Benroads
Account Details
SteamID64 76561198040399924
SteamID3 [U:1:80134196]
SteamID32 STEAM_0:0:40067098
Country United States
Signed Up January 29, 2013
Last Posted June 23, 2023 at 12:09 AM
Posts 1213 (0.3 per day)
Game Settings
In-game Sensitivity 1.1
Windows Sensitivity 5
Raw Input 1
DPI
1800
Resolution
1920x1080
Refresh Rate
240hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Logitech G610
Mousepad Steelseries Qck Heavy
Headphones Sennheiser 569
Monitor ASUS VG259QM
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#1 Challanges-EU: CPM Duel Cup in Other Games

From esreality thread:

After a long hiatus the Promode community has revived the classic Challenges duel series. Initially spawned as a platform to place the best duelers in the Promode community against one one another, the latest edition of the cup will look to provide a similar level of excellence as displayed in the very early 2000s.

Challenges-EU 2016 is a European open duel cup, that will be played on 12:00 EDT, 8 October 2016. This will be a single-elimination tournament, with all matches consisting of one best-of-three (BO3) game. The Grand Finals will be played as a best-of-five. To play please sign-up via Challonge, and join the Challenges-EU 2016 Discord server.

More complete information can be found in the esreality thread such as admins, map pool, prize pool, general rules, and server information. Note that while this is a primarily European tournament North Americans are allowed to play provided that they are willing to play on European servers. If you have any questions about the event or CPMA in general feel free to ask.

Links:

esreality thread: http://esreality.com/post/2841503/challenges-eu-2016-cpm-duel-cup/
Challonge: http://cpma.challonge.com/tournaments/signup/783sUoByOl
Challanges-EU Discord: https://discordapp.com/invite/RwRXtN9
CPMA Discord: https://discordapp.com/invite/fFVF73Y

Streams:

(Primary English) https://www.twitch.tv/zlive
(Primary Russian) https://www.twitch.tv/deliberatemurder
(Secondary English) https://www.twitch.tv/benroads

posted about 7 years ago
#11 tr_ctap_a2 in Map Discussion

http://puu.sh/rnVKg/24937562df.rar

posted about 7 years ago
#122 ESEA-O S23 Happenings/Discussion in TF2 General Discussion
saamMalloryI'm pretty excited to play my first season in Open.

It looks like we're getting the official "welcome to open, fuckers" greeting bright and early with our first match against some pretty good gamers. What's the record for the fastest match loss? :D

https://play.esea.net/index.php?s=stats&d=match&id=7434503

good luck

https://play.esea.net/index.php?s=stats&d=match&id=4151769

posted about 7 years ago
#34 Other Fps Games To Play in Other Games
Frost_BiteBenroadsMain differences are around double jumping and other movement mechanics, in Turbo/PQL stairjumping/proper double jumping is not really a thing (Atleast it was not when I played it ~2 years ago). Also I believe the weapon/item balance is slightly different in Turbo but I can't really check since I have no idea how to enable it on local servers. The weapon stats are the same; to enable it, download the "more gametypes" set of factories in workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=538941289

Just checked and the values are not the same

LG Damage is 6 instead of 10
PG Damage is 20 instead of 18
BFG still seems to be the vq3 version (Only really important in CTFS)

posted about 7 years ago
#32 Other Fps Games To Play in Other Games
mousiopeBenroadshttp://www.playmorepromode.org/

https://discord.gg/hfnghtF

newb question
how is this different from the pql/turbo mode from quake live ? afaik they both have the tf2 airstrafe mode
and why are the pql/turbo servers always empty ? i enjoy it more due to the similarities with tf2

Main differences are around double jumping and other movement mechanics, in Turbo/PQL stairjumping/proper double jumping is not really a thing (Atleast it was not when I played it ~2 years ago). Also I believe the weapon/item balance is slightly different in Turbo but I can't really check since I have no idea how to enable it on local servers.

As for why the servers are always empty I would imagine it's because the only mode really ever played in PQL is Clan Arena and that gets boring fairly quickly. CPM CTF pickups happen basically every day sans Friday/Saturday in NA and EU (Check the respective pickup channels in the Discord for more information). One of the guys who came from PQL I believe has a PQL CTF/Duel server but from what he has told me it basically never gets used since everybody just plays Clan Arena and very rarely duel.

posted about 7 years ago
#9 Other Fps Games To Play in Other Games

http://www.playmorepromode.org/

https://discord.gg/hfnghtF

posted about 7 years ago
#220 Global whitelist unveiled in News

I feel like Beggars and Airstrike are going to be pretty stupid to play against, especially now that the B.A.S.E. Jumper is allowed as well. I guess since Cow Mangler is a straight upgrade people will likely be using that over either of these for most situations but on certain maps I can see B.A.S.E. Jumper being pretty stupid

https://www.youtube.com/watch?v=a11m-127uqE

You could do a similar thing on Process, Gullywash, Granary, Sunshine, and potentially Badlands (Should be possible but there's some clipping on shithouse that would make it somewhat inconsistant)

posted about 7 years ago
#4 how do you remove the minus on the damage numbers? in Customization

You'd need to take the font that you use for damage numbers and remove the "-" from it using FontForge or something.

posted about 7 years ago
#22 koth_forge in Map Discussion
TwistycrankBenroadshttp://puu.sh/nDcwB/7e93f47af7.jpg

how did you get that crosshair?

That would be a HUD crosshair, probably two off them on at the same time.

Mostly correct

The outside circle is a font crosshair in hudlayout.res (It's one of the circles from the old Broeselhud crosshair set, I have mine flash on hit)
The outline for the cross is a vtf crosshair in hudachievementtracker.res (Lets me toggle the outline on using hud_achievement_tracker)
The actual cross is just the stock TF2 cross 7 size 28 (I have it change colors based on what weapon I have out since I normally have viewmodels off.)

posted about 7 years ago
#34 TF2 update for 8/16/16 (8/17/16 UTC) in TF2 General Discussion

The box change seems pretty questionable, Scouts could already get up there but it was atleast somewhat risky (You had to jump from Patio to the high parts on mid and then to the crates). I don't really see how giving Scouts basically free access to highground could ever be considered a good change.

EDIT:

DatDrummerGuymousiopethey now make the rocket jumper unusable on jump maps by disabling damage indicators and pain sounds..
How? Like, I really don't understand.

Removing pain markers makes seeing if you properly synced multiple rockets significantly harder.

posted about 7 years ago
#41 cp_cardinal (5CP) in Map Discussion

http://puu.sh/qoJhZ/90efc8dd10.jpg

Not really your fault but the collision on the tank is pretty strange, the little lip near where the hatch is seems pretty easy to get caught on. The placement of the prop also seems like it could be fairly frustrating for people rolling out on the right side of last (Specifically demomen)

http://puu.sh/qoJq6/0b2f45bd88.jpg

Would have this be clipped off in the corner, I like that you can stand on top of the barbed wire but it might be a bit awkward to fight on.

http://puu.sh/qoJLH/62eb16d467.jpg

Clipping stuff

http://puu.sh/qoJVN/7813990eef.jpg

Same stuff, would suggest either moving the props slightly back or extending the clip brush out a bit so that you don't get snagged on the extra parts of the prop when walking by the wall.

http://puu.sh/qoKmq/1a2a2f7ee2.jpg

Not really sure what this area is intended to be used for. It seems like its like a psuedo sneaky/secret area but it also seems like it's a bit too big and open to do that as well.

http://puu.sh/qoKEg/70858c6a37.jpg

Clippin stuff

http://puu.sh/qoKNf/ad53969a49.jpg

Might just be that its dev textures but this room seems fairly large. I think it's because almost all of the stuff is on one side of the room leaving the other side mostly empty. I imagine this is something you could easily fix when you detail the map. Also theres some clipping protruding into the room from outside

http://puu.sh/qoLiu/d55c1b1ffc.jpg

The clipping on the barbed wire and concrete things are kinda rough.

http://puu.sh/qoLzq/57c330fb92.jpg

I think the bars are part of the barbed wire prop and you could probably make them nonsolid in this case or just fully clip around it so that you stand on top of the barbed wire (You seem to do that on last but no many other places on the map so far, would be nice to have a standard so you know if you're going to stand on it or walk through it) The arrow sign behind could also be clipped on both sides, I do like that you can kind of stand on top of it but I'm not sure if its intended.

http://puu.sh/qoLYp/a48fbfb565.jpg

It seems like you can get on top of this but you can't. Maybe putting some fence props or raising the brush a bit would make it a bit more obvious that you're not meant to be up there.

http://puu.sh/qoMey/2d6c25f6d9.jpg

Same thing I mentioned earlier about the protruding feet.

http://puu.sh/qoMNn/4b2ae5a9a7.jpg

I like this area but it seems kinda pointless, maybe putting the pill or the ammo from mid here would make it have a purpose.

http://puu.sh/qoN7l/b70afabca7.jpg

Was probably mentioned before but the sun is crazy bright on this map. Would suggest toning it down a pretty large amount.

The mid looks interesting but it's pretty hard to commentate on most of the map this early because I have not played it myself in an actual game or watched someone actually play it. Hopefully people are willing to playtest this while it's in early development so you can refine the layout as early as possible.

posted about 7 years ago
#76 The snap chats of TF2tv in Off Topic

benroadz

posted about 7 years ago
#5 Checkered textures that aren't pink and black in TF2 General Discussion

It should be "mat_bumpmap 1"

I had a similar issue a few years back and that fixed it for me.

posted about 7 years ago
#7 cp_metalworks Official Feedback Thread Mark 2.0 in Map Discussion
ScorpioUprisingTerse and blunt "change this" or "clip this" are also rude, and unlikely to inspire much confidence. Phrases like "I think..." or "you might consider..." are much better, and more likely to work.

I feel like this is directed at me since you seemed to ignore basically every single suggestion I made without even replying to a single one of them. I'm not sure if you're in the right to call something rude if you're not even willing to spend the time to respond to the feedback that I and many others spent a considerable amount of time working on. If you're not willing to make a change because you felt the way I worded my criticism was not to your liking I am not sure why you even bothered to make a thread looking for criticism in the first place.

I typically spend a few hours on each and every one of the map feedback posts I do and when I edit stuff I typically want it to be as short and to the point as it possibly can be. I don't really feel like I need to provide a lot of reasons for well over 90% of the stuff that I ask to be fixed/changed because for the most part most of the things I post are small clipping fixes that I don't really think anybody could argue against. When I do suggest a larger change I typically do try to talk to a few people about it to get their opinion as well as writing a bit more. These are normally at the bottom of the post since I find it strange to just have a huge block of text in between a few pictures.

For example:

http://puu.sh/j76Hb/cf9650bf05.jpg

These railings are still inconsistent with the rest of the map (Maybe you have changed this in the unreleased test version but since I posted the feedback nearly a year ago I am not sure why you would not fix it for the official release). For that reason alone it seems like a waste of time for me to try and convince you to fix it when it's something that you seem to have made a decision on considering that in one of my previous posts I mentioned the exact same issue and you later removed the railing entirely. The only difference seemed to be that I worded my feedback slightly different in the latter post.

http://puu.sh/j77P6/7bf0451a72.jpg

This area still appears to be not clipped off, I see no reason why you would leave it as is. I suppose in the future I could spend even more of my time writing a short paragraph on why I think each change should be made but unless it's directly influencing game play it seems like an enormous waste of my time to do that. Perhaps in the past I was willing to spend a bit more time but even just rounding up the screen shots is fairly time consuming as is.

As for new feedback, there are a few things that I noticed with regards to prop solidity on the map.

http://puu.sh/q371U/7aa036ce79.jpg

As you can see none of these lights are solid in the area on last, however a good portion of all of the others on the map are.

http://puu.sh/q376j/fa8b75dbb5.jpg

Having lights or other props on the ceiling that players can get caught on when they are either rocket jumping or are being pushed by explosives or airblast is incredibly frustrating.

http://puu.sh/q37g6/62370c2212.jpg

This area also has the same issue to an even larger degree since no only are the lights and pipe solid, the rest of the brushwork is not clipped off so if you jump or get knocked in down here you're pretty much guaranteed to get caught on stuff.

As for other feedback I would suggest looking over the stuff that I posted before since I believe most it is still quite relevant and would overall help the map to be more enjoyable.

posted about 7 years ago
#4 MAJOR TF2 update for 7/7/16 (Meet Your Match) in TF2 General Discussion
- All Mediguns allow the Medic to match the speed of their heal target

This is pretty questionable

posted about 7 years ago
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