to make a quick push and unlock their second spawn point. Gives that traditional "uber showdown" that most payload maps start off with.
I am intending to put a time limit on the map as well, I think the lack of limits on pipeline is a huge failure on the map designer.
It's still possible to PUSH LEETLE CART in Overtime, but it *will* end, one way or another. Usually with whichever team made the most progress winning the round.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I thought people universally hated overtime, because it was too much like arena?
Though I might experiment with the idea. PLR seems a little more picky about moving the cart than normal payload, it might take some finesse. The more I think about it, the more I like it.. screw the round timer, just set up the cart so it takes 10 minutes to reach the goal on its own, map will end no matter what. It's up to the teams to make sure theirs gets there first.
God, you are such a bad person.
You say last night that granary clears servers and it's an awful map, then you solidify your gay babyness by going and saying this.
I now know you are helpless.
Overtime =! Sudden Death.
(Never really "got" the Sudden Death hate, but eh.)
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I don't think I've ever played a game of granary that didn't end in Sudden Death.
I guess that makes sense. Though the way Mavers was explaining it, it basically functions as a sudden death. It just doesn't have "die and you sit out" clause.
Because it almost always ended with a single engineer on each side of the map while everyone else was dead and had to watch them hit their sentries for 2 minutes straight.
Medic used to be more fun when uberring took more skill than just timing. Made you feel like a badass to send two or three invincible bastards
uber drains faster if you switch to multiple targets.
edit: dawwwww
I once ubered a pyro into the most overcrowded Engy nest you will have ever seen.
He killed nothing.
Not even a dispenser.
I think I changed classes for the rest of the match after that.
i think sudden death just solidifies the bad vibes that brings about a stalemate
you hate your team mates for not pushing and your enemies for turtling and yourself for being not good enough, and then it's sudden death, so everyone just hides and hopes for the best
at the end of a stalemate you need something to lighten the mood, really
i've always loved the servers that change everyone to a random melee-only class in sudden death, it's always hilarious and just blows away all the steam created by the previous match