HOI
Account Details
SteamID64 76561198061182117
SteamID3 [U:1:100916389]
SteamID32 STEAM_0:1:50458194
Country England
Signed Up July 12, 2017
Last Posted October 21, 2018 at 5:41 PM
Posts 30 (0.1 per day)
Game Settings
In-game Sensitivity 4
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1440p
Refresh Rate
165
Hardware Peripherals
Mouse Roccat Kone EMP
Keyboard Gigabyte Osmium
Mousepad Roccat Taito Control
Headphones AKG K7XX
Monitor ASUS PG279Q + 3 x Dell U2414H
1 2
#43 Koth_Synthetic in Map Discussion

Yeah it looks like all clip brushes besides the 2 spawn window ones are missing.
Also the door frame faces here are probably too dark:

https://i.imgur.com/uzfjg5H.png

posted 3 weeks ago
#39 Koth_Synthetic in Map Discussion

I haven't played the map since the map test cup but I thought I'd look at the aesthetics and clipping and point out some nitpicky stuff I found (screenshots taken from b31):

https://i.imgur.com/nbW18Y3.jpg

This corner at the right hand side of spawn could do with some diagonal clipping

https://i.imgur.com/QGYG6xK.jpg

The clipping ramps found here on the dark wood should probably be longer (e.g. a 1/2 incline rather than a 1/1) because the player's camera still jumps up and down when walking over them and it should really be a lot smoother.

https://i.imgur.com/Fstqaj7.jpg

The shadows on these look wrong (probably too low res) and some of these (like this one near the big yellow pipes) are solid, when arguably all should be non-solid. Currently it's inconsistent and I think making all solid would be bad since that would include the ones on the spawns.

https://i.imgur.com/W7Q0lDm.jpg

This one next to the point is also solid, meaning that players jumping after using the flank routes can hit their heads and not go anywhere. It also allows players to stand on top and hide in the corner which may or may not be desired.

https://i.imgur.com/072VSiq.jpg

The top of the right vertical pipe is a lot darker than the bottom

https://i.imgur.com/b5x7NMO.jpg

The low light map resolution used here allows light to leak into spawn under the right shutter

https://i.imgur.com/6nEVEZc.jpg

The red clipping across the top of this door should be lowered to the height of the door

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

This tap appears to be too close to the ground to be useful

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

The white dots found underneath the lamps do not move and look pretty weird once you notice it. Also a lot of the lights appear a little too dark such that it's not obvious they are doing anything and these are examples of those.

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

The triangular face on this staircase is too dark and the corners around this area are possibly a little too dark too (e.g. top right)

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

The ground displacement covers part of this bottom step

https://i.imgur.com/RzLEqA1.jpg

The thin white faces found here and on the opposite side might be too dark at the top

https://i.imgur.com/R81Kcag.jpg

This light is not quite in the middle

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

What appears to be a decal between the pipes and the window looks a bit too much like a lighting issue

https://i.imgur.com/jD9glr8.jpg

This could use some diagonal clipping

https://i.imgur.com/ALW1h8B.jpg

These are almost spaced evenly but not quite, and they have weird dark bits at the top

https://i.imgur.com/5BlmSkG.jpg

You can see a tiny bit of sky at the very centre of this image

https://i.imgur.com/slUdjy7.jpg

This decal is a bit off-centre

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

Grass grows through here

https://i.imgur.com/z235AVc.jpg

The red valve thing looks like it should be a bit lower down

https://i.imgur.com/ja7C0QE.jpg

The textures don't quite line up just right of the corner

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

When I first saw the lighting at the right side of blue spawn I thought it was too high contrast but i'm no longer sure

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

This shadow looks ugly

https://i.imgur.com/MW1qyyG.jpg

This shadow also looks ugly

I remember enjoying the map a lot when I played it and visually it looks great with no major clipping issues. I don't know if increasing the light map resolution would cause other problems but I personally believe it would be a good idea.

posted 3 weeks ago
#275 Updating cp_snakewater in Map Discussion

The lighting is much brighter, particularly on the bottom part of this train. It just looks wrong:

https://i.imgur.com/Sls2z9t.jpg

The 2nd spawns have clipping coming through the ceiling:

https://i.imgur.com/ZWGK0u0.jpg

The diagonal clipping in the corner next to the bridges goes too deep:

https://i.imgur.com/opPFF3Z.jpg

The last points have this weird black thing between the concrete with the traffic cone and the nearby rock:

https://i.imgur.com/48ZzVrR.jpg

These lanterns in the africas both have different shadows when they should arguably have none:

https://i.imgur.com/q62TNjm.jpg

This clipping in saw does not reach the ceiling:

https://i.imgur.com/y8fCI8s.jpg

This z-fighting with clipping does not occur in the red kitchen (not an actual issue but evidence of some kind of anti-symmetry):

https://i.imgur.com/5XUuKzm.jpg

The left part of this fence next to saw is floating:

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

Light leaks from above dropdown:

https://i.imgur.com/BqNs7Hz.jpg

The tiled floor in spawn should probably be shifted by half a tile in both axis so that the tiles line up with all 4 walls:

https://i.imgur.com/p31xRmZ.jpg

In the very center of this image there is a square of light texture which only occurs on the blue side:

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

The shadow here starts too late:

https://i.imgur.com/y68JkDt.jpg

This texture is too dark:

https://i.imgur.com/QyS5NiR.jpg

The diagonal part of this texture is thinner than the axis-aligned one which can probably be avoided (or another on-grid layout can be found which better approximates the size we would expect it to have):

https://i.imgur.com/5hWVkPw.jpg

posted 1 month ago
#269 Updating cp_snakewater in Map Discussion

You might already know about some of these but this is what I noticed from looking around:

https://i.imgur.com/EUBx8Gt.jpg

Clipping here is unnecessarily bad as it currently means you can't jump when standing in the furthest corner, even though there is sufficient space between the wall and wooden platform to allow the player to jump

https://i.imgur.com/m4r3D2C.jpg

You can see through the vertical section of the pipe if you view the inside of it from above

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

Light leaks through the edge of the bridge, might be fixed with a higher lightmap resolution on those faces

https://i.imgur.com/3LmzmEJ.jpg

Rockets can pass through gaps in this fence and it might be preferable to have rockets explode when they enter the gaps instead

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

The texture outlined in red should be shifted horizontally so that the joining bit does not occur on this short face

https://i.imgur.com/yj6SgnY.jpg

The thin face shown here is completely black but should probably look like the face shown in the image below:

https://i.imgur.com/8F6xOyR.jpg

posted 1 month ago
#5 Shiny LFT in Recruitment (looking for team)

Very nice guy with good dm and calls

posted 2 months ago
#2 Play a .dem file on a server? in TF2 General Discussion

I was interested about the same thing about a year ago but didn't find anything.
Would be great for doing demo reviews as a team.

posted 2 months ago
#37 whats yo cm/360? in Off Topic

6cm/360 solly & med

posted 3 months ago
#15 Heres an idea in TF2 General Discussion
SpuHOISplitting up a 5cp map into 4 2 point sections and making it territorial control could have a similar effect provided that the round timer was 2 mins and a stalemate was a loss for the team with mid control. I don't think a plugin would be necessary and It could be interesting but potentially just less fun than normal 6s. One issue would be that whichever team begins with mid control would have an obvious advantage and I'm not sure what a good way to fix that would be other than assigning mid control randomly after a last point has been captured or just to to the team that previously lost.so like tc_hydro

Yup! I assume hydro gets around the mid point problem by having an even number of points.

posted 3 months ago
#12 Heres an idea in TF2 General Discussion

Splitting up a 5cp map into 4 2 point sections and making it territorial control could have a similar effect provided that the round timer was 2 mins and a stalemate was a loss for the team with mid control. I don't think a plugin would be necessary and It could be interesting but potentially just less fun than normal 6s. One issue would be that whichever team begins with mid control would have an obvious advantage and I'm not sure what a good way to fix that would be other than assigning mid control randomly after a last point has been captured or just to to the team that previously lost.

posted 3 months ago
#6323 Frag Clips Thread in Videos

https://www.youtube.com/watch?v=MtrXAS44oYc

posted 3 months ago
#16 i63 cu@ thread in LAN Discussion

cu@

posted 4 months ago
#19 going to college, need laptop recommendations in Hardware

100% get a laptop with an SSD
Googling 'laptop deals' and looking for day or week long discounts can also save u > 200
It's very unlikely that you will need windows (or any other OS) specifically for your comp sci college stuff but i would recommend it anyway for general game and software compatibility

posted 5 months ago
#14 High Sensitivity in TF2 General Discussion

Using cl_showpos and setpos it seems that 1 pixel is equivalent to around 0.05785 degrees for 1440p (I measured this by using a mega low sensitivity and looking at the rotation I have to make for a pixel to cross the width of my crosshair). For 1080p users I would expect this to be about .077 (0.05785 * 1440 / 1080).
With sensitivity 4 and 1600 DPI I can only move my view in increments of 0.09 or 0.08 - it isn't that I'm moving too fast it literally doesn't let you look at angles between these increments. You can try it for yourself by using cl_showpos 1 and trying to get specific values. For instance without changing my sensitivity I can look at 90.00 and 90.09 but no value in-between.
So if you want to be able to move by 1 pixel consistently (for whatever reason) then for 1600 DPI and 1080p your sensitivity should be able to be as high as ~3.6 (4 * .077 / .085).
It may be that other gamers get different results for their setups but hopefully this gives u an idea on how to work this stuff out in-game.

posted 5 months ago
#1 Stream Request in Requests

Hi I'm HOI and I stream at https://www.twitch.tv/hoi288
Steam: https://steamcommunity.com/id/hoi288/
ETF2L: http://etf2l.org/forum/user/126288/

Please add me to the live streams section to the right

posted 6 months ago
#100 favorite pokemon in Other Games

https://www.pokemon-go-wiki.com/images/thumb/9/90/Poliwag.png/200px-Poliwag.png

posted 6 months ago
1 2