natf2 is shutting down, head over to teamfortress.tv for all of your TF2 coverage.

#31
2
iamRoot  Steam
mid+
Registered: September 2011
Posts: 275

whenever i see my roommate has a picture of a naked woman on his screen, i ask him: "is that from a defy link?" to which he always replies: "yes."

Thu, 15 Sep 2011, 02:11pm
#32
2
CrissCross  Steam
high-
Medium_04d58fe1304d5c32fd12d5e5a53cd3f2
Registered: September 2011
Posts: 698

Metalworks and Process are both fun as fuck.

I have to see Standin in action cuz I have no clue how I might play it

Thu, 15 Sep 2011, 07:32pm
#33
1
frio  Steam
mid+
Registered: September 2011
Posts: 370

send roamer and a scout to c, scout to a and combo/demo to B.

B is kinda like the midpoint

all these maps are really good and I love the pugs on them

Fri, 16 Sep 2011, 08:20pm
#34
2
b4nny  Steam
low+
Medium_66a130bfdb21932638305ece2c4f6605
Registered: September 2011
Posts: 37

I want to start playtesting process like we used to do for metalworks; The map looks promising. I need to readd you scorpio :X

I haven't had a chance to play the map at all but one strange thing I notice is the bridge across to the 2nd point. My first impression is that it provides a free path for flankers and, even worse, combos to walk right onto the spire without taking much of a risk at all by dropping down or exposing their medic. Basically pink path vs green path in this screenshot: http://i.imgur.com/TPXxh.jpg

Lemme know how my impression compares to actual gameplay because I could be completely wrong.

Fri, 16 Sep 2011, 09:03pm
#35
1
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

To be honest, in sessions so far, combos tend to stick to the green path more so than the pink. Yes, there is the possibility that you'll get jumped, but meds tend to have enough room to maneuver and so forth. Likewise, the pink path has the wall to splash rockets off of, and there is the real possibility of a med getting knocked off by splash and ending up in scout territory. The hallway near where the bridge starts can also be a pretty killer ambush point, but I haven't seen anyone really abuse it yet.

It could be a quicker route later on with more coordinated teamplay, but for right now usually how the bridge is used is for scouts to dodge fire, and for quick access to the balcony for a push on last.

Fri, 16 Sep 2011, 09:42pm
#36
1
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

A9 of standin is out. MAP IS LOOKIN GORGEOUS!

http://dl.dropbox.com/u/3492731/standin/cp_standin_a9.bsp
http://dl.dropbox.com/u/3492731/standin/cp_standin_a9_1.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_a9_2.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_a9_3.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_a9_4.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_a9_5.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_a9_6.jpg

Thu, 22 Sep 2011, 04:18am
#37
2
breloom  Steam
high
Registered: September 2011
Posts: 1405

need more benches

Thu, 22 Sep 2011, 04:42am
#38
2
jaybenaduchi  Steam
mid
Medium_36e55bd564834326fce999f23b0db64c
Registered: September 2011
Posts: 104

put these maps on esea pug servers

Thu, 22 Sep 2011, 04:45am
#39
3
Majesty  Steam
low+
Medium_cc417f3a72eeac2dfefa219aeace4635
Registered: September 2011
Posts: 46

I remember playing metalworks (the old version) ages ago.
It was an extremely fun map.


Vescere bracis meis.

Thu, 22 Sep 2011, 04:45am
#40
1
CrissCross  Steam
high-
Medium_04d58fe1304d5c32fd12d5e5a53cd3f2
Registered: September 2011
Posts: 698

Played Standin. Is awesome.

Thu, 22 Sep 2011, 08:28am
#41
0
Panda-
mid-
Medium_6c9d039ee3f46fb8cb785e026bc6e04a
Registered: September 2011
Posts: 90

For people who have played the maps (since I have not), from the screenshots the maps look quite wide open (the first two do, anyway). Are there issues with snipers getting really powerful sightlines (since people tend to play sniper more often in pug type scenarios anyway)? Also for some of the lasts, are sentry gun placements really strong with that much distance?

Thu, 22 Sep 2011, 06:51pm
#42
1
breloom  Steam
high
Registered: September 2011
Posts: 1405

There were never really sniper problems during any of the pugs i was a part of.

Thu, 22 Sep 2011, 08:02pm
#43
1
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

Killing wrecked on pug by killing everyone at middle from spawn. I added a couple of fences in the right spots, as well as moving some boulders around and now snipers have to get out and about in order to kill anyone at mid.

Snipers at A or C have a similar problem. Yah, they have some long sightlines, but in order to abuse them they have to get right out in the open away from any real cover. Also, a sniper can't really block the cap fast enough, and people can cover themselves on the point.

So far, other than mid which I fixed, no real sniper problems.

Thu, 22 Sep 2011, 08:26pm
#44
1
Panda-
mid-
Medium_6c9d039ee3f46fb8cb785e026bc6e04a
Registered: September 2011
Posts: 90

Cool, good looking out homie

Thu, 22 Sep 2011, 08:46pm
#45
3
breloom  Steam
high
Registered: September 2011
Posts: 1405

i have a suggestion that will make standin 10x more fun.

http://i.imgur.com/Ymv39.jpg

more improvements to come

Thu, 22 Sep 2011, 09:15pm
#46
2
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

breloom wrote:

i have a suggestion that will make standin 10x more fun.

http://i.imgur.com/Ymv39.jpg

more improvements to come

ITS JUST CRAZY ENOUGH TO WORK!

Thu, 22 Sep 2011, 10:35pm
#47
2
CrissCross  Steam
high-
Medium_04d58fe1304d5c32fd12d5e5a53cd3f2
Registered: September 2011
Posts: 698

Breloom is a fucking genious

Fri, 23 Sep 2011, 02:23am
#48
2
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

a10 is out. Mostly two quick bug fixes, and a bigger platform.

http://dl.dropbox.com/u/3492731/standin/cp_standin_a10.bsp

Mon, 26 Sep 2011, 02:09am
#49
0
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

Okay, made updates to all three maps.

http://dl.dropbox.com/u/3492731/standin/cp_command_b1.bsp

(cp_standin is now cp_command)

http://dl.dropbox.com/u/3492731/process/cp_process_b4.bsp

http://dl.dropbox.com/u/3492731/revenant/cp_metalworks_b24.bsp

Map cutoff for esea should be up in like a week, so I'll probably be releasing new versions here soon, with some minimal changes.

Sat, 01 Oct 2011, 04:50am
#50
0
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

cp_command_b2 is a go. Mostly visual changes but added some platforms to c for more height play.

http://dl.dropbox.com/u/3492731/standin/cp_command_b2.bsp
http://dl.dropbox.com/u/3492731/standin/cp_command_b2_1.jpg
http://dl.dropbox.com/u/3492731/standin/cp_command_b2_2.jpg
http://dl.dropbox.com/u/3492731/standin/cp_command_b2_3.jpg
http://dl.dropbox.com/u/3492731/standin/cp_command_b2_4.jpg
http://dl.dropbox.com/u/3492731/standin/cp_command_b2_5.jpg
http://dl.dropbox.com/u/3492731/standin/cp_command_b2_6.jpg

Tue, 04 Oct 2011, 05:00am
#51
0
breloom  Steam
high
Registered: September 2011
Posts: 1405

cp_emomand

Tue, 04 Oct 2011, 05:08am
#52
1
blaze  Steam
mid
Medium_ldrepur
Registered: September 2011
Posts: 244

I've play tested all of them. They're all incredibly fun maps, especially standin

great job scorpio

Tue, 04 Oct 2011, 01:12pm
#53
0
synchro  Steam
high
Medium_bb2b3030ac8da647697df94d85c1a6b0
Registered: September 2011
Posts: 1033

The two 5CP maps look pretty sweet. Bye warmfront/yukon?


Big Shot Gaming - MI LAN Party, Fall 2012
website
facebook event
steam group

Tue, 04 Oct 2011, 01:47pm
#54
0
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

In case anyone is looking for the latest three maps that are in the esea poll:

http://dl.dropbox.com/u/3492731/standin/cp_standin_b2.bsp

http://dl.dropbox.com/u/3492731/process/cp_process_b4.bsp

http://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc1.bsp

TELL UR FRIENDS! Unless ur friends are walruses, then fuck that noise walrus is be dicks.

Wed, 05 Oct 2011, 04:40am
#55
0
NeoRussia  Steam
high
Medium_cf1ed25eebc2ef8adb43538d3b8d6dcf
Registered: September 2011
Posts: 1067

did you have to make the background sounds in standin so obnoxiously loud and everywhere? There's no reason to have the loud buzz of a billion rattling flag poles in the background of a map meant for comp play.


conductor wrote:

ironic shitposting is still shitposting

Wed, 05 Oct 2011, 06:58am
#56
0
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

To be honest, I hadn't really noticed the sounds being so bad. It might be a bit of a sound bug that crops up occasionally, try restarting the map and seeing if that helps. People have said similar things about the waterfall in process, but I think restarting fixed the issue.

If not, I apologize. The sounds are not so obnoxious on my end.

Wed, 05 Oct 2011, 07:08am
#57
0
Fox!  Steam
high
Medium_moon_child
Registered: September 2011
Posts: 1240

standin dl link doesn't work for me


Mon, 10 Oct 2011, 07:11am
#58
1
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

For some reason I cut-pasted the map file, instead of copy-pasting it. MY BAD!

But it doesn't matter cuz there is a new version.

http://dl.dropbox.com/u/3492731/standin/cp_standin_b4.bsp

COME GET YOU SOME!

Also, just so everyone knows I do have a week or so to finalize the map. So expect standin_b5 to be the official map run in ESEA.

ALSO ALSO: standin, process, and metalworks are all now available for esea pugs. I have no idea if I'll be able to update them as frequently as I might like, but you'll at least be able to play them in some form.

ALSO ALSO ALSO: I'M FUCKING TIRED LEAD MREAL ALONE!

Mon, 10 Oct 2011, 08:47am
#59
1
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

cp_standin_b5 is out. Not too many significant changes from b4 EXCEPT FOR CIRCULAR SIGNS WHICH DESTROY COMPILE TIMES UNLESS YOU FUNC_DETAIL THEM OGDDOOOOOO. This should be the version played in esea s10 as well as the MGE CUP.

http://dl.dropbox.com/u/3492731/standin/cp_standin_b5.bsp
http://dl.dropbox.com/u/3492731/standin/cp_standin_b5_1.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_b5_2.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_b5_3.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_b5_4.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_b5_5.jpg
http://dl.dropbox.com/u/3492731/standin/cp_standin_b5_6.jpg

Tue, 11 Oct 2011, 05:19am
#60
0
Sakura_  Steam
mid+
Medium_36ec260e7696d38b1797beb081fc71bb
Registered: September 2011
Posts: 330

We should ban Heavy from cp_standin. Spawns are way too quick and the point is too close to make Heavy balanced.

Wed, 12 Oct 2011, 04:03am