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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#9 Good jump maps for beginner/intermediate jumpers? in Q/A Help

I think the easiest way to find maps at your level would to play on the Tempus servers, you can use /incomplete to keep track of the maps you've beaten and work through the t1-3 maps pretty quickly.

Smytherjump_competitive also helps show you what you can do on a map.

Personally I would never recommend jump_competitive to anybody who wants to learn to jump because the map is honestly super annoying to play. Tons of jumps on maps that aren't even in the rotation or haven't been for as long as I have played (Freight, Well, Turbine, Croissant????) as well as kind of forcing you into doing the jumps in one way (For example the lower to lower jump on Snakewater can be done tons of different ways but both almost everything is clipped off in that version) . Granted it is a jump map so I understand having a lot of stuff that way but I personally just find it super frustrating and I don't see why anybody would choose it over just playing maps on a local server.

posted about 7 years ago
#212 Updating cp_snakewater in Map Discussion

It's a bug related to transparent viewmodels, it seems to allow you to see through certain props when you have viewmodels disabled. Since the shutter doors on Snakewater are prop doors compared to simple brush doors on like Process/Metalworks/Sunshine this kind of thing will happen. Personally because of this bug I think the use of transparent viewmodels should most likely be banned (Seems to be more problematic on maps like Granary https://www.youtube.com/watch?v=fg5eBkmVS1c). It doesn't seem to affect all of the prop doors so you might just need to swap the model around, from what I have seen it looks like it only happens on ones that have some transparency already but I could be wrong. Someone could potentially try compiling the ABS Prop libraries and then checking to see what props are/are not transparent with the viewmodel bug though.

posted about 7 years ago
#6 ESEA - Snakewater map exploit in TF2 General Discussion
umlflaccidThey should probably just upgrade to one of the newer versions

I think I brought this up with Tri about a week before the season started and he told me it was too late at that point to update the map list, if I remember correctly they do normally update the map list for playoffs though.

edit: ninja'd

posted about 7 years ago
#24 Could we please fix dm server spawns? in TF2 General Discussion
kevi would give my left nut to anyone who can fix the invisible walls in gully dm

i have closed the forward spawn doors under mid so many times cuz no one knows that causes the problem

The invisible walls on Gullywash as well as the little doors on Metalworks forward spawn are all because of the little snippet of code in SOAP DM that causes all doors to be forced open when the map loads. I honestly do not see any benefit from having the doors open since every single map is played on mid and there aren't even triggers to let you get into the forward spawns at mid anyway.

I don't know enough about how sourcemod works but it seems like you could probably just comment out the part that forces doors open and it would be fine unless other things are being called with it?

flufBenroadsstuff about freightThe problem I have with freight is the water eats my fps but I don't think many people have this problem

Nobody that I know has ever had fps problems because of the water on any map. It seems to be a common trend for people to blame fps issues on the most random shit, stuff like dustmotes on an earlier version of sunshine and water on basically any map that has it.

SpaceGhostsCoffeeGravelpit stuff

While the roof on B is pretty stupid I enjoyed the rest of the area for DM, there are always going to be people who will try to win DM by sitting on the roof and spamming chokes for 10 minutes. Granted a lot of the maps don't help (Gullywash and Badlands in specific).

posted about 7 years ago
#12 Could we please fix dm server spawns? in TF2 General Discussion

I actually like Freight in DM more than most of the maps where you have to either jump twice to get to mid (Specifically the Badlands spawns near spire and resup) as well as any map where you need to go through a choke most of the time to get to mid (Badlands, Gully, Gran, Snake to a degree). I would say this is more a problem with the spawns than the maps though since I don't really see a reason that there should be spawns like under the bridge on Badlands second as well as near resup.

I'm fairly sure the only thing that people really complain about in Freight are either:

1. Trains are stupid
2. Map isn't in the rotation

The first problem could probably pretty easily be solved by using Stripper (http://www.bailopan.net/stripper/) to remove all the related entities to trains. Freight not being in the rotation doesn't really change that it's a solid map to DM on. Compared to most it's fairly open and there aren't really any bad spawns that force you to walk through one or more chokes to get to a fight. I also miss having Turbine/Gravel Pit but I can understand it's removal because people would just sit on the catwalk/roof and not fight people for 10 minutes at a time. I don't really understand the removal of Coalplant/Viaduct though, they were probably my favorite maps in DM and I didn't see any real problems with either of them (Besides "its not in the rotation :^)" ).

Since I'm writing this I also figured I would bring up that for some reason an ancient version of Sunshine is being played (I think rc1/2?) and demos still have 8 stickies in clip/active compared to the 2/2 that it used to be when the servers were regularly maintained.

posted about 7 years ago
#25 Easy TF2 Mapmaker in Projects
toads_tfWhat exactly do you mean byBenroadsI also think that having a "block" for each of your tilesets would be nice for making basic buildings and defining areas
I really do understand that 512*512 is quite a large box area, but with anything smaller it just adds tedium and really not much more use, especially with how each prefab is not very customizeable. I have a graduation ceremony in a bit, but afterwards I can try to throw together an updated version with some feedback I've heard taken into consideration.

thanks,
toads

What I meant was a 512x512x448? block that would just occupy the whole unit of the grid, I guess you could do something similar with the walls or it's somehow already there but I didn't see anything like it when I watched the video or during the 10 or so minutes I messed around with the actual program.

posted about 7 years ago
#19 Easy TF2 Mapmaker in Projects

The idea itself is quite cool but I think the 512x512 "grid" size is far too large. Even 256 would probably be a bit large even for just trying to lay out general designs. For reference here's a 512x512 brush near badlands choke.

http://puu.sh/plz4Y/895670bf2b.jpg

I also think that having a "block" for each of your tilesets would be nice for making basic buildings and defining areas since while the walls do somewhat work they're not super great even for basic optimization since you have the entire play area surrounded by skybox so it will be making lightmaps for stuff outside the map and will drastically increase compile time. Another quick suggestion would be to have the light enviroment match the suggested settings from the valve dev wiki (Found here: https://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf). It seems you've somewhat done this with the brightness but the ambient values still seem to be at their base values. This might be why the lighting seems pretty strange in your test video.

posted about 7 years ago
#10 omphud-redux in Customization

Fairly sure the control points were made by Zimmy for this HUD: http://www.teamfortress.tv/17805/zimhud

posted about 7 years ago
#178 Updating cp_snakewater in Map Discussion

From what I have been told this is coming very close to release, there are not many things that I've noticed that would really make a huge difference in gameplay but here's a list of a bunch of nit-picky things that slightly bother me.

http://puu.sh/oWSAZ/57e94504b4.jpg

These windows are different than the ones on Blu side. Also they're only on the outside. They also look pretty out of place since they're meant to be vertical windows with the little lip at the bottom. If possible I would make them look like how they do on Blu sides outside portion.

http://puu.sh/oWSPt/8a9ab7ea4a.jpg

Windows only on one side. (Same on both sides of the map)

http://puu.sh/oWSXm/eab4638d1c.jpg

This area seems kinda strange looking without a 3d skybox (Not sure if the map had one before but seeing into the void from a common perch spot is kinda weird. You could easily fix it up with some displacements or a few the rock props like you did near the forward spawn). Also I would consider clipping the concrete things so they're flush with the roof and then nodraw most of the inside of that little area under the slope. Better yet just fill it up and prevent stuff from rendering/drawing light all together.

http://puu.sh/oWT9s/68b15e71d7.jpg

I agree with bear and think that this little ledge under the window should be returned. If you removed it for clipping purposes I believe you could just make another slanted brush to surround it and prevent it from interfering with jumps.

http://puu.sh/oWTlh/f76fe20481.jpg

Fence props on both sides going through the roof.

http://puu.sh/oWTnG/db6a3178a8.jpg

Prop clipping into the fence as well as having pretty bad clipping. Easy to get stuck against it and I can imagine it messing up medics surfs since it's common to get bombed while your team is pushing through the lower area.

http://puu.sh/oWTxK/d691a5d17e.jpg

Clipping is kinda weird here but there is not much you can do besides blockbullet clip everything manually with nonsolid props. I would probably clip over the area underneath the stairs since there is no real purpose to ever go there.

http://puu.sh/oWTQ7/f7ab1628fc.jpg

This clipping could be touched up a bit

http://puu.sh/oWTUr/664573af17.jpg

Seems strange to have two different clipping styles directly next to each other

http://puu.sh/oWU3C/e4a5864519.jpg

You can get caught on this overhang. The little diagonal brush probably also should not be solid (Similar to the tunnel on Product)

http://puu.sh/oWUi7/280f21155c.jpg

I'm quite sure this is unintentional.

http://puu.sh/oWUwi/f9c7221c86.jpg

Clipping in this area is kinda strange, could probably be used as a shitty hiding spot but I think you should either throw a prop or two in there and clip the whole area over or extend the little ramp deck area and then add props and clip it over so its a bit more lined up with the wall it is next to. You could probably do the same thing with the area under the stairs since you seem to have done that on most of the staircases on the map so far but having a few hiding spots is fine imo.

edit found more stuff

http://puu.sh/oXj2Q/bc3b261c49.jpg

Pipe between the two things up top is only rendered when you're on mid

http://puu.sh/oXjaZ/83db6f0550.jpg

same thing here.

posted about 7 years ago
#151 Updating cp_snakewater in Map Discussion

http://puu.sh/oEsEC/5168b7abaa.jpg

Props in this area still feel like they could be clipped a bit better, I still feel like how they were handled in the release version of Snakewater was the best by a large margin.

http://puu.sh/oEsJp/fee2e6514b.jpg

I feel like this should be flat like the above area since if you jump or get bounced around you can easily get caught on the edges that stick out.

http://puu.sh/oEsNq/156206e2ff.jpg

I really like the decision to use this prop over the boxes, seems to work fine with splash and personally I think it looks nicer than the boxes ever did.

http://puu.sh/oEsU3/d5e926389f.jpg

Clipping the undersides of this would be nice, would prevent the same issues as I mentioned on the bridge on second.

http://puu.sh/oEsXL/4577741f31.jpg

The shed is only clipped on BLU side :(

http://puu.sh/oEt25/933daca8d9.png

On the BLU side of mid leading towards lower on the wall there is a fairly rough section of clipping that does not quite line up.

http://puu.sh/oEt97/7ea78e2698.jpg

I think I mentioned this before but better mirroring would be really nice on mid, specifically the exits from saw into mid. On Red side there is a decent amount more wall that you could potentially jump off of.

http://puu.sh/oEtfv/eb1862a3ca.jpg

Hiding spot, unsure if intended. I personally don't think it'd make that much of an impact if left in though.

http://puu.sh/oEtmH/27a9b06791.jpg

Slight bit of clipping around the edges of these props would be a nice touch since you can get snagged on the little indent between the small pile of firewood and the planks

posted about 7 years ago
#523 Lmaobox premium detected. in TF2 General Discussion
DifferMelonTFBenroadshttp://steamcommunity.com/id/serasXD/

even jumpers are getting banned

lmao so many people called this when he was getting insane consistency with bhops
Show Content

Do you think Tempus would purge his world records? He has a few...

It's up to the admins who have yet to say anything on the matter. I'm sure they'll say something in the next couple days since there's already a thread about it on jump.tf.

posted about 7 years ago
#374 Lmaobox premium detected. in TF2 General Discussion

http://steamcommunity.com/id/serasXD/

even jumpers are getting banned

posted about 7 years ago
#46 chart thread in Music, Movies, TV

http://puu.sh/oooDU/a52759ab8e.jpg

posted about 7 years ago
#2 Stream Sidebar Broken in Bug Reports

The servers tab is also displaying stuff from ~11 hours ago as of right now.

posted about 8 years ago
#628 Giving out matchmaking passes in TF2 General Discussion

I have two to give away, add me

edit: 1 left

all gone for now, will update this if I have more

posted about 8 years ago
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