Benroads
Account Details
SteamID64 76561198040399924
SteamID3 [U:1:80134196]
SteamID32 STEAM_0:0:40067098
Country United States
Signed Up January 29, 2013
Last Posted November 29, 2017 at 7:25 PM
Posts 1202 (0.6 per day)
Game Settings
In-game Sensitivity 1.1
Windows Sensitivity 5
Raw Input 1
DPI
1800
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Deathadder
Keyboard Ducky Zero DK2108S
Mousepad Steelseries Qck Heavy
Headphones Steelseries Sibera v2
Monitor ASUS VG248QE
1 2 3 4 ⋅⋅ 80
#4834 HUD editing: short questions, quick answers in Customization

Recently just changed computers and for some reason my achievement crosshair no longer works.

https://puu.sh/ybNVT/d4f0078dcb.jpg

https://i.imgur.com/EhHZ7EK.jpg

I fully copied over my custom folder from my old computer so I'm not sure what would have changed unless there was something that has broken them in the past month or so. Would be really nice to have this fixed since I use it to outline the default crosshair.

posted 8 months ago
#8 jump_kin in Map Discussion
200if pumpkins are tf_generic_bombs with extremely low respawn times, that should work in multiplayer just fine, I don't see any possible issues. if players can't hit other players with them, it is fine

The issue would be more along the lines of using them to exploit stuff in Tempus. The same issues happened with Bumper Cars and the Halloween mini effect on my previous maps. I can't really think of anything that they could be used for but i'm sure given enough time someone could find a way to abuse them.

Starkiereally cool map, one of the few gimmick maps thats actually fun
the skybox on 11 feels too low and the pumpkins on 5 are a little strong (i dunno if you can actually make them weaker)

I could make the pumpkins slightly weaker per jump but for consistancy/simplicity I chose to keep them all the same. 5 is a pretty strange jump since you're not getting a large amount of height so the catches will still push you just out of an additonal rocket range so you need to prefire the rockets pretty early so you're not going to bounce yourself too far back on it.

As for 11 from testing it never really felt like the skybox was too low unless you were climbing up into the pumpkin since I normally would get most of my height and then turn the corner to take it from the side. A lot of the jumps do have lower cielings to prevent people from resyncing on the pumpkins to skip the jumps since before most of them were super easily cheatable by doing that so I will likely be keeping most of them the same to avoid that.

posted 9 months ago
#4 jump_kin in Map Discussion
ReeroBenroads there's a pretty low chance of this map being added to Tempus Why? You might as well add scotch and try..

I'm not 100% sure how the map will work in multiplayer. I tested it with bots and there did not seem to be any issues but there is a chance that it could cause issues and they seem to prefer just pulling maps instead of working around them (They removed my sick bumpercar jumps because of some spectator glitch)

posted 9 months ago
#1 jump_kin in Map Discussion

Typically I would not post jump map stuff here but since jump.tf seems to be fairly dead and there's a pretty low chance of this map being added to Tempus I figured that I would post it here as well. I intended to finish this last year but ended up somewhat burning out on TF2 and somewhat forgot about it untill about a week ago, I figured it would be cool to release it on Halloween.

Screenshots:

https://puu.sh/ybNTz/6f801fe4cd.jpg

https://puu.sh/ybNVT/d4f0078dcb.jpg

https://puu.sh/ybNYX/5b3851abcb.jpg

download:
http://www.mediafire.com/file/ki89zpeaow42lah/jump_kin_a1.bsp

Changelog:
A1: (20 jumps, 4 Bonus)
-Initial release

posted 9 months ago
#95 Ban the crossbow in TF2 General Discussion

Medic wasn't underpowered without crossbow

posted about a year ago
#80 Ban the crossbow in TF2 General Discussion
ideekaehttps://www.youtube.com/watch?v=bsC8io4w1sY
This is actually pretty interesting, instead of having xbow severely nerfed (crit heals maybe, refer to past 10 threads), we could buff needles and make them viable again. We didn't stop using them because the they got nerfed, they just became obsolete. Medics gave up their option to somewhat reliably protect themselves to switch to an overpowered weapon and keep their teammates healthy. Simply a good damage buff could make a medic with good DM be able to escape some sketchy situations. One of the few things Overwatch did well was giving supports a chance to fend for themselves rather than be a sitting duck. It leads to pretty entertaining gameplay and solves our problem of medic primary choices. But yeah, why doesn't the xbow but crit heal...

Unless they fundamentally change needles across the board there's no buff they can give them that will be better than having another healing item on a healing class. Nerfing the crossbow would be a much better option than trying to buff the needles since the crossbow has received multiple unneeded buffs (Everything past the passive reload change is super unnecessary imo), but that will likely never happen. At the very least removing the uber aspect of it would at least add some opportunity cost to arrow healing.

posted about a year ago
#247 Quake Champions Closed Beta in Other Games

https://www.plusforward.net/quake/post/24474/Quake-Champions-Duel-Mode-Revealed/

The breakdown on how Duel works:
A match (map) is split up into best of three rounds.
At the start of the match each player picks three different champions (you can not pick the same champion 3 times but both players can pick the same 3).
A round lasts until one player has lost all three of his champion picks or until the timelimit runs out in which case the person with more champions left wins the round. If both players have the same amount of champions left the game goes into Sudden Death Overtime.
After you die you can freely pick from your remaining two or one champions and respawn into the ongoing game.
After a round ends (one player has lost all three champions) the map / pickups get reset.
The winner is the player to first win 2 rounds.

lol

posted about a year ago
#2 CPMA help in Other Games

You should probably just use one of the servers, you can change map and mode without having admin by using the callvote menu.

If you're in the CPMA discord you can check the pinned messages in each region to see the server but here are some for NA.

NA-East (NJ) Getserverd | quake.getserved.tv:27961
NA-East (NJ) Vixterra | q3.vixterra.com:27960
NA-East (NYC) CPMA World Duel NYC | 50.116.51.140:27960
NA-East/Central (CHI) Vixterra | 45.63.78.66:27970

edit: apparently some of those servers are dead, both of the vixterra servers are great though.

posted about a year ago
#19 koth_avalanche_pro in Map Discussion

https://puu.sh/v7o7j/e6cbc9d4e0.jpg

First thing I noticed is how incredibly cramped the spawn room feels, I can't really imagine having 5+ other players in there as well.

https://puu.sh/v7ojv/e73e98951f.jpg

Personally I love the idea of stupid hiding spots but this is a bit much even for me, this already already seems kinda strange since there's next to no benefit of taking this door out of spawn.

https://puu.sh/v7orX/22150edb1f.jpg

Should clip over the inset on the window and remove collision on the door frame since neither really provide anything besides a place to get stuck on when you get bounced. I would also suggest clipping over the entire ceiling to prevent players from getting caught on the support beams.

https://puu.sh/v7oAy/9c7cfb6202.jpg

Would suggest making the props on the wall nonsolid unless you intend to have them as a hiding spot. Right now if you were on those boxes for any reason it'd be very easy to get caught on them.

https://puu.sh/v7oCr/36de18332b.jpg

Unless you plan to have players using the railing to dodge on I would just clip them off to prevent people getting stuck on them since the prop collision is kinda bad.

https://puu.sh/v7oIs/90371de8c0.jpg

This area feels really cramped as well and I don't really understand the point of the horizontal bars since they really only seem to get in the way of jumping. Also the roof clipping is frustrating as you'll often get caught on it while jumping. Would also suggest making the displacement ground at the top of the stairs a bit smoother and potentially making it non solid.

http://puu.sh/v7oSe/4d8b4d7edc.jpg

I don't think that any of the props in here benefit from being solid unless you want them as (shitty) hiding spots. I would also probably slightly rework the geometry on the right as the area where the manhole cover is doesn't seem to be being used for anything.

https://puu.sh/v7p0c/9d1fce16e6.jpg

Should clip/bulletblock this little lip to prevent splash bugs and probably make the pipes in the corner nonsolid.

https://puu.sh/v7p72/3765bfbf4c.jpg

If you're going to have one of these be solid you should probably make sure both of them or none of them are solid as having inconsistency with prop solidity is pretty annoying.

https://puu.sh/v7pdd/38706f41e0.jpg

I think you should smooth out the upper part of these displacements so they're more consistent for jumping. Right now when I try to rocket off them it seems pretty bad (Combination of awkward geometry with the displacement itself and the clipping)

https://puu.sh/v7pqa/911f883fc6.jpg

Examples of the clipping as mentioned above

https://puu.sh/v7ptO/d467cbd389.jpg

As mentioned before I would highly recommend changing how you clip off roofs since having hard edges at the top like this makes jumping feel awful.

https://puu.sh/v7pFh/b0f0814a00.jpg

This sightline is pretty absurd as you can basically look at all 4 ways that you get to mid from one location. Getting rid of this will be pretty difficult and right now I don't really have any suggestions for fixing it.

https://puu.sh/v7pKN/f5ba621a18.jpg

Personally I don't think that large health or ammo kits should ever be used in a serious map considering how important health and ammo management is in TF2. Besides that you already have 3 medium ammo packs on each side of mid that are incredibly easy to get to. I think removing this and moving the health pack here could be a good option. Also some kind of seam thing on the displacement right next to the blue timer on my hud.

https://puu.sh/v7pZ6/d5d3a8b7bf.jpg

This little nook looks really nice but since I don't imagine it will ever be used for gameplay I would suggest moving it forward slightly and then clipping it off so players don't get stuck on it.

https://puu.sh/v7qd4/b96e613e37.jpg

Same deal as before with clipping/bulletblocking the inset area to prevent splash bugs

Right now I see middle as the biggest problem since you don't really have any defined flank routes and the entire area is just super open. There's also a lot of perch spots for soldiers and potentially demos to go stand on and those typically aren't very interesting fights. There's also the big issue of that mega sightline that would also double as a pretty strong area to forward hold as you'll be covering 2/3 spawn doors with height advantage and you could easily have a roamer watch the far side since you'd be forced into a small tunnel anyway. Currently I don't really have suggestions for any of those problems but I think that they're worth bringing up sooner versus later, however I could be totally wrong and it could play out fine.

posted about a year ago
#14 runescape 3 in Other Games
AlfieNub_DanishAll_Over_RSyes really looking forward to tomorrow's treasure hunter promotion, and the day after that tooplay ironman avoid the nonsenseis rs3 ironman the same as osrs ironman?

For the most part yes, some things are disabled in RS3 but allowed in OSRS (Blast Furnace is one that comes to mind) . The rules for hardcore are also slightly different as you do not revert to a regular ironman on death unless you've purchased an item that would allow you to do so.

The wiki page has a full list of the restrictions: http://runescape.wikia.com/wiki/Ironman

posted about a year ago
#22 691 ctapping in TF2 General Discussion

691 is a pretty strange height to make in hammer as you'd pretty much have to go out of your way to make it and it is typically much higher than most things in common tf2 maps. For reference here's a 691u block next to Badlands spire:

http://puu.sh/tK3O8/c7c2da0f6a.jpg

Most if not all ctaps done on common maps will be mainly horizontal but if you want to practice perfect vertical ctaps I would think that the measure maps posted above would be your best option.

posted about a year ago
#3 691 ctapping in TF2 General Discussion

The start of jump_academy has a bunch of various ctap heights including 691

As for local skeys I used this before but it was sort of buggy. There might be a better one now since this one is fairly old.

http://jump.tf/forum/index.php/topic,38.msg161.html?PHPSESSID=fduaevkbn393q7hrajsd0rj600#msg161

posted about a year ago
#68 What would you wish people would start doing? in Off Topic
VulcanZootSuitRioterVulcanin quake this would be enough since there is no airstrafing
how do you think bunnyhopping works
yOU cANt aIRStraFE iN qUAke niGGA

You can airstrafe in every Quake that isn't awful.

posted about a year ago
#3 does anyone know what quake client this is? in Other Games

It is Quake I but I am not exactly sure what client it would be, this might be of help if you're looking to get into it though.

https://steamcommunity.com/sharedfiles/filedetails/?id=118401000

posted about a year ago
#10 Anyone know how to remove this ? in TF2 General Discussion

Are you using any of the smoke removal scripts?

posted about a year ago
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