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Everything posted by Lyrai
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Pokémon X/Y and OmegaRuby/AlphaSapphire (Gen6) (3DS)
Lyrai replied to Mirby's topic in General Discussion
Look at it from the side. -
This will be added to my collection Yesssssssssssssssssssssssssssssssssss.
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"Moving on" from OC ReMix (split from BGC apology)
Lyrai replied to djpretzel's topic in General Discussion
I've always seen this sort of thing as like a college store carrying works from their students or graduates. You're not "whoring it out," the college is basically going HEY MAN CHECK OUT THIS SHIT THAT ONE OF US DID. Granted, there's potential for abuse, but everyone's usually pretty good about either chewing the head off of abusers, or just ignoring them and letting them die. I just listen to music, so I'm not sure how much weight my opinion carries in this sort of thing, but that's how I saw BGC. He went to OverClocked University for a bit, started moving on up, and then the OverClocked School Store stocked his album...this...analogy breaks down if you think about it too hard, but the base point is there. He's not whoring himself out in a tactless sense, in my opinion, is I guess the general gist. I am sad that I missed the slapfight in the actual thread though. Forum drama is my favorite thing to watch. -
6) john madden john madden john madden
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Former Nintendo President Hiroshi Yamauchi Passes Away at 85
Lyrai replied to Mirby's topic in General Discussion
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OCR TF2 Server - Anyone interested in trying out TF2 should join us!
Lyrai replied to Bahamut's topic in General Discussion
I was slumming it in pubs in MvM last night and monday, and yes, it means blowing up other bots. It's pretty funny to see a giant heavy's medisquad get wiped out. It also gives an incentive to actually hit a sentry buster, as opposed to just letting the engineer tag it. ESPECIALLY in later waves, when bots just come in one constant stream (See: Any bigrock wave) and sentry busters will plow right through those. Wipe one out, get a breather. As for the second one, I get where it's coming from. 3 or more either made him constantly 1v1 the skybox, or gave him such insane mobility that it was super unfun to play against. -
OUYA: A $99 Android console meant to open up console gaming
Lyrai replied to Arcana's topic in General Discussion
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I'm seriously convinced at this point Capcom shits all over megaman to spite Inafune. And seriously Derrit, most everyone else has bagged on you for your stupidity, but here's a bit more: http://www.eurogamer.net/articles/2012-06-11-the-rise-and-collapse-of-yoshinori-ono A) Capcom overworked Yoshinori Ono to the point of collapse Capcom refused to believe Street Fighter 4 would be anything other than a failure up until release, and Ono had to literally blackmail capcom into greenlighting it by riling fans and journalists up and having them pressure Capcom. Capcom is a fucking abortion of a company nowadays. Inafune left because Capcom wasn't going to let him do jack shit with megaman, and your delusions about how Inafune is the true villian here are completely moronic.
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Crowdfunded Projects (Kickstarter, Patreon, etc.)
Lyrai replied to DarkeSword's topic in General Discussion
10char -
OCR TF2 Server - Anyone interested in trying out TF2 should join us!
Lyrai replied to Bahamut's topic in General Discussion
WAHAHAHAHA. Got it, thanks Baha. Bonkai -
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Lyrai replied to Bahamut's topic in General Discussion
We've actually played on a LOT of these pl maps already. We play PL in general more than other modes, and so we've culled a lot of the weak ones off the server already. Consider the Looks Good links a way of avoiding having to analyze something we've all already analyzed ten times over. pl_badwater_rainy - Remove pl_beerbowl_b5a - Keeppl_borax_rc2 - Keeppl_boundary_final - Keeppl_buzzards_canyon_xmas - Hey, do you k now what happens when you take a map too huge for one mode, and put it in a mode where huge maps work well? The map becomes more decent! It's still rather big, but all of the problems that occur in CP vanish more or less here. Keep pl_cashworks_final1 - Keeppl_curve_rc5 - Linear, without much left & right movement. Has two roadblocks that you have to wait for it to move. Test With Group pl_deadwater_snow - Badwater, except the cart has a "Boo" effect on it, scaring all those pushing it. Remove pl_deadwood - Keeppl_deplane_b6 - Keeppl_donkeykong_final - Gimmick map. Remove pl_dustbowl_b4 - Eh, it's cute, but chopping it up into the three segments, instead of stitching together the entire dustbowl map at once really kills momentum. Also, it's technically a gimmick map! The gimmick is functional though, and it's not like people enjoy normal Dustbowl. Keep pl_halfacre - Keeppl_manngrove_rc5 - Keeppl_moonlit_b6 - Nice map with a cute gimmick that doesn't get in the way. Keep pl_outback_rc4 - Keeppl_redship_rc3 - This...needs a lot of polish. It's definately trying to amp up the ESCORT THE THING THROUGH THE THING, but like that Koth Medival Mode map, it's going for visual flair over cohesive gameplay. Remove pl_repository_rc3 - Keep pl_swiftwater_frc20 - Keeppl_universe_b4 - It starts out cramped, then opens up. There's more paths than I originally thought, and I want to see it in action first. Test With Group pl_vesper_b4 - It's stylistically similar to most of the good payload customs we're on, and there's no real issues that stood out to me. Keep pl_volcanic_a20 - Lava-themed industry. Plenty of deathpits. maybe too many. A solid map otherwise. Test With Group pl_waste_v2 - It's...tug-of-war payload. The map is nice, but I don't recall if we've actually played the tug of war payload on this map. We've done a lot of the CP version of this and people like it. Test With Group pl_wintertown_finalfix - A fairly straightforward, functional map. Nothing too bad about it. Keep pl_yamashiro_b3 - Rather plain and open - there's not really a whole lot on this map other than pagoda-style buildings. Pretty easy to pick off at a distance - even the flank routes are just long hallways. Could use a good shake or some debris. Remove -
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Lyrai replied to Bahamut's topic in General Discussion
plr_clandestine - Some kind of underground mining complex. Nice. Doesn't fall flat, and no obvious problem spots. Keep plr_frostfell_b1b - One long map. Has a small transition halfway where the cart is forced to stop. Snow level, and people seem to love snow levels. Keep plr_panic_b2 - I like the gimmick at the start - the carts are high up on a hill and roll into the starting position just as the round starts. The map's segments are tight and compact, and it's not a chore to play on. Keep -
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Lyrai replied to Bahamut's topic in General Discussion
tc_meridian_rc3 - Exchanges CPs for Intel-Capping for each of it's 6 zones. A nice visual aestetic, and the areas are designed with TC in mind, not just 3 smaller CTF maps. The last point on each side, rather htan two Intels, is one team going for the cap, and the other defending for five minutes, apparently. For those rare occasions we do play TC, at least. Keep tc_ramparts_a4 - This isn't tc, this is payload race. And everything is covered in dev textures. And when I tried to even test it, the carts spawned outside the arena. This is fundamentally broken. Remove tc_spectre_b5 - Plain, but servicable. Better than Ramparts, at least! Keep -
OCR TF2 Server - Anyone interested in trying out TF2 should join us!
Lyrai replied to Bahamut's topic in General Discussion
koth_fever_b1 - The server completely shits the bed whenever I try to switch to this map. Remove or Fix koth_hardrock_rc - Nice and compact. Not a lot of visual clutter, pretty clear, and nothing too bad about it. Keep koth_lighthouse_rc3 - You know, I was worried it'd pull a dumb move and make the cap point at the top of the lighthouse, but no, it's the base, and there's ramps only to a level up, to prevent a Demo or a Gamemaster from getting too high up and raining death down on everyone. It IS pretty cluttered, but it seems smart enough about it that I want to see it in action. Test with group koth_megaman6_b5 - We've played on this a bunch. Multiple levels that are intelligently designed without being out of sorts. My sole complaint is that it's sometimes jarring to see the bright NES graphics against TF2's characters. They do not fit, but when the only complaint is "Sometimes it looks funny", that says a bit. Keep koth_moonshine_rc - I have to say, I love this map. The size is right, the areas provide cover without being too bad about it. The water in the middle provides great atmosphere without turning it into Shark Pyro Playground. Everything about this map just seems Nice. Keep koth_pacman_wtf_b2 - It's Pac-Man. Pac-Man koth_saturnvalley - Looking at Gimmick Maps Makes You Happy Adorable, but Remove koth_saw_final - HA HA HA YES. A gimmick map of nothing but huge deathsaws everywhere. Manages to be open enough and have some side paths and battlements to not make it as bad as traingrid or trainsawlaser. I want to say keep, but I am examining these maps in terms of playability, not "Hearing people swear when they get airblasted into saws." Remove koth_scorched_final - Suffers from being a bad conversion of a CP map, and being excessively large - apparently no actual shrinkage occured from the conversion, they just...messed with the control points. The cap itself is a paradise for knockback classes, as a stiff wind will send everyone into the gigantic massive lava pit in the middle of the room. It's massive size kills it, though - maps with quick deaths are only amusing if you can get back into the action quicker than normal. Remove koth_skylab_rc1 - I like the visual design, although it's got a lot of things that made me think gravity would change, a la Serious Sam. No such luck. Compact with lots of cover. Maybe too compact, not sure. Test with group koth_sollytude - Medival Mode Koth? Well okay. This map suffers a lot from it's size, especially if it forces medival mode. It remidns me a lot of old Jedi Knight/Jedi Knight 2 maps, where the focus is more on aestetics and visual appeal, than actual gameplay. I mean yeah a banquet hall and all that is cool, but you've made it an actual chore to play on this. Especially in koth, and especially for Medival Mode. Remove koth_traingrid_b2 - This is literally a square room with a 3x3 grid of trains running through it. Nothing else. Cute gimmick, but after the first few train hits, you realize there's nothing else. Remove -
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Lyrai replied to Bahamut's topic in General Discussion
Yeah, Turbine Pro is almost directly a result of the pub mentality of "More engineers means we win, right?" Turbine does greatly suffer in that a large amount of engineers can shut it down...to pubs. A coordinated push, one that we do see on the server regularly, can destroy that nest. -
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Lyrai replied to Bahamut's topic in General Discussion
ctf_atrophy_b4 - I like the design of the map - the intels are mobile, starting out deep in base before ending up right next to each other in the mid. Capping an intel causes the cart to rush back and pick up a new suitcase. The intel being mobile helps counter any issues I'd have, as well as some of the problems I have with CTF on the whole. Keep ctf_biomass_rc1 - This is WAY too damn big and linear for a CTF map. Remove ctf_crossunder - Bad flow. Extremely plain in the middle, and cramped unpleasantly around each intel. Remove ctf_decker_rc1 - Set in a cruise ship level. The middle arena has multiple levels, and up top it's wide open. An open shipping container in the middle blocks a lot, but I'd want to see it in action. Test with group ctf_flakey_b3 - I like the style of it. Lots of paths, despite being rather small and compact, no enforced stalemates. Keep ctf_haarp - This is...actually A/D Blended with CTF. You have to carry the intel to the first point, which caps instantly, then carry (from start) to the second point. The problem is, to avoid maps being over in a split second, it's designed to be a meat grinder, inching forward bit by bit. This map purposly encourages stalemates. Remove Remove Remove ctf_impact2 - Unless you are spectacularly good at rocketjumping or rocking the sticky jumper, the one path to & from the intel is at the end of a very long corridor. Middle is basically one big hill of sand between a more bland 2fort. Remove ctf_landfall_rc - Slightly large for a CTF, but it makes good use of it's space. There's no real problem spots, and it simply feels nice. There's just enough blockage to prevent one engineer or sniper from locking something down, preventing a stalemate. Keep ctf_mach4 - Intel is right outside the spawn rooms, with plenty of space. Near-impossible to capture. Feels almost like someone stretched out 2fort. Remove ctf_mercy - Short & Compact. The intel room has enough positioning that one sentry can't just lock everything down, and an alternate entry for high-jumpers. Flows very well, too. Keep ctf_operative_b1 - The pipes throw you off a bit - warp pipes - and are naturally a huge spammy corridor - but they're not required to move around. We've played it before and it flowed pretty well. The platforms can scare you and can keep a match suprising. Keep ctf_quarry - A fairly small map, two business complexes with a large quarry inbetween them. Side paths randomly murder everyone in them with mine carts. Semiconfusing layout. The intel rooms commit the worst sin of CTF - One engineer can cover the entire room. Remove ctf_royal_b3 - Two castles of cards on a pool table. Cute, but unless you're a demo or soldier, it's impossible to get the intel. And even then, it's trivial to completely block anything from getting in. Remove ctf_Sunsettown_F1 - Big, and open. Some rocks and a metal plate mitigate one engineer locking down an entire area mindlessly. Better than it looked at a first glance, but I'm still unsure. Test with group ctf_turbine_pro_b1 - A modification of Turbine, adding a new route to the intel via a hallway that leads to on top of the ledge just outside, and modifies how the vents go into the room, to break up turtling. Given that as a group, we understand the concept of "ubering" and not "Run blindly in as a brass beast heavy", this map is largely useless to us. Remove -
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Lyrai replied to Bahamut's topic in General Discussion
You realize that's just CPs, right? I'll tackle ctf next. -
OCR TF2 Server - Anyone interested in trying out TF2 should join us!
Lyrai replied to Bahamut's topic in General Discussion
A/D: cp_broma - Could pass for dustbowl visually. We've played on this before with few complaints. Quite small compared to most A/D maps - a RED sniper could stand on A and have sight to 2 of 3 blu spawn exits. Still close enough to not be THAT much of an issue. I hope. Keep cp_furnace_rc - Very, very heavy gravelpit influence. It's like someone wanted to make gravelpit_pro, and then just kept going and then tried to make a whole new map. Doesn't really have any glaring problems, other than this awful red filter over everything. Keep cp_glacier_rc6 - A nice snow-themed map with some deathpits (in the form of water) around B. No real complaints, we've done this before and it has all the marks of a decent map. Keep cp_gothic_event - Steel-type map in a gothic setting. I have yet to see any evidence of the HHH, if that's what _event is supposed to be, but beyond that, no real problems. Can be somewhat twisty-turning confusing to new people, but then again, so is steel! Keep cp_grassland_rc3 - Very noisy, visually. Enough that it feels cluttered. Hard to push C without overwhelming numbers - much easier for RED than BLU. Remove cp_gydan - A 4-point map that flows well, has cover and scenery without being noisy and cluttered, and I always like alpine-ish maps. Keep cp_industrial_b7 - Eh. I wasn't a fan, it was excessively cluttered, and I got lost easy. Could just be me, and not the map, though. Test with group cp_hotelhell - A level from Duke Nukem 3D rearranged and converted into TF2. No, it does not work. Remove cp_labor - Goes for a western/texas setting. No real issues. Keep cp_mario_bros_beta8 Mario 1-1 Floating in a blue void. Remove cp_observatory4 - After capturing A or B, you can capture C - you don't need both. I like the idea, and it's a small enough map that it could work. No glaring issues, but I feel like I'm missing something. Test with group cp_takeback_mountain - a 3CP map that's long, but has enough cover to not crap itself. Keep cp_zinkenite_b3a - A very noisy 3-Stage map. Also huge in size, although apparently the author is attempting to fix that. The final cap point seems extremely hard for BLU to cap without a team-wide dedicated coordinated push. I don't think I've ever seen that happened on the OCR sever, ever. Test with group 5CP: cp_antiquity_rc1 - Incan/Mayan ruins aestetic. Good without being too packed. Already been played on quite a bit with no complaints. Keep cp_bazillion_rc5 - "Normal" aestetic. Cluttered end points with semi-open mid points. Has bad flow, will take several tries to figure out where to go. Remove cp_blackmesa_final - Factory aestic. Full of long, narrow corridors with few side paths that will make things very unfun and meat grindery. `Remove cp_buzzards_canyon_xmas - HUGE. This map is enormous compared to other CPs. Has a lot of visual noise and filler, possibly to keep one good sniper or a wrangler engineer from locking down from one spot. Nothing glaringly wrong with a huge map, but I imagine this would be most fun with a full group. Test with group (4CP) cp_desertfortress - We've played this before, and honestly, I don't like it. It's got some powerful sightlines for a sniper in many places, it's excessively "plain" in the sense that there's not a whole lot of variety. A lot of grey, a lot of chance of just the good snipers we have locking down one team completely until the medic+whoever rolls in and caps. Remove cp_erosion_rc2 - Distance between B and A are exceptionally long and brutal - would need to see an actual game on this rather large map to see if those points are an impossible cap with an engineer and sniper. Does do an S-shaped thing with it's formation, which is neat. Test with group cp_indulge - Woodmill map. Has one saw between A & B. A tight, focused map that I've seen a lot of other servers use in their rotation. No real issues. Keep cp_kakariko_a3 - Gimmick Map. Remove cp_mainline_rc6 - A great map. Even has a spot for fungineering for Gamemaster. Keep cp_pacman_plus_wtf - Gimmick Map. Pac-Man cp_ravine_b2 - Almost one long straight line, with all the problems that has. The middle point is only able to be exited by non-exploding jump classes via a rather large pit of water, wherein a shark pyro could pretty much single-handedly wipe a push. Remove cp_science2 - Goes for an odd cross-layout-setup. The points are arranged in plus-shape, and the first objective is the middle, then one of the sides, then the top or bottom. Definately want to see this in action, could have enough signage and flow to counter the weird design. Test with group cp_shabbytown_final - A confusing mismash of open corridors that dumps you into a huge wide open middle. Both parts are bad in different ways. Remove cp_stag - Mid is tremendously open, and the other two points try to emphasize the vertical over the horizontal. Soldiers & Demos have a huge advantage over everything else there, and a sniper will just shut down mid. Remove cp_stark_b2 - A very nice map with good flow, and no glaring issues. Keep cp_station_B1 - The points are very tightly packed and well-guarded, but the parts between them are huge and open horizontally. On the fence. Test with group cp_stoneyridge_rc1 - We've played it plenty of times before and had no issue. Keep cp_titan_rc1 - 6CP back and forth. Has custom icons for it as well. Each point is it's own huge yard, which could cause issues. Test with group cp_toy_fort_alt3 - Someone tried to iterate and improve on Toy Fort to turn it into a legitimate map. EhhhhhhhhhhhEEEEEEHhhhhhhhhhhhhhh... Test with group cp_toy_fort_beta2 - The final cap point is -literally- next to the spawn door. Also, you know, Toy Fort Remove cp_warpath - Based off a TFC map. Very srsbsns map, very open. Will cause a lot of back and forth, endless stalemating. Remove cp_warpath2 - See the above comments, because very little changed. Remove cp_waste_final - Pretty good 5CP map! We've played on it a few times, rarely does a problem happen because of the map. Keep cp_wildmire_b3 - Mid seems a LITTLE open, but the flow is good. Took me a second to recognize the second path to each point, was about to call it out for bad chokepoint. No problems once I saw that. Keep -
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Lyrai replied to Bahamut's topic in General Discussion
So I got bored. Basically I ran around as a Scout, Sniper, and Engineer on these maps, seeing what shenangians I could get up to for ~10m each. It's all the cp maps, I'll do ctf next. This is all just my take on it, I'm pretty sure others have different ideas as to what we should prune and what we should keep. cp_antiquity_rc1 - Incan/Mayan ruins aestetic. Good without being too packed. Already been played on quite a bit with no complaints. Keep cp_bazillion_rc5 - "Normal" aestetic. Cluttered end points with semi-open mid points. Has bad flow, will take several tries to figure out where to go. Remove cp_blackmesa_final - Factory aestic. Full of long, narrow corridors with few side paths that will make things very unfun and meat grindery. Remove cp_broma - Could pass for dustbowl visually. We've played on this before with few complaints. Quite small compared to most A/D maps - a RED sniper could stand on A and have sight to 2 of 3 blu spawn exits. Still close enough to not be THAT much of an issue. I hope. Keep cp_buzzards_canyon_xmas - HUGE. This map is enormous compared to other CPs. Has a lot of visual noise and filler, possibly to keep one good sniper or a wrangler engineer from locking down from one spot. Nothing glaringly wrong with a huge map, but I imagine this would be most fun with a full group. Test with group cp_desertfortress - We've played this before, and honestly, I don't like it. It's got some powerful sightlines for a sniper in many places, it's excessively "plain" in the sense that there's not a whole lot of variety. A lot of grey, a lot of chance of just the good snipers we have locking down one team completely until the medic+whoever rolls in and caps. Remove cp_erosion_rc2 - Distance between B and A are exceptionally long and brutal - would need to see an actual game on this rather large map to see if those points are an impossible cap with an engineer and sniper. Does do an S-shaped thing with it's formation, which is neat. Test with group cp_furnace_rc - Very, very heavy gravelpit influence. It's like someone wanted to make gravelpit_pro, and then just kept going and then tried to make a whole new map. Doesn't really have any glaring problems, other than this awful red filter over everything. Keep cp_glacier_rc6 - A nice snow-themed map with some deathpits (in the form of water) around B. No real complaints, we've done this before and it has all the marks of a decent map. Keep cp_gothic_event - Steel-type map in a gothic setting. I have yet to see any evidence of the HHH, if that's what _event is supposed to be, but beyond that, no real problems. Can be somewhat twisty-turning confusing to new people, but then again, so is steel! Keep cp_grassland_rc3 - Very noisy, visually. Enough that it feels cluttered. Hard to push C without overwhelming numbers - much easier for RED than BLU. Remove cp_gydan - A 4-point map that flows well, has cover and scenery without being noisy and cluttered, and I always like alpine-ish maps. Keep cp_hotelhell - A level from Duke Nukem 3D rearranged and converted into TF2. No, it does not work. Remove cp_indulge - Woodmill map. Has one saw between A & B. A tight, focused map that I've seen a lot of other servers use in their rotation. No real issues. Keep cp_industrial_b7 - Eh. I wasn't a fan, it was excessively cluttered, and I got lost easy. Could just be me, and not the map, though. Test with group cp_kakariko_a3 - Gimmick Map. Remove cp_labor - Goes for a western/texas setting. No real issues. Keep cp_mainline_rc6 - A great map. Even has a spot for fungineering for Gamemaster. Keep cp_mario_bros_beta8 Mario 1-1 Floating in a blue void. Remove cp_observatory4 - After capturing A or B, you can capture C - you don't need both. I like the idea, and it's a small enough map that it could work. No glaring issues, but I feel like I'm missing something. Test with group cp_pacman_plus_wtf - Gimmick Map. Pac-Man cp_ravine_b2 - Almost one long straight line, with all the problems that has. The middle point is only able to be exited by non-exploding jump classes via a rather large pit of water, wherein a shark pyro could pretty much single-handedly wipe a push. Remove cp_science2 - Goes for an odd cross-layout-setup. The points are arranged in plus-shape, and the first objective is the middle, then one of the sides, then the top or bottom. Definately want to see this in action, could have enough signage and flow to counter the weird design. Test with group cp_shabbytown_final - A confusing mismash of open corridors that dumps you into a huge wide open middle. Both parts are bad in different ways. Remove cp_stag - Mid is tremendously open, and the other two points try to emphasize the vertical over the horizontal. Soldiers & Demos have a huge advantage over everything else there, and a sniper will just shut down mid. Remove cp_stark_b2 - A very nice map with good flow, and no glaring issues. Keep cp_station_B1 - The points are very tightly packed and well-guarded, but the parts between them are huge and open horizontally. On the fence. Test with group cp_stoneyridge_rc1 - We've played it plenty of times before and had no issue. Keep cp_takeback_mountain - a 3CP map that's long, but has enough cover to not crap itself. Keep cp_titan_rc1 - 6CP back and forth. Has custom icons for it as well. Each point is it's own huge yard, which could cause issues. Test with group cp_toy_fort_alt3 - Someone tried to iterate and improve on Toy Fort to turn it into a legitimate map. EhhhhhhhhhhhEEEEEEHhhhhhhhhhhhhhh... Test with group cp_toy_fort_beta2 - The final cap point is -literally- next to the spawn door. Also, you know, Toy Fort Remove cp_warpath - Based off a TFC map. Very srsbsns map, very open. Will cause a lot of back and forth, endless stalemating. Remove cp_warpath2 - See the above comments, because very little changed. Remove cp_waste_final - Pretty good 5CP map! We've played on it a few times, rarely does a problem happen because of the map. Keep cp_wildmire_b3 - Mid seems a LITTLE open, but the flow is good. Took me a second to recognize the second path to each point, was about to call it out for bad chokepoint. No problems once I saw that. Keep cp_zinkenite_b3a - A very noisy 3-Stage map. Also huge in size, although apparently the author is attempting to fix that. The final cap point seems extremely hard for BLU to cap without a team-wide dedicated coordinated push. I don't think I've ever seen that happened on the OCR sever, ever. Test with group -
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Lyrai replied to Bahamut's topic in General Discussion
Actually there's this absolutely bizarre subset of people who keep trying to do amazing things with orange maps. I'm not quite sure I understand it. HLStatsX is a stat-keeping plugin that will do that. Sourcemod itself doesn't offer the capability, you have to snap on something like that. -
OCR TF2 Server - Anyone interested in trying out TF2 should join us!
Lyrai replied to Bahamut's topic in General Discussion
Arena Mode is the complete antithesis of almost every other aspect of TF2's design. TF2 is built to be very, very friendly in almost all of it's aspects. You can identify classes very quickly in the heat of battle. You are never shown your Worsts in your stats, only your Bests. The game will pop up a window, in fact, when you have a new best. Deathcams are so you understand to a degree what killed you, so that you never get discouraged; it encourages you to try again. I could go on, but you get the point - a lot of stuff in TF2, big and small, is designed so that you're encouraged to simply get out there and go. To keep momentum going. So you never have to stop playing and try to figure out what the game is telling you; it gets out of the way. Arena is fucking awful and atrocious because it's a huge grinding halt in the middle of gameflow. It encourages turtling, it encourages prioritizing everyone play like a good medic (Never do anything fancy/always play it safe), and it destroys the "You messed up? Well just get out there and try again" feeling because if you're the shithead who's around when someone scores first blood? Well fuck you, shithead, you don't get to play this round. I hope you enjoy doing nothing for several minutes while two scouts run around the map jerking each other off, neither one wanting to get close to each other. Or a cloak and dagger spy just sitting on his hands. Or about a million other things that leave me screaming at the screen for an admin to just slay everyone so we can get on, and get to the fun fucking part of the game. You want to play a game where when you're dead, you're out? CounterStrike and it's 50 variations are right there. TF2 Arena Mode was some weird attempt to include Competitive/e-Sports/"High-Skill" play at launch, except like set bonuses it was a mistake and never, ever used again, instead replaced with the vastly superior KotH, which has all of the good sides of Arena (Competiting over one central cap point, small compact maps that direct the flow to one area, etc) without kicking you in the face every 10 seconds and saying "No. Go sit in time out. You don't get to play." I log on TF2 to play TF2. Not to sit in time out. And if you want to get fucking catty with lines like Okay. A) Almost everyone here has some bitching going on about egypt this or degroot that. I literally don't give a fuck. Any map without arena_ in the game, I'll play at least once, without complaint. It is, most of the time, extremely hard for me to go "This is so bad, I do not want to play." The admins in charge of the maps in this server are generally good enough that, in conjunction with just the TF2 mapping community on the whole, there are very, very few bad maps. I will play almost all of them. Someone mentioned going down the customs and trying to analyze and pair the list down. Sign me the fuck up for that, I'd love to do that. Egypt/Degroot/etc doesn't bother me. Aside from Arena mode existing, only three things in the existance of the OCR server have ever bothered me. Closer to 2.5 1) Unexplained fuckery with the server. A few nights ago, we logged on, every weapon had different stats. No list, no warning, nothing. Given that the first action of half the server when this happened was "Figure out why and reverse it", I'm going to call this one "Not just me." 2) Creepy motherfuckers towards the females on the server. This is mostly why I don't use voice chat, because we've had some pretty goddamn creepy stalkerriffic motherfuckers that literally made me feel unsafe on the server. I already went to admins over this when it's happened, and to their credit, it's been smothered mostly. 2.5) The endless Badwater recently. And that's being shown to be a near-unanimous thing. The scenery is a bit stale. It's mostly just boredom rather than annoyance. So yeah. Not a whole lot bothers me, and what does bother me, I don't see the point in "sitting on it." I see the point in going "HEY. THIS SHIT BOTHERS ME." and seeing if I can affect some change to where it doesn't. -
OCR TF2 Server - Anyone interested in trying out TF2 should join us!
Lyrai replied to Bahamut's topic in General Discussion
You know Egypt was one of the maps that got a runthrough during the great balance update, right? They mostly nobuilded a lot of the more annoying, exploity-spots to build sentries on. -
OCR TF2 Server - Anyone interested in trying out TF2 should join us!
Lyrai replied to Bahamut's topic in General Discussion
They are wrong. -
OCR TF2 Server - Anyone interested in trying out TF2 should join us!
Lyrai replied to Bahamut's topic in General Discussion
If we have the community for it, set up another server that's all that wacky shit. It's nothing but the stupid customs, and sometimes stupid plugins with no warning. Like Gamemaster's weapon changing thing. -
Tropes vs. Women / #GamerGate Conspiracies
Lyrai replied to Brandon Strader's topic in General Discussion
Because of how she's mishandled it, and how she presents herself and her ideas, bringing up any part of her series will almost immediately make the article about Anita, not anything she's presenting. It has become impossible to separate the issue from the spokesperson now, and the best course of action imo is for Anita to find someone else to be the face of this whole thing. Someone who, hopefully, does their fucking research beyond skimming a wikipedia article.