JackyLegs
Account Details
SteamID64 76561197998944560
SteamID3 [U:1:38678832]
SteamID32 STEAM_0:0:19339416
Country Israel
Signed Up February 17, 2013
Last Posted March 6, 2024 at 8:05 AM
Posts 475 (0.1 per day)
Game Settings
In-game Sensitivity 4
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
240hz
Hardware Peripherals
Mouse Razer Deathadder v3 Pro
Keyboard Mode Sonnet (Gateron Milky Yellow)
Mousepad LGG Saturn Pro
Headphones 7Hz Salnotes Zero 2
Monitor BenQ XL2540K
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#5 Community Fragvid Democall in TF2 General Discussion

https://drive.google.com/file/d/1rgZSLTbFWVBFpIPo6Owynh7DOV8P9WuV/view?usp=sharing
74500, JackyLegs

posted 3 weeks ago
#6 TF2 update for 7/20/23 (7/21/23 UTC) in TF2 General Discussion
glassthat one valve dev who still plays the game discovered steel this week i guess

it's not Valve updating it, it's the creator Fishbus

posted 8 months ago
#54 Refresh: cp_process in Map Discussion
BumFreezeplease can you take the rock crashing version off serveme so that morons stop picking it in tf2center?

I asked the tf2center admins to only show latest version of refreshed maps in the selection tab ever since it was bought recently, got a response that it's "low priority" so if you want it changed, let tf2center know about it.

posted 9 months ago
#8 Duplo assembles for the next season in News
TFTVTEAMFORTRESS.TV: You're the first D1 winner in a year to survive the off-season and play Prem.

https://media.tenor.com/hgPpMIk9U8gAAAAC/american-psycho-card.gif

posted about a year ago
#5 koth_jamram in Map Discussion
Fubarram me daddy, fill me with your hot jam

https://cdn.frankerfacez.com/emoticon/660211/4

posted about a year ago
#5 The Papercuts Thread - Bring up annoyances here in Projects

playing koth and a player gets on point at 0:00 to force overtime with no previous captime at the same time the game thinks the round is over which results in overtime not happening and the cap decay not getting sped up https://streamable.com/sofgoe (notice no overtime in hud or announcer saying it)

posted about 2 years ago
#1 Refresh.tf in Projects

https://i.imgur.com/aOqIbFC.jpeg


‎‎‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎[ Refresh.tf / Workshop Collection / Github ]

After nearly 2 years since starting this project, we're happy to announce Refresh.tf (and a new logo).

While working on the project and the maps slowly making their way into league play we noticed one of the glaring issues was conveying what are the actual changes we did to the maps, so from today, you're able to browse through each map we've worked on and slide back and forth between old and new images.

Thank you to Fubar for developing the website, Moonly Days for the original design of the website, R0boprod and HOI for starting up Refresh and the entire team behind Refresh through the years.

Thank you to everyone who reached out with feedback.

posted about 2 years ago
#311 Updating cp_snakewater in Map Discussion
CAP_CREATURENot being able to jump up onto the box in 1 crouch jump on snake last sucks and makes rotating harder on medic, Was this an intended change?

This was also fixed in the latest version that was sent to Valve.

posted about 2 years ago
#309 Updating cp_snakewater in Map Discussion
Aelkyrhey, I don't know if those count as minor issues or they were intented changes, but the removal of the spam angles in left lobby (small gap behind the shelf thing next to the small health bottle) and under the tower on last kinda bug me as I don't think there were anything wrong with them, especially the first one. Would love to see those reverted or to understand the reasons behind those changes.

The reasoning behind the lobby change is chojje wanted to make sure the eliminate a lot of the splash issues that can occur with constructions like the one inside lobby, with all the gaps and the asymmetrical prop placement in both lobbies made for a decision to favor making the area splash consistent.
The reasoning behind closing the gap under tower are a multitude of sniper angles, sentry angle and inconsistent splash.

FactsMachineAlso an adjustment to respawn timers to make the map easier to push out of the last point on would be nice.

A new version has been sent to Valve about a month ago with a fix to the respawn timers along with fixes to the rest of the current issues, we're just waiting on Valve to push it.

posted about 2 years ago
#11917 stream highlights in Videos

https://clips.twitch.tv/GentleStupidBillYee-3hnYb1wR3jIY3PDM

posted about 2 years ago
#3 Koth_product_final in Map Discussion

Thank you Fubar for everything you've done, you've put in so much time and effort into this version and we as a community are lucky to still have you around to update the map.

Congratulations!

posted about 2 years ago
#6 HExHUD in Customization

the Picasso of HUDs

https://i.imgur.com/W5LAlB4.jpeg

posted about 2 years ago
#46 TF2 update for 6/22/21 in TF2 General Discussion
dbkseems like you can no longer get onto fence from shack on second as scout. :(

you can still do it - https://streamable.com/20vln3
its as a result of improving the clipping around the hut, ended up lowering the rooftop a bit too much resulting in harder scout jump

this update brought some issues with it so make sure to post anything you find in this or the snakewater thread as the mapper will be reading these threads for any feedback you find

posted about 2 years ago
#29 Refresh: cp_gullywash in Map Discussion

I made a quick album so you can compare here - https://imgur.com/a/Thu7I88

We are working on a way to allow users to quickly compare with an image slider on all of the maps the team has worked on, something like this - https://i.imgur.com/2bZb9Wa.png

posted about 3 years ago
#5 Refresh: cp_steel in Map Discussion
DubThinkIt bothers me how this is branded as "fix[ing] the issues with map geometry as well as minor aesthetic and performance improvements" when it's much more than that. Heaven knows steel is a good candidate for fixes and/or a pro version, but branding this as a set of completely uncontroversial fixes rather than a full on pro version of the map feels inaccurate and possibly disingenuous.

(I think the same can be said about all of the Refresh: maps to a lesser extent. I generally support efforts to improve the map pool, but feel that Refresh: misrepresents itself as focusing on purely clipping/bug/perf fixes while doing much more than that)

This map was originally supposed to be a full on pro version with major changes to the map, however since harris0n agreed to join the Refresh team we got to an understanding that we want to make sure we change as little as possible in terms of things that can be considered major gameplay changes.

The "major" changes that harris0n listed are for the community to decide whether or not he went too far, we try and change as little as possible about the maps that the community played for years as inherently they are good however they need an updating.

Now again, if players feel we went too far and changed things that feel extreme we do listen to feedback and revert changes, like we did to cp_process_f5 after you've raised concerns about in the thread, and similarly we are working with league admins to revert and fix changes that we made to cp_gullywash_f2a.

KevinIsPwnDubThink
I am of the same opinion. I really like the effort going in to making the map pool better, but "completely remade the map from scratch" on gully was not a "small change". Same mentality with adding bridges and changing geometry here.

If you wanna make a pro version, just call it that. ¯\_(ツ)_/¯

I'll let Collaide respond to the gullywash comment himself but from my perspective seeing this breaks my heart as he spent so many hours making sure the map is perfectly aligned to the grid and isn't a mess from 2009, the fact he placed it in the "Minor changes" section, he really meant that as a joke because 99% of the players will never notice the difference.

The major changes are all listed, and if you feel like we went too far, please, tell us in the threads.

I'll try running through the biggest changes harris0n made in terms of gameplay to this version of cp_steel_f1, and as I can't know for sure if they all will be good enough to keep for the next version I won't claim they are all 100% positive, but we hope it will create more good than bad, I'll let harris0n comment on those himself as well.

A point:
-Bridge from hill to red spawn and a fenced wall - https://i.imgur.com/nDNYxK0.jpg

B point:
-Widened the stairs leading to the highground - https://i.imgur.com/rncY8EH.jpg
-Added a new doorway into B spawn dropdown via outside - https://i.imgur.com/Yt6Oluf.jpg
-Extended B's sentry porch - https://i.imgur.com/sNYuyuQ.jpg

C point:
-Extended the defence's bridge making the jump from the control point and back possible - https://i.imgur.com/MSXI3i1.jpg

D point:
-Added windows to the D+E Connector - https://i.imgur.com/GIukqI5.jpg

E point:
-Converted sniper perch windows both into wider windows, removing the pole in the middle - https://i.imgur.com/EXBRJrG.jpg

These are the biggest changes in cp_steel_f1, I agree that some of these changes might be too big to be considered a simple 'Refresh' but this is where you come in and we appreciate the feedback, we will work to revert changes that went too far.

posted about 3 years ago
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