Xytaglyph

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Xytaglyph last won the day on September 13 2015

Xytaglyph had the most liked content!

About Xytaglyph

  • Rank
    Advanced Member
  • Birthday 06/09/1995

Profile Information

  • Gender
    Male
  • Location
    Seattle, US
  • Interests
    CSGO, TF2, TFC, DotA 2, SC2 Player
    Valve Fanboi

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  1. I spoke with Tehace before publishing the Clean version, and credited him on the workshop for it as the co-author. He also commented on the map thanking me for taking the time to make it. So i didnt just rip it
  2. This looks very good, Love most of the balance changes and I'm eager to try this setting for the Ion cannon. I'm inclined to think that it may be slightly too weak, but nevertheless stronger than the reflex league
  3. this has been addressed in many of the experimental_plus rulesets A lot of the rulesets increase the total dmg to 114 (increasing the dmg per pellet by 1) and a few of them have increased trace radius for the pellets, resulting in a more responsive feel
  4. No i can confirm for sure that it also happens when you play someone who is also ranked. I just won a game versus Jacob who was ranked gold, and I was platinum, but I lost rating and de-ranked down to gold
  5. I have not been able to determine a cause for this but it seems that sometimes, seemingly random, you will lose rank upon winning a game, and sometimes you will gain rating from losing a match. sadly I dont have any screenshots but I know that Truck mentioned the same thing happened to him as well as some other people.
  6. I agree with truck, that perhaps the Clean version of Pocket Infinity be used since is has some seriously improved performance over the original and some consistency fixes with the geometry. I think Sanctum should be added to the 1v1 map pool Also Abandoned Shelter possibly added to the 1v1 map pool (current issues with it lacking ammo packs though) If possible, It'd be good for in competitive mode that there would be more than 3 potential map choices, im thinking on the order of 5 or so, if we are going to include maps that are generally not played at a high level such as 421, Ruin, and Simplicity (for EU).
  7. doesnt actually display chatlog at all if you press T or Y or whatever you have it bound to, it should bring up a display of the previous messages that have since disappeared and it does not currently
  8. yes, and a working default chatlog widget would be greatly appreciated
  9. CTF - Team size locks also relevant here Race - If you race and get a time, then go to spec, then back to play your time is erased. The time should probably persist until the round is ends. Duel - Occasionally the order of the people in queue is mixed up. It seems that if someone in queue calls a vote and it fails then they are moved to the front of the queue (not sure on how to reproduce but It seems to have something to do with callvotes) - Should have some means of actually forfeiting and ending the match immediately while displaying and keeping the stats for each player involved in the duel for early ggs. - Difficult to reproduce bug in which the Mega health is not existent for a few seconds when the duel starts, possibly due to it being picked up during the 10s countdown prior to match start
  10. Yo bois, Anyone know if there is a way to change the color of the particle effects? I struggle to see the current white-orange mix of rockets and Ion Cannon and would ideally like to make my Ion Cannon beam magenta and my Rocket fire green, so that i can easily distinguish the two. There is a problem with them being the same color in my opinion as often times in fights the ion cannon will obscure a rocket and/or make it more difficult to pickup on due to their almost identical color scheme. If there is no way to do this now, would the DEVS think that this could be done at some point in the future??? TY bois
  11. Currently, we have atleast 3 weapons that are most effective at close range: Rockets, Plasma, and Shotgun (Possibly Melee) 2 that are used most at medium range: Ion Cannon, and Rockets and 1 truly viable option for long range: Bolt Rifle This doesnt include spamming and area denial obviously, but if you can imagine hypothetically fighting in a large empty.map, the players would most defninitely use rockets when they were at close range, ion cannon at medium, and bolt at long, simply because they are the most reliable options at their respective ranges. Thus, I feel that since medium and close range already have the largest variety of viable options, we should be looking for something to compete for the long range role, which is currently dominated by Bolt.
  12. audio

    just dont copy them over to your folder, theyre the melee swing sounds
  13. I personally am more in support of making stake gun something similar to bolt rifle. The problem with decreasing the cycle time to 800-1000ms is that it becomes far too useful at close range which should not be the primary area of use for the stake, especially with how slow the projectile speed currently is. It is very difficult to hit an aware opponent at long distance with the current projectile velocity and so making the cycle time faster would make the weapon too powerful at close range, and still unviable at long range. At close range the stake functions essentially as hitscan and the last thing we need is a fast cycling hitscan high dmg weapon, like pre-nerf bolt. I am more in favor of keeping the max ammo count low, increasing the projectile velocity (maybe 3500), and signficantly decreasing the rate of fire (so that it is similar cycle time to bolt rifle)
  14. map

    Thanks for the feedback @Stral I will definitely look into how i can fix this
  15. map

    I have updated the map significantly based on feedback and really would love for people to take a second look, your feedback is greatly appreciated so that I can improve both this map and future potential maps Thank you!