Lain
Account Details
SteamID64 76561198067800778
SteamID3 [U:1:107535050]
SteamID32 STEAM_0:0:53767525
Country Australia
Signed Up May 18, 2015
Last Posted August 22, 2016 at 12:33 PM
Posts 49 (0 per day)
Game Settings
In-game Sensitivity 1.5
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080 x2
Refresh Rate
60Hz
Hardware Peripherals
Mouse Zowie EC2-A
Keyboard $10 keyboard from the 90's that still hasn't died
Mousepad shitty $5 mousepad
Headphones ATH-M50
Monitor BenQ GW2255
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#35 What kind of Mechanical Keyboard Switch do you use in Hardware

use a keyboard from 1999 you'll be fine

posted about 7 years ago
#9 Pack it up boys, he's got no comp experience in The Dumpster

https://youtu.be/vYq-CGXW-SQ?t=20

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

Please stop with the lighting posts, the map has been compiled with less than optimal settings so that he doesn't have to compile for 12 hours at a time.

posted about 7 years ago
#2 Least sniper-friendly 6s maps? in Map Discussion

Probably just Badlands for both.
Last has narrow sightlines, weird angles and you have nearly 0 impact when a team comes in + the rest of the map is just kind of terrible, the only 'good' sightlines are on 2nd, but they are very easily flanked and you'd be better off playing Scout or Soldier a lot of the time.
That's not to say that he's bad on Badlands, just that he has the least impact of all the levels in the rotation (ozfort rotation at least).

posted about 8 years ago
#4 6v6 mapping in Map Discussion

As someone who has tried to make 6v6 levels in the past (koth_satori, cp_banana) you need to have quite the knowledge and experience in hammer and tf2 level design to even get something half decent made. I made cp_banana 1.5 years into making levels, and it was still terrible. While I thought it may have been good, everything about it still had design issues that, while fine in a pub environment became major issues in a comp environment.

So honestly, truthful answer - Don't make a comp map as your first level. I know that's what you don't want to hear but everyone whose map has been played in even UGC has quite a few normal maps under their belt. Come over to TF2maps.net and get comfy in our community, you'll need the support.

People seem to underappreciate how much dedication and time it takes to be a level designer, especially for such a complex and deep mode as 6v6 tf2. Phi, Bakscratch and Scorpio have been at it for quite a while, some even from 2007.

Edit: I realise this makes me sound like an elitist asshole.. that's not how i envisioned this post.

posted about 8 years ago
#18 Best Kanye Album? in Music, Movies, TV

Thank god nobody is picking that Tlop garbage. The top 3 have to be TCD, Late Registration and Twisted Fantasy for me. Although Graduation is very close, fucking love Champion, Good Life and Homecoming but it is let down by a lackluster middle area (Barry Bonds is hot garbage, Drunk & Hot Girls is so lazy).

It's hard to pick one, honestly.

throneGraduation is overlooked and underrated but mbdtf is still my fav

ma boi

posted about 8 years ago
#16 cp_apathy_a3 in Map Discussion
flyingbuddyI wonder how it would look without the snow at all?

It didn't have snow when he borrowed it, I have a previous version and it just had normal badlands ground textures.

posted about 8 years ago
#7 cp_apathy_a3 in Map Discussion

.

posted about 8 years ago
#11 koth_metro - Feedback developing a KOTH map for 6s in Map Discussion

DAT remake, really nice. I'll edit this post with crits tonight after we playtest.

posted about 8 years ago
#79 Updating cp_snakewater in Map Discussion
DampstayAlso, map got much much darker. Is that a good thing? I always though the work on granary_pro's lighting up was pleasantLain_KermitThe map seems needlessly darker now, not sure if that's intentional or not.I am almost certain that the map is fast compiled, no need to wait 12hrs to compile a version on full settings.
posted about 8 years ago
#74 Updating cp_snakewater in Map Discussion
_KermitThe map seems needlessly darker now, not sure if that's intentional or not.

I am almost certain that the map is fast compiled, no need to wait 12hrs to compile a version on full settings.

posted about 8 years ago
#7 koth_metro - Feedback developing a KOTH map for 6s in Map Discussion

Just played this 7v7 on the TF2maps servers.

- The point doesn't unlock.
- The areas are too connected, the different entrances don't feel like they lead to separate push areas, just one main hallway.
- The point area and geometry is underscaled as hell, making soldier and scout too powerful.
- The spawn is terrible, look at how Viaduct constructs its courtyard.

Edit: Not exactly sure why I am being downvoted, this is actual feedback from playtesting.

posted about 8 years ago
#3 Projectile Issue in Q/A Help

I had this, I had to update to the newest graphics drivers. I also couldn't see grenades in csgo.

posted about 8 years ago
#54 cp_badlands_pro in Map Discussion
Martyhttp://puu.sh/nsROo/f07fb98631.jpg
whoaaa (red side shutter in lobby)

Probably a shitty areaportal

Martyhttps://youtu.be/lcMTdHCUZlk
idk if this exists in the original badlands but you can get caught on parts of the last. looks like maybe the railings aren't clipped? idk i'm not an expert. just a small thing that bothers me

The railings aren't clipped in the original badlands either. The problem with the last is that it is circular and brush-based, which TF2 has problems with. You can get stuck to the side of Lighthouse on sunshine for the same reason too, pressing into curved brushes screws with the game. Nothing us as mappers can really do about it, it's a problem valve has to fix (unlikely).

posted about 8 years ago
#43 Updating cp_snakewater in Map Discussion

Great to see you're back Choj.

In terms of what should be looked at, I think middle and last are the most problematic right now.

the main reason that attacking last is very difficult is that it's very open, and you've got a lot of time to be killed or popped as a medic when walking in and trying to trade/kill with uber. Not to mention that the defending team gets 2nd point tier height advantage. (whereas on Process/Badlands/Sunshine the height advantages on last are a lot less than on Snakewater)
By the time you walk to the enemy team, you've already gotten 2 seconds off of your uber before they even need to think about popping to counter. And even if they don't, they can retreat back into spawn, or just jump away due to the massive size of the last. I think bringing the main choke closer to last, maybe where the stairs are right now would help facilitate uber pushes better.

posted about 8 years ago
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