You didn't even sign up!
You sons of bitches better not play any goddamned CTF matches when I'm not in the Highlander game.
Why doesn't Tim have a GAF account yet, I know he would back me up on 2fort so hard.
We could play Double Cross though, I ain't particular!
What maps are we doing for Highlander?
I'm all about not playing Payload ever, so maybe something like Steel/Gorge, Foundry and 2fort B)
2 hours to sober up!
I'm drunk! You don't have an excuse.You're playing demo. That won't be necessary.
I'm drunk! You don't have an excuse.
If it was up to me, it'd be one push, one parallel, and one attack/defense.
Push being 5cp/KotH, Parallel being CTF/PLR, and A/D being regular control point/payload.
I would love 2Fort some day. Especially for Highlander, that'd be amazing. Let's get some map voting going for the next Highlander at the least, once teams are decided!
Alien runs across bridge with Log following while ubered.It was kinda embarrassing the number of times we let Log die. Otherwise, it was really fun.
2fort was close in numbers but I felt like every cap we got was by luck while you guys made a well oiled Doumen Kai machine.
I think we likely would have won Foundry if there was no time limit. 2Fort was mostly even, but I felt pretty useless as a sniper because the battlements basically only exist to snipe the other snipers.
Gorge, we got destroyed on and I'm not sure why, so I'll blame Proven.
Aslo, that's three events down and Red has won all three. Hopefully, Blu wins next time.
It's just because those maps have very well made flank routes (not too far off to be useless, but not so easy that you can never defend) and have the open space for large team battles. A lot of the other maps in the game require you to stick together and jump through a single path together, either all buffed or multi-ubered.After this week's Foundry match and last week's Coldfront match, I feel like 5CP seems to play the best in highlander. Both were very even with nice back and forth.
Alien runs across bridge with Log following while ubered.
"Does Alien want his medic to die? Okay."
3 stickies sends Log flying 500 yards, then dies to a follow up sticky.
Also got to bounce Alien at least once into the sky.
Medics healing a heavy lose brainpower so it's understandable.I had no idea what i was doing there,Log should have dropped off and fallen back.
After this week's Foundry match and last week's Coldfront match, I feel like 5CP seems to play the best in highlander. Both were very even with nice back and forth.
True 2fort snipers snipe from the mid-level doorways instead of the battlements.I think we likely would have won Foundry if there was no time limit. 2Fort was mostly even, but I felt pretty useless as a sniper because the battlements basically only exist to snipe the other snipers.
Gorge, we got destroyed on and I'm not sure why, so I'll blame Proven.
Aslo, that's three events down and Red has won all three. Hopefully, Blu wins next time.
Geometry optimization
- Re-added pickups behind rocks (small health, small ammo)
- Added pickups behind the lone rock
- Moved center pillars on point to the sides
- Added player clip to hub caps so that they're easier to run over.
- Widened center spawn door
- Expanded spawn door triggers so that they open from further away
- Widened right side doorway (the one after the right spawn exit).
- Changed textures
- Prettified many areas
- Added soundscapes
- Re-designed the tunnels so they make more sense, physically (they're still hideous though)
- Increased the height of the barriers near the point with more illogically, likely physically impossible placed kegs.
- Added makeshift ramps to the run up on the side of the containers and mirrored it on the opposite side
- Added barriers to the container corners
- Added paint patches to show where pickups spawn
- Changed the skybox from Gorge Skybox to Gravelpit skybox
- Changed sun and enviroment lighting
- Added light to the point
- Centered map on grid (this probably doens't matter to anyone but me).
- Added brick/plank jutting out to aid in jumping from front roof to balcony
- Adjusted respawn timers (same as official KOTH maps).
- Before cap, both teams will have a 10 second respawn.
- Afterward the team with the point will have 8 seconds while other team has 4 seconds.
- Added skylights to side building
- Added staircase outside of right spawn that leads to the roof
- Added signs to direct players towards the point and the battlements
- Added cubemaps
- Added displacements to the rocks
I need a gaf-to-steam id spreadsheet, especially for people like Tim who keep changing their name.