You know, the PA TF2 community may have reached the point where it's no longer tenable to simply throw a post at the forums and expect it to turn into a 24-man game. Who'd be up for establishing a dedicated game night where we all get together and shoot mans and/or gather hats?
Kupi on
My favorite musical instrument is the air-raid siren.
You know, the PA TF2 community may have reached the point where it's no longer tenable to simply throw a post at the forums and expect it to turn into a 24-man game. Who'd be up for establishing a dedicated game night where we all get together and shoot mans and/or gather hats?
We had between 20 and 24 people earlier with some good back and forth games on Fastlane just a couple of hours ago.
But I'm sticking to my guns that one of the servers needs prophunt. It's been around 6 months since we played. I even went and dug out a post on prophunt theory.
I was thinking more along the lines of anticipating how the pyros act and designing the map accordingly. Like having a mix of open, less densely propulated areas for props to hide in the open and closed, more densely propulated areas for small props to find sanctuary. I know it's common sense, but even common sense things get overlooked.
And little tricks, like making certain props themselves non-collision, replacing the collision with player-clips but with voids so scouts can duck inside of them. The best ones for these I think would be the three-pipe-pyramids.
Kupi had the idea of turning that around and giving the props scout-sized 'hit-boxes' so the pyros could run inside the props and would flame them thinking they were scouts.
Also, I was wondering if the scout-props could have their shadows turned on or off, or if that was a function of what props were selected.
I was thinking more about what makes a prop hunt map good.
A good prop hunt map should challenge both sides, the pyros and the scouts, into thinking creatively and cunningly. Randomizing props can help with this, but that can't be the extent of that, can it? Should the props be allowed to land on every windowsill and ledge, assuming they're both used sparingly, they can get to?
Time limits are important to maps, too. The amount of time on a map should reflect how big/densely propulated it is. (I won't stop using that word, Mitchell!) The ravine map is a good example of this, 3 minutes to hide in that tiny area with very few props makes it extremely hard for the props.
But to get back to specifics, good maps will take the various skins of props into account. Good maps have areas both of symmetry and asymmetry for the props to decide which they want to try to take advantage of. And not just of symmetrical/asymmetrical prop placement, but of geometry, room numbers, size, and shape. A few dark corners here and there shouldn't be overlooked, either.
Just for reference, my favorite ph maps are ravage, goldtooth, timbertown and warehouse.
A bit of good news, it seems prophunt 1.75 will take care of prop shadows when it gets released.
You know, the PA TF2 community may have reached the point where it's no longer tenable to simply throw a post at the forums and expect it to turn into a 24-man game. Who'd be up for establishing a dedicated game night where we all get together and shoot mans and/or gather hats?
We had between 20 and 24 people earlier with some good back and forth games on Fastlane just a couple of hours ago.
But I'm sticking to my guns that one of the servers needs prophunt. It's been around 6 months since we played. I even went and dug out a post on prophunt theory.
I was thinking more along the lines of anticipating how the pyros act and designing the map accordingly. Like having a mix of open, less densely propulated areas for props to hide in the open and closed, more densely propulated areas for small props to find sanctuary. I know it's common sense, but even common sense things get overlooked.
And little tricks, like making certain props themselves non-collision, replacing the collision with player-clips but with voids so scouts can duck inside of them. The best ones for these I think would be the three-pipe-pyramids.
Kupi had the idea of turning that around and giving the props scout-sized 'hit-boxes' so the pyros could run inside the props and would flame them thinking they were scouts.
Also, I was wondering if the scout-props could have their shadows turned on or off, or if that was a function of what props were selected.
I was thinking more about what makes a prop hunt map good.
A good prop hunt map should challenge both sides, the pyros and the scouts, into thinking creatively and cunningly. Randomizing props can help with this, but that can't be the extent of that, can it? Should the props be allowed to land on every windowsill and ledge, assuming they're both used sparingly, they can get to?
Time limits are important to maps, too. The amount of time on a map should reflect how big/densely propulated it is. (I won't stop using that word, Mitchell!) The ravine map is a good example of this, 3 minutes to hide in that tiny area with very few props makes it extremely hard for the props.
But to get back to specifics, good maps will take the various skins of props into account. Good maps have areas both of symmetry and asymmetry for the props to decide which they want to try to take advantage of. And not just of symmetrical/asymmetrical prop placement, but of geometry, room numbers, size, and shape. A few dark corners here and there shouldn't be overlooked, either.
Just for reference, my favorite ph maps are ravage, goldtooth, timbertown and warehouse.
A bit of good news, it seems prophunt 1.75 will take care of prop shadows when it gets released.
I, as prophunt master of the universe, also request prop hunt.
I guess very few people will have the Hat of Undeniable Wealth And Respect. It's only the first day, but most of the objectives are already game specific.
Posts
We need a good dose of prophunt to get mans to play, imo.
We had between 20 and 24 people earlier with some good back and forth games on Fastlane just a couple of hours ago.
But I'm sticking to my guns that one of the servers needs prophunt. It's been around 6 months since we played. I even went and dug out a post on prophunt theory.
I was thinking more about what makes a prop hunt map good.
A good prop hunt map should challenge both sides, the pyros and the scouts, into thinking creatively and cunningly. Randomizing props can help with this, but that can't be the extent of that, can it? Should the props be allowed to land on every windowsill and ledge, assuming they're both used sparingly, they can get to?
Time limits are important to maps, too. The amount of time on a map should reflect how big/densely propulated it is. (I won't stop using that word, Mitchell!) The ravine map is a good example of this, 3 minutes to hide in that tiny area with very few props makes it extremely hard for the props.
But to get back to specifics, good maps will take the various skins of props into account. Good maps have areas both of symmetry and asymmetry for the props to decide which they want to try to take advantage of. And not just of symmetrical/asymmetrical prop placement, but of geometry, room numbers, size, and shape. A few dark corners here and there shouldn't be overlooked, either.
Just for reference, my favorite ph maps are ravage, goldtooth, timbertown and warehouse.
A bit of good news, it seems prophunt 1.75 will take care of prop shadows when it gets released.
I, as prophunt master of the universe, also request prop hunt.
Then I could re-start working on my Prop Hunt map only to get closer to finishing it before everyone is bored of Prop Hunt again! again.
You should work, instead, on curing your STD riddled face.
Cause it is terrible.
The guys who draw Venture Bros. based it off of a real life story of Buttcleft's.
He's Dermott.
I meant $1.25, shit.
edit: Oooohh god this game has Philip Glass in it, all of my dicks.
Wow, this is evil
i read hats too quickly with a blurry eye, and saw hate. i wish they were giving out hate
I got the heavy's boxing helmet and it's p. badass, can't wait to get another black paint, maybe make up black gloves and helmet
You can only paint hats and some misc. items.
heh
me and bahamut have gotten awesome games going.
Just the two of you.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
and 22 of our closest murder victims.
Im not inviting you ever again.
I dont want to get your facial stds
aka: bots
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
That's ok boots, we know you are mad for missing the most awesomest tf2 ever due to your own incontinence.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Who do you think gave them to me.
I didnt put it on your face like a common whore, I put it in your ass. a fine and respectable place.
But the butt-physics of you being Buttcleft fucked all that shit up.