Recent content by FOREVER

  1. FOREVER

    Collision Hulls

    WAIIITTTT a minute: if tf2 uses euclidean distance to calculate the damage you receive from a projectile, why can't it just use the same distance calculation to determine whether you were hit in the first place? basically, there's no essential connection between player-player collisions...
  2. FOREVER

    Collision Hulls

    I'm not sure I understand, probably because I know next to nothing about collision testing. When I imagine two cylinders trying to push past each other I imagine them doing so with velocity proportional to how off-axis they are. Would this be problematic? I wouldn't doubt damage works as...
  3. FOREVER

    Collision Hulls

    from http://wiki.teamfortress.com/wiki/Mechanics#Hit_detection "Projectile collision detection does not use model-conforming hitboxes, instead using large, singular, position-based-only projectile hitboxes that completely encompass the player model (for example, a standing Heavy has the same...
  4. FOREVER

    Collision Hulls

    I read somewhere that TF2's collision hulls are A. boxes and B. of fixed orientation (i.e., independent of player direction). If this is true, than I wonder why this decision was made. The collision hull determines whether splash damage affects the player. The corners of a box are 2^.5...
  5. FOREVER

    Arathi Basin

    I was never a big fan of EOTS, and I don't know if it was because of the horrific visual design of the level or that the ctf+caphold combo didn't quite click for me. Exciting to hear that you have something related in the pipe!
  6. FOREVER

    Arathi Basin

    Yeah I remember playing canalzone once, it seemed a little sprawling and messy, not to mention 'canal' is much nicer name. A feature of AB that would be very challenging to replicate is the openness - in it you can see enemies coming from a great distance, which is quite thrilling. But snipers...
  7. FOREVER

    Arathi Basin

    So in world of warcraft there is, or at least was back when I played, one pvp map that was really great - Arathi Basin. Two teams spawn in opposite corners of the map and aim to cap and hold the majority of 5 points for as long as possible. These points could be gained and lost in parallel...
  8. FOREVER

    "resupply lockers"

    huh. I remember colliding with them all the time, but I just tested it and the smaller radial ones are just as you say. The larger beams over the point have collision, but hardly any of my RJ's got anywhere near colliding with them. Either my rj technique has gotten better of late or I have a...
  9. FOREVER

    "resupply lockers"

    No worries! I'm a big fan of coldfront, it's one of the few maps I'll actually play, and this supply locker thing is more of a theoretical point for me anyway. If there was no other way, there was no other way. While we' re on the subject...all those I-Beams in the ceilings of the final points...
  10. FOREVER

    "resupply lockers"

    will do! thanks for hearing me out.
  11. FOREVER

    "resupply lockers"

    And I'm guessing only a jog to a supply locker provides those 2-3 seconds - you can't just sit in spawn for 2-3 seconds, right next to a intelligently located supply locker. The reasons people are giving for valve's lazy mapping have gotten so interesting
  12. FOREVER

    "resupply lockers"

    ...I'm assuming this is a joke!
  13. FOREVER

    "resupply lockers"

    And as a general response to maps that use inconvenient locker placement for balance: those are poorly designed maps, in that regard (I'll save my list of valve mapping grievances for another interminable thread :) ) All I want is an answer to these question: Is it possible to design a map...
  14. FOREVER

    "resupply lockers"

    easy. raise the spawn, turn it 90 degrees, both exits involve stairs, one cannot spam the point from the spawn door. EDIT: 45 degrees works too.
  15. FOREVER

    "resupply lockers"

    When I say "adjust" I mean a 90 degree rotation of the spawn. Not hard! No need for extra cover, but the sightline from spawn to point is properly broken, thereby blocking spam. I'm sort of surprised nobody's mentioned how making the resupply cabinets more arduous to reach makes engies build...