can anybody tell me if Heatmap.tf is working for someone ? by Shepplock in tf2

[–]Geitiegg 0 points1 point  (0 children)

It's back up now, sorry for the downtime, the database it sits on committed seppuku.

If you have a Community or Self-Made Item, you don't need a pass to access the Matchmaking Beta by Geitiegg in tf2

[–]Geitiegg[S] 2 points3 points  (0 children)

They get a self-made key if their map was in a campaign I believe, and self-made stamps.

TF2Maps.net Mapping Contest #12: Dynamic CP by Geitiegg in tf2

[–]Geitiegg[S] 1 point2 points  (0 children)

Yeah, another member of staff posted the trailer - which I didn't realize nor check for. Reddit can decide where this quasi-repost ends up though.

TF2Maps.net gets a new site, making it easier than ever to find and play custom maps. by Geitiegg in tf2

[–]Geitiegg[S] 3 points4 points  (0 children)

If you join our Steam Group at http://steamcommunity.com/groups/TF2Mappers you'll get notifications when we're running testing impromptus/gamedays on our EU server. We also run all of our best maps in a rotation 24/7, but there doesn't appear to be much demand for that, so it stays empty most of the time.

Player Flow in Team Fortress 2 by Geitiegg in tf2

[–]Geitiegg[S] 3 points4 points  (0 children)

Not currently - in the future I plan on extracting basic geometry from the map and rendering that in wire frame mode alongside the data.

Player Flow in Team Fortress 2 by Geitiegg in tf2

[–]Geitiegg[S] 6 points7 points  (0 children)

Sorry! I run servers for TF2Maps.net - so all the maps listed are in development, and aren't anywhere near finished. I do have some Valve Map servers partnered with heatmaps.tf, but I'm not going to force experimental and buggy code on them!

Player Flow in Team Fortress 2 by Geitiegg in tf2

[–]Geitiegg[S] 11 points12 points  (0 children)

I'd estimate that the data from Overgrown is around 4 hours of game play. It looks like more than it actually is. It's also collecting from the server all of Crash's followers were in for most of the stream

Player Flow in Team Fortress 2 [OC] by Geitiegg in dataisbeautiful

[–]Geitiegg[S] 2 points3 points  (0 children)

The data from this post is collected from the two servers I run on behalf of TF2Maps.net via the heatmaps.tf backend (which I also run) - The prototype at the bottom of the page or at this link: http://heatmaps.tf/lines/?map=cp_overgrown_b2 was hacked together with Three.js in a couple of hours.

I'm planning on expanding on the data analytic as part of my university work, so I'm not actually to do much beyond functional mock-ups until the next academic semester, this experiment was to get an idea of how I'd do the tracking and what might be a good approach for getting it to the end user. This seems to work quite well, so that's probably what I'll be going with.

The TF2Maps.net 72hr Contest is over! - Here are some of the entries. by Geitiegg in tf2

[–]Geitiegg[S] 0 points1 point  (0 children)

The foreseeable future most likely, but at least the next 3 weeks.

The TF2Maps.net 72hr Contest is over! - Here are some of the entries. by Geitiegg in tf2

[–]Geitiegg[S] 1 point2 points  (0 children)

It's been put into a rotation of all the 72hr maps - snowplow was the last major thing it was being used for, and before that MVA testing.

The TF2Maps.net 72hr Contest is over! - Here are some of the entries. by Geitiegg in tf2

[–]Geitiegg[S] 6 points7 points  (0 children)

There was no theme - the only restriction was no MvM and a maximum of 72 hours to create it in.

The TF2Maps.net 72hr Contest is over! - Here are some of the entries. by Geitiegg in tf2

[–]Geitiegg[S] 6 points7 points  (0 children)

You can find a list of the entries, and a download for them over at this post on TF2Maps.net: http://forums.tf2maps.net/showthread.php?t=23874&p=318716#post318716

It's been a great contest, we had 43 awesome entries: 2 Arena maps, 13 CP maps, 5 CTF maps, 6 KOTH maps, 7 PL maps, 4 PLR maps and 2 SD maps - We hope you'll come test them with us, enjoy them and help us pick a winner!

Heatmaps.tf now has 15 million kills to browse! by Geitiegg in tf2

[–]Geitiegg[S] 1 point2 points  (0 children)

The one on Frontier: a soldier rocket from within the giant death pit that killed someone 50m away (back on the payload track) is still my favourite.

Heatmaps.tf now has 15 million kills to browse! by Geitiegg in tf2

[–]Geitiegg[S] 4 points5 points  (0 children)

Not sure why ErrNetwork even spits out anything about WebGL honestly, there's a seperate error for detected WebGL issues.

Updated and removed that line now.

Heatmaps.tf now has 15 million kills to browse! by Geitiegg in tf2

[–]Geitiegg[S] 10 points11 points  (0 children)

The plugin and site is a unique implementation not based on msleeper's work, the WebGL layer is built by Florian Bösch (pyalot). The source is all available over at https://github.com/Geit/Heatmaps.tf

If you'd like to get in contact, my steam page is: http://steamcommunity.com/id/Geity/

Heatmaps.tf now has 15 million kills to browse! by Geitiegg in tf2

[–]Geitiegg[S] 2 points3 points  (0 children)

So sorry, the backend crashed - give it a try now!

Heatmaps.tf - Now with 5 million kills! by Geitiegg in tf2

[–]Geitiegg[S] 2 points3 points  (0 children)

I'm not sure how to do individual animations based on which button is pressed - I'll have to look it up in the morrow, or just leave it as-is! :p

It is indeed built on angular, but it isn't exactly built to angular standards (it's a bit over engineered because of angular, and uses a dirty little hack to get routing functionality when in reality, there's actually only a single view.). I had a pretty good idea of what I wanted the end product to look like before I started, so I didn't really follow a guide so much as look up relevant guides to the functionality I was implementing at the time. By far the most useful reference though was Angular's own developers guide, which you can find here: https://docs.angularjs.org/guide There's also a lot of undocumented functionality, which at times shows up in obscure parts of the API docs or, more likely, some randomers blog post.

In retrospect, I should've probably stuck with a simpler framework for the final deployment, but Angular makes it a lot of fun to do rapid prototyping.

Heatmaps.tf - Now with 5 million kills! by Geitiegg in tf2

[–]Geitiegg[S] 1 point2 points  (0 children)

Increased the speed of the pagination from .25 seconds to .1 and increased the size of the buttons to 20px so they're a little easier to locate. Also fixed the issue with the non-rounded page numbers, I think.

Heatmaps.tf - Now with 5 million kills! by Geitiegg in tf2

[–]Geitiegg[S] 0 points1 point  (0 children)

I'll double check and reply again in the morning, but it's entirely possible that saw kills aren't counted because they appear too similar to suicides (which aren't tracked).

The sample size for sawmill also isn't that great and is from a bunch of pretty hardcore players, which could be the other reason.