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
1 ⋅⋅ 6 7 8 9 10 11 12 ⋅⋅ 80
#1 ultiduo_assembly in Map Discussion

ultiduo_assembly
Current version: A7
Download: http://www.mediafire.com/download/78kagx3og4rr2zn/ultiduo_assembly_a7.bsp

Hey,

ultiduo_assembly is a small project I have been working on for the past week or so as a way to learn a bit more about mapping. It is designed to play more like the original ultiduo map than baloo and based on the few playtests I have done, it was received fairly well. Would love to get some feedback and suggestions on the general layout as I will probably hold off on any major detailing and visuals until I have a solid layout built.

Thanks in advance

Screenshots:

http://puu.sh/jpqlU/3625fd74c3.jpg

http://puu.sh/jpqpC/51ffe2def6.jpg

http://puu.sh/jpqCD/59a36d0289.jpg

CHANGELOG:
a4
-Initial public release

a5
-Added bulletblock around the cap point to prevent splash issues
-Added bulletblock around the bridge to prevent splash issues (might remove this as it could cause strange behaviour with rockets)
-Fixed respawnroom triggering the window to open on blu side 
-Cleaned up brushwork around the spawns
-Cleaned up roof clipping brushes
-Redid skybox brushwork around the orange building
-Decreased the speed of the window in spawn by 200 (from 500 to 300)
-Increased the length of all door triggers by 8u (from 56 to 64)
-Added proper respawnroom triggers
-Fixed the light entities that were near the health packs
-Moved the health packs a bit farther from the wall
-Added decals under the ammo/health packs
-Raised skybox by 128u (from 256 to 384, based on the rooftops over spawn)
-Changed the clip brushes on the fence to blockbullets and converted them to func_detail
-Increased each platforms height by 8u (from 16 to 24)
-Increased time to cap by 4 (from 4 to 8)
-Slightly scaled down map by 32u towards the middle
-Removed some random brushes that were outside the map
-Added a light entity near the top spawn hallway
-Resized roofs to be a bit cleaner (spawn buildings 512 wide side buildings 256)
-Moved map off origin (fixes a few bugs with shadows and other things)

a6
-Raised skybox again by 128 (from 384 to 512, based on the rooftops over spawn)
-Cleaned up brushwork on roofs
-Rotated the healthpack overlays 45 degrees
-Added some angled brushes to spawn to make it a bit less open
-Moved stray light entities out of brushwork
-Added some angled brushwork to the edges of the spawn buildings
-Added fence props to the mid level roof
-Changed texture on window shutters to be not the same as all other doors
-Changed skybox to sky_nightfall_01 (Going to change this to a nicer night skybox when I find one)
-Cleaned up clip brushes around roofs
-Enabled fog
-Increased fog start distance by 900 (from 100 to 1000)
-Reverted capture point to a sqaure
-Added displacement ground in the bottom area
-Added slightly raised areas for health packs, spawn doors, and the ramps to upper (all edges clipped with bulletblock)
-Added props in the corner near the ramps
-cleaned up the brushwork behind the small health packs
-Removed duplicate cap trigger (Did not actually function but I could see it causing issues)
-Resized cap trigger vertically to prevent it going into the ground 
-Spawn doors for enemy teams now open on round end
-Fixed blockbullets on fences extending too far and blocking rockets
-Extended door triggers by 32 (from 64 to 96)
-Added inassecable rooms on the ground for detail
-Fixed brushwork at top exit of spawn
-Fixed texture allignment bugs at the top exit of spawn
-Pulled the shutter trigger back 8 units to prevent it being triggered while walking against the ledge
-Changed texture of capture point tape
-Converted some blockbullets to be func_detail
-Added env_cubemaps near the lower and upper glass windows on the outside
-Fixed brush grouping for bridge

a7
-Fixed top blue spawns respawnroom visualizer not having a spawnroom
-Added props near the top spawn on each side 
-Reduced door open/close speed by 100 (from 500 to 400)
-Raised ammo pack slightly
-Raised corner box near the ramps
-Raised displacements near the props in the corner
-Added tire prop ontop of largest box in the corner
-Fixed brushwork on outside of lower detail rooms 
-Cleaned up skybox brushwork above orange buildings
-removed angled peices on the spawn building roofs
-recentered the fences on the orange roofs based on above change
-Changed light_enviroment to be for a night skybox
-Changed pitch for light_enviroment to be straight down (Prevented buggy shadows)
-Changed fog_controller to be for a night skybox
-Increase skybox height by 256 (from 512 to 768 based on the rooftops over spawn)
-Added large lamp props in the top corners near spawn
-Clipped corners near the large lamp props
-Began basic texturing of the lower area (Replaced all grey dev textures with concrete)
-Changed door texture to props/metaldoor01_192 from metal/metaldoor001
-Added aesthetic door brushes near the bottoms of the ramps on each side of the map with lights above
-Removed most basic light entities from the underside of the map
-Added light entity back in over the capture area
-Added light entity over the ammo pack in the middle of the bridge
-Added lights over mid level spawn doors
-Added light props to small health pack platforms
-Adjusted displacement around the point to fix some lighting bugs
-Added a light_spot over the bridge to add a bit of light
-Added team colored billboards over the spawn buildings 
-Redid brushwork near ramps 
-Converted some stray bulletblocks to func_detail
-Increased cap speed by 2 (From 8 to 6)
-Added game_intro_viewpoint entity
-Added metal sheet near the top spawn
posted about 8 years ago
#353 broeselhud_blue in Customization

You probably could remove it on a HUD level but it would be far easier to just use the command tf_contract_progress_show 0

posted about 8 years ago
#19 lft in Recruitment (looking for team)

?

posted about 8 years ago
#29 Soldier LFT IM in Recruitment (looking for team)

bump, my school schedule is actually far more relaxed than I anticipated. I should be able to play normal scrims times for sure.

posted about 8 years ago
#57 ESEA-IM Playoffs: #3 Pizzagon Esports vs. #6 Mad Luxurious Blue in Events
Corsaphelonmustardoverlordside note: why the FUCK does mad lux gold get to play their round 1 game on thursday but neither us nor pizzagon could reschedule our game just 1 day forward for any reason
muffin men were going to FF since trip can't play and kanon's PC died. we asked to play thursday instead of FF. ESEA said yes as they would rather have matches played than FF's in the playoffs (crazy concept hey). we rescheduled for them so shut down the tear ducts already

Not trying to defend mustard, but the same thing happened to my team a couple seasons ago, so esea doesn't always allow well reasonable extentions. We were about to forfeit our round 2(?) playoff match in open and couldn't play except if we were given one more day, which in our case, ESEA didn't allow and would rather us forfeit. Up until the last couple hours, we weren't able to field six players due to dagger planning on not showing up that week for something (I guess this would be more relevant if I remembered his actual reason for not showing, because maybe esea only allows extensions if your pc dies?) "Fortunately" though, it turned out the last night we decided to play for fun with mini on our roster who was prone to have bad internet that whole week or something(?) (200+ ping the entire game).

But my point is, what makes your case more reasonable for an extension than mustard's IF he were to forfeit or mine since we were going to forfeit?

That match actually had already gotten pushed back one time maybe twice, I remember talking with Walka saying he could not make it on the default time so we pushed it back and then Dagger kinda went MIA (I think his power was out?). If I remember correctly Killing would not move back that match again cause the deadline for the next playoff match was the next day so his hand was somewhat forced. But in this situation I see no reason why they could not have moved back the match, seems pretty lame to using ffling as an excuse to get someone to move your match back.

posted about 8 years ago
#4 Help with crosshair script in Q/A Help

http://www.teamfortress.tv/thread/4134/how-to-use-multiple-hud-crosshairs

Using this method would probably be the easiest to set up and toggle on/off on a class basis as I used to use minmodes to swap crosshairs and the freeze when turning it on/off got pretty annoying pretty quickly. If you wanted to disable the dot you could use minmodes by having "visible_minmode" "0" and "visible" 1" set for the dot and "visible_minmode" "1" and "visible" "0"set for the konrwings but I would really advise against using achievement crosshairs since if you have it change minmodes automatically on class change you will freeze a bunch when swapping spawns and such.

edit: fug got ninja'd forgot to hit post button

posted about 8 years ago
#97 shitty gut knife giveaway in CS2 General Discussion

:~)

posted about 8 years ago
#6 huntsman giveaway in CS2 General Discussion

:~)

posted about 8 years ago
#9 LF video gamer(s) in Recruitment (looking for players)

Stalin's squad is p solid right now and could be much better if they picked up someone who is willing to be a lot more vocal on the flank.

posted about 8 years ago
#717 The Gun Mettle Update in TF2 General Discussion
leakysildeezyrock-deetrrock-obe_
So stop complaining, dude. You can literally turn off dx9 and not have to see the skins. This shit is even less intrusive than hats.

what the actual fuck are you people talking about? where did i say i wanted more items

are you reading the same thread as the rest of us

i don't know you decide, are you reading what im saying?

HOLD ON HOLD ON HOLD ON

who is reading what? are you reading what I'm reading?
no what are YOU reading

but are you listening to what he's reading?

posted about 8 years ago
#12 Medic LFT HighOpen/IM in Recruitment (looking for team)

Did very well his first season and I could see him easily making playoffs with the right team.

posted about 8 years ago
#346 The Gun Mettle Update in TF2 General Discussion

you can bounce the medium ammo packs around

edit: skipped a page when skimming through and didnt see someone already posted, new scoreboard values could be really cool though as they could make allow for hiding of shit like nemesis and doms as well as killstreaks?

posted about 8 years ago
#15 Soldier LFT IM in Recruitment (looking for team)

bumping this as matches are over and I should now be able to play pretty much any of the normal times.

posted about 8 years ago
#76 No explosion smoke script in Customization
Adistinctivelackofhuehud dl btw? :^)

http://www.mediafire.com/download/d8bjjk951fcrjjq/Broeselhud6.23.2015.rar

Personal edit of broesel 2.5 w/ a lot of stuff that will probably not work on anything but 1920x1080. There's a pretty good chance a lot of stuff is broken on it but it should work fine for most things, there is a changelog in there somewhere so you can see most of what I have changed.

ammo888Sorry I'm dumb at this, but can someone explain how to change the particle effects for the explosions?

ry4ntk linked both of the major resources needed to edit the particles before in the thread

https://www.dropbox.com/s/8hebz96ztx128nl/tf2_vice.zip?dl=0
https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles

You'll need to find the ctx file for the weapon you want to edit particles on and decompile it into a txt file, from there just open the file and look for the following things:

"ExplosionEffect"		"electrocuted_red_flash"
	"ExplosionPlayerEffect"		"electrocuted_blue_flash"
	"ExplosionWaterEffect"		"electrocuted_red_flash"

I explained what each of those do in an earlier post but you'll just need to replace the particle with one from the link earlier, keep in mind that a lot of the particles will not work properly and a bunch will not even render.

BonafideWould it be possible to change the sniper dot to "critical_rocket_blue", if so that would be an insane advantage, idk if the sniper dot is a particle or image tho

The sniper dot is a vtf image. Even if you could attach a particle file to it somehow the materials folder is checked by pure and would not work on sv_pure 2 servers.

posted about 8 years ago
#1 Soldier LFT IM in Recruitment (looking for team)

Tentatively looking for a team for s20 as I will most likely be staying on my current roster to finish out the season to ensure that the roster lives for next season. I feel like I could play either soldier role at around an mid IM level, but I consider myself somewhat stronger on roamer as a majority of my experience is on it. I should be available from around 9:00 EST to a bit past 11 Sunday-Thursday depending on what my school schedule winds up being like this semester.

Past Experience:
ESEA-O s15 - Catface Party (Pocket)
ESEA-O s16 - Ducks per Interface (Roamer)
ESEA-O s17 - Wu-Tang Club (Roamer)
ESEA-IM s18 - Wu-Tang Club (Roamer)
ESEA-IM s19 - Wu-Tang Club (Pocket)

http://steamcommunity.com/id/Benroads/
https://play.esea.net/users/601993

posted about 8 years ago
1 ⋅⋅ 6 7 8 9 10 11 12 ⋅⋅ 80