Carn
Account Details
SteamID64 76561198046170692
SteamID3 [U:1:85904964]
SteamID32 STEAM_0:0:42952482
Country United States
Signed Up August 14, 2015
Last Posted March 12, 2017 at 8:34 PM
Posts 40 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 2 3
#234 yttrium's competitive viewmodels in Customization
yttriumCarnNope. Just tried to reset its read-only state, just in case. It still came up with the error.Does it work if you run CompVMInstaller as admin?

Nope, tried that out, too.

Quick edit: I just re-installed 1.1, and the install works with that version.

posted about 7 years ago
#231 yttrium's competitive viewmodels in Customization
yttriumCarn
I get this:
http://i.imgur.com/rJQrw6s.png
Is your TF2 folder read-only?

Nope. Just tried to reset its read-only state, just in case. It still came up with the error.

posted about 7 years ago
#229 yttrium's competitive viewmodels in Customization
yttriumface2facerunning this under wine on linux seems like it would work fine, but no matter what folder i select it says "invalid TF2 Path!" :( do you think there would be an easy fix for this, or should i just get a friend to make a vpk for me?It's never going to work on Linux with WINE because TF2 for Linux doesn't ship with the necessary prerequisites that my installer needs - namely, studiomdl.exe. It's part of the Source SDK that only works on Windows, and I doubt studiomdl would run properly in WINE. You could try though. My installer checks to see if the path selected contains studiomdl.exe and vpk.exe in TF2/bin. Additionally those executables require a few of the DLLs from that folder on Windows as well. If you wait until a bit later when I'm home I'll make a zip for you.

VPKs made on a Windows install can be copied to Linux and OS X installs and they'll work just fine.
CarnI'm getting an error with 1.2 where "Select Team Fortress 2" Folder's grayed out, and whenever I try to install the animations, an unhandled exception occurs.
It says the number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.

And here's what's output in the details:
Show Content
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.InvalidDataException: Number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.
at System.IO.Compression.ZipArchive.ReadCentralDirectory()
at System.IO.Compression.ZipArchive.get_Entries()
at System.IO.Compression.ZipFileExtensions.ExtractToDirectory(ZipArchive source, String destinationDirectoryName)
at System.IO.Compression.ZipFile.ExtractToDirectory(String sourceArchiveFileName, String destinationDirectoryName, Encoding entryNameEncoding)
at CompVMInstaller.Form2.RenderButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
CompVMInstaller
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Carn/Downloads/CompVMInstaller.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 12.0.51209.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34245 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.IO.Compression.FileSystem
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression.FileSystem/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.FileSystem.dll
----------------------------------------
System.IO.Compression
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
If you open the registry and go to Current User > Software > CompVMInstaller, what do you find?

I get this:

http://i.imgur.com/rJQrw6s.png

posted about 7 years ago
#227 yttrium's competitive viewmodels in Customization

I'm getting an error with 1.2 where "Select Team Fortress 2" Folder's grayed out, and whenever I try to install the animations, an unhandled exception occurs.
It says the number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.

And here's what's output in the details:

Show Content
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.InvalidDataException: Number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.
at System.IO.Compression.ZipArchive.ReadCentralDirectory()
at System.IO.Compression.ZipArchive.get_Entries()
at System.IO.Compression.ZipFileExtensions.ExtractToDirectory(ZipArchive source, String destinationDirectoryName)
at System.IO.Compression.ZipFile.ExtractToDirectory(String sourceArchiveFileName, String destinationDirectoryName, Encoding entryNameEncoding)
at CompVMInstaller.Form2.RenderButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
CompVMInstaller
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Carn/Downloads/CompVMInstaller.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 12.0.51209.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34245 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.IO.Compression.FileSystem
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression.FileSystem/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.FileSystem.dll
----------------------------------------
System.IO.Compression
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
posted about 7 years ago
#18 Medic class unpopular? in TF2 General Discussion

I think the biggest issue with med is that it doesn't have too many mechanics that give you immediate feedback whether you've done well, or not.
Like how, when a fragging class gets a kill, you get instant gratification. You know you did something right, and you can follow up on it.
With medic, some of the closest things you have to that mindset are probably hitting someone with a crossbow or potentially surfing a rocket, but there really isn't much else.

posted about 7 years ago
#1368 ESEA-O S22 Happenings/Predictions in TF2 General Discussion

Silver the Carne Asada

posted about 7 years ago
#11 LFP Mid-Open+ in Recruitment (looking for players)

We're looking for a roamer for process and sunshine week. Hit me up if you're interested!

posted about 7 years ago
#40 cp_cargo in Map Discussion

[Part 2]

Right now this high ground gives too much advantage to the players holding it. There's a health buffer, high ground, and a bridge to fall back to if they need to get ammo. The space between the bridge and the route to mid from here is also pretty small. Removing the high ground and the bridge should help the attacking team when aggressing mid.

http://i.imgur.com/dSkjDDy.jpg

If you remove the bridge, you could potentially put the entrance on lower ground anywhere. I'd recommend putting an entrance on the attacking team's side, though. That way they are still able to use the entrance for alternate decisions when attacking second.

http://i.imgur.com/URk4ePd.jpg

Your mid doesn't have any definite aggression supported by high ground, currently. This is where high ground supports attacking from right now, on your mid, and it isn't too controlled. The health packs would also support attacking from the dirt, but not very strongly. Also there isn't a health pack on the bottom right of this picture:

http://i.imgur.com/Xp3K3tB.jpg

One way you could attack this is by putting some form of high ground around this area on both sides of mid. Due to your map being fairly linear, it's pretty viable to go right or left on this mid, and putting high ground around these spots should support that.

http://i.imgur.com/5YUfbq1.jpg

An issue that comes up with doing this is that, if an enemy team sets up on one of these sides before you, and you've committed to that side, there's no easy way to attack them.

http://i.imgur.com/2TbWIw4.jpg

To fix that, you could potentially put a roof, or some kind of high ground around this location. Which allows players to aggress that high ground from closer high ground. It should also open up some other route options around this mid.

http://i.imgur.com/UTM7Lfz.jpg

http://i.imgur.com/5GvQsPj.jpg

With that in mind, I'd recommend getting rid of this crate above the point, too. It's a narrow hallway-like structure that gets a bit in the way of fighting.

http://i.imgur.com/AE9Jcd5.jpg

Right now this route is tight, and you have to fight high ground through most of it. To help being able to attack from this side, I'd suggest expanding it out and removing that ledge, as well as increasing how fast it gets up to the even ground on mid.

http://i.imgur.com/EMfGSnE.jpg

If you increase the general height around the mid point some, it leads into the other changes around the choke, and also gives some more viability to attacking the point in multiple directions.

http://i.imgur.com/PTRkMwm.jpg

Last thing for the mid: If you remove this wall and add some stairs here, it should help support the team coming from choke aggressing the high ground on the other team's side. It will also help to open up the mid a bit more.

http://i.imgur.com/DiZIBpV.jpg

You should still try to clip/block bullet these stairs, even though their model has vcollision. They have a little gap that can eat rockets and also hurt any jumps that lead into a surf off of them.

http://i.imgur.com/HuNRdFX.jpg

These hanging objects also have vcollision, which you'll probably want to get rid of so that they don't get in the way of players that might be jumping around these spots.

http://i.imgur.com/qazwqU7.jpg

These stairs have some bad vcollsion and you should clip them, instead. I'd also recommend making custom stairs, for these sets, since the textures are already in the game, and the metal stairs are set up like brushes anyways.

http://i.imgur.com/i96NrdU.jpg

Also, don't forget to try turning texture lock off, otherwise you get some wierd things with misaligned textures. Plus you probably won't like having to deal with this in the future, while you're detailing.

http://i.imgur.com/o3umDlu.jpg

In general, I'd recommend clipping all the basic stuff, like stairs and protrusions, that way it feels nicer to walk around the map as well as jump around it.

Lastly, when it comes to windows and things that you can see through, you generally want to balance them out by separating the view a bit away from the main fight, or giving them some kind of disadvantage when looking through them. The reason for that is that it gives both teams information that they can get without having to peak too far into the fight, so they don't have to surrender anything to learn information about the opposite team. This one specifically lets players view both teams from each of their holding positions, meaning neither of them will want to aggress into this location since the enemy team will instantly know that they're coming.

http://i.imgur.com/c3jxraa.jpg

But that's basically everything I've got. Wish ya the best of luck with the map!

posted about 7 years ago
#39 cp_cargo in Map Discussion

[Part 1]

Rehashing all the spots we went over a bit ago:

To start off, I'd recommend completely getting rid of this upper spawn door, plus the extra high ground around the point.

http://i.imgur.com/iR3mOCm.jpg

The third spawn door will make it pretty annoying balancing out both of the spawn doors in the future for your map, plus it gives easy high ground to the defending team coming out of spawn, making it the only viable exit. Try walling off that area, since it already provides some nice separation between the doors that discourages spawn camping and you'd want to keep that. The doors are also well balanced out already and have similar advantages towards agressing the point.

http://i.imgur.com/DWsxmcc.jpg

This area between the spawns is close to being alright. It gives maneuverability to the players, but promotes demos camping between the two doors, right now. To force a demo to only one door, I'd recommend either bringing the wall in more to support spam against him, or lowering the ground so that he'd be at a disadvantage, or a mixture of the two.

http://i.imgur.com/Pkp2izF.jpg

When we were talking, you said that you wanted the middle route to be the main route/choke. To promote that idea you should try creating some nice holding ground, and a way up to it. This should help teams flow into this last point, too.

http://i.imgur.com/epbfREk.jpg

Due to how this route is set up, it seems like the most viable option for it would probably be an alternate route. With that in mid, lowering this to the ground and getting rid of the bridge to the point from here will make it so that it's not overly powerful, and will give a few more options to both teams.

http://i.imgur.com/JTloR4D.jpg

With the other two routes established, this last one seems most viable as a flank. Moving this route's entrance into last up a bit will create a nice no-man's-land in between the entrance and the high ground opposite to it. Moving the holding position forward a bit, or creating high ground closer to the entrance will also help that ideal. You should also try making some kind of route around the holding position of the defenders, or towards the point (so it can be used for some flank options).

http://i.imgur.com/aiDTLEK.jpg

Currently the choke has some high ground over the flank route that separates the players coming from choke, and also gives a free visual towards the players in flank, at the same time. If you wall that off, it'll decrease vision and also focus the players coming through the choke a lot more.

http://i.imgur.com/3FBjDUl.jpg

This health and ammo doesn't make too much sense here. It promotes players holding around this position, even though they're at a disadvantage. It also isn't very likely that the defenders will rotate to here from the better positions they'll have on high ground. Health and ammo on lasts isn't really a necessity, due to the resupply cabinets, but they can support holding closer to a choke. If you found a spot that was closer to the high ground for the flank to put these, it'd probably work out a lot better.

http://i.imgur.com/f1nLEv2.jpg

A good, major change to this area would be to heighten all of the ground to be leveled. This helps with making future changes to the entrance into last, and the entrance into this lobby.

http://i.imgur.com/ZiBQnLG.jpg

Moving the wall you have set up closer to the flank entrance should make peaking into this last a bit more interesting and will open up lobby a bit more. Then you should be able to conjoin the two ramps together into one, larger ramp. This will also create a 90 degree turn in this choke, which should help with any future sight lines that might pop up.

http://i.imgur.com/x8PFqTj.jpg

Walling this off should get rid of the sigh tline you were worried about in lobby, and should help make a nice bit of separation in it, overall.

http://i.imgur.com/KYQcHFM.jpg

Adding to that, moving the general height of this down to meet up with the height on last, or making some kind of ramp up to it, should give you a few more options when it comes to changing things in the future, and also creates a no-man's-land in between this pathway, the choke, and the holding position on last.

http://i.imgur.com/SkZ5oZR.jpg

Right now this entrance is on low ground and seems very out of the way compared to all the other entrances. If you were to remove the shutter, lower the ground to meet with the other changes, and make a ramp going up to this high ground on this side of the crates, it should help increase the viability of taking this route.

http://i.imgur.com/trKsDrQ.jpg

Creating a ramp up to this high ground gives some more route options into lobby and should also help make a pseudo-holding position for flank.

http://i.imgur.com/pkc7T3f.jpg

Right now, with you wanting this to be the choke, the high ground on these crates is a bit too hard to aggress. Changing the direction of the ramp to go down to the lower creates, and removing the high ground and the crate closest to the choke should help players flowing into second. It also gives another route option up to the point that forces you to go through the defending team.

http://i.imgur.com/BEpka92.jpg

Adding to that, if you were to increase the high ground around mid and coming from the choke to be similar to the high ground given on the creates, you could create a simple, small no-man's-land in between those two spots, as well as evening out the ground between the two teams.

http://i.imgur.com/6YBkEJJ.jpg

Moving this crate and ramp back a bit should help with player movement onto the point and around this area.

http://i.imgur.com/3XZvW56.jpg

With the newly created ramp up to the higher crate, you wouldn't need these barrel crates here anymore, so you could remove them to reduce clutter. It might also help with teams coming out of the forward spawn, not having to move around as many objects.

http://i.imgur.com/xAV5aGo.jpg

This opening gives a sight line to the flank for people holding close to choke. I'd recommend walling it off to separate the two routes more.

http://i.imgur.com/QPaolnO.jpg

Right now both the flank route, and this alternate route lead to the point. If a player were to take this alternate route towards the point, people holding flank and main wouldn't be able to see them until they got to the point. I'd recommend removing this entrance and changing some of the opportunities it gives the attacking team. Also giving a visual to either flank or main if anyone is aggressing from the alternate route should help the defending team with fighting against it, as well as giving them some more reaction time (if you plan on putting a window, make sure it doesn't have immediate high ground over wherever the main holding position is).

http://i.imgur.com/zlYtnAk.jpg

Walling this off separates the alternate route from choke a bit more, and should help with some future changes.

http://i.imgur.com/9RKivjA.jpg

Right now, this choke is very open and doesn't have any direct routes leading into it from mid. Which also has the drawback of creating some pretty bad sight lines.

http://i.imgur.com/d2FodWq.jpg

http://i.imgur.com/6t0zSmf.jpg

To fix that, creating a wall with an entrance closest to the camera, added with the other wall I above, should force players to come from one direction into the choke. This'll also remove any harsh sight lines coming into mid, since it closes off both entrances on both sides of the mid.

http://i.imgur.com/fsaeK8R.jpg

posted about 7 years ago
#78 KevinIsPwn lft in Recruitment (looking for team)

Honestly really enjoyable to be around, and knows the game really well. If you want a solid soldier, solid person, and a solid pick, get this guy.

posted about 7 years ago
#8 LFP Mid-Open+ in Recruitment (looking for players)

Bumping: Picked up Conky on pocket. Still looking for a med to play with!

posted about 8 years ago
#6 LFT Mid-High OPEN MED in Recruitment (looking for team)

Just a heads up: He doesn't actually have any esea experience. He also can't play on Mondays or Wednesdays, but told me he'll be more free around summertime. Seemed pretty rude by the end of our chat, which probably isn't the best sign.

posted about 8 years ago
#3 LFP Mid-Open+ in Recruitment (looking for players)

Bumping: Picked up Yuno on demo. Still looking for a med and a pocket!

posted about 8 years ago
#7 VAVLIE LFT Med - Open in Recruitment (looking for team)

Honestly an amazing med. He adapts very fast, and understands a lot about the game. I'dd recommend him to any open team that wants a solid player that's very determined to continue getting better.

posted about 8 years ago
#2 LFP Mid-Open+ in Recruitment (looking for players)

Bump. Looking for demos now, too!

posted about 8 years ago
1 2 3