Mould
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SteamID64 76561197999747149
SteamID3 [U:1:39481421]
SteamID32 STEAM_0:1:19740710
Country United Kingdom
Signed Up March 12, 2013
Last Posted October 5, 2022 at 4:35 PM
Posts 561 (0.1 per day)
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#11 6s problem in Q/A Help

My friend had this issue, he fixed it as such

Swift: you need to find your gpu vendor id and device id and set -force_vendor_id and -force_device_id in launch options
Swift: https://i.imgur.com/2uzdEF4.png
Swift: in device manager

I hope this helps

posted about 7 years ago
#17 I found a gem... in Videos

maxi please explain this :-)

posted about 7 years ago
#298 sigafoo tf2 league in TF2 General Discussion

I don't think it particularly matters what gamemode people start off with, because eventually everyone finds their way to 6s, because it's the best one and the most popular.

People don't go from being 6s mains to only playing highlander, people come from highlander and end up playing 6s and putting HL on the backburner. Happens all the time, so in that sense it's only really a good thing if it lets engineer mains come closer towards the competitive community. The same thing will probably happen with 7s if it ever takes off.

you don't really play 4s or hl mixes so eventually you almost have to end up on 6s

posted about 7 years ago
#3 Perminators dead. in TF2 General Discussion

My team to get 2nd chance at getting owned by actual good players??? PogChamp

posted about 7 years ago
#54 ETF2L S27 Prem qualifiers look sick in TF2 General Discussion

exciting games to come between lolis + champ, perminators vs bugslayers

I can't wait for the twitch chat memes :-)

posted about 7 years ago
#39 ETF2L S27 Prem qualifiers look sick in TF2 General Discussion
huddleRbecause as much as people love tf2, it just doesn't feel like the game is going to give anything back to playing a lot of matches and scrims and having to factor in work, not a lot of people are going to want that, that's what i meant

most teams play 3-4 days a night anyway, this will just replace their scrims for a couple of days, it's not a big deal

posted about 7 years ago
#14 ETF2L S27 Prem qualifiers look sick in TF2 General Discussion

As far as I know, all the disputable teams all have somewhat decent results against some of the more respected and known teams in pcw.

Not that I believe all these teams have an equal chance to take prem, but a lot of the low seeds might surprise you and none of then are gonna be 100% free for the middle seeds, at least in my opinion there could be a lot of upsets in the lower bracket. Even my team, which is IMO the weakest, has some small possibility to beat some teams you wouldn't expect, the guys who are better are gonna surprise you for sure and the games should be good.

Gl all :)

posted about 7 years ago
#15 ETF2L Season 27 announced in News

that isn't a new team tho :thinking:

posted about 7 years ago
#38 May Global Whitelist Changes in TF2 General Discussion

I don't understand

there's whole paragraphs that basically just admit the weapons are aids and yet they remained unbanned, why is this

posted about 7 years ago
#55 cp_drudgery - 5CP in Map Discussion

Fixed all misplaced objects in next version, thanks - sign in the wall was intentionally there but actually it looks pretty shit you're right

DW those edges are all blockbulleted on all sides.

Will smooth out mid and move clip on wall near shutter

Ty x

posted about 7 years ago
#33 Call for Insomnia 61 Community Signatures in TF2 General Discussion

There's something with admins going on, old ones have left and they dont have new ones? we need to show them that it's not worth dropping tf2 or something I guess

posted about 7 years ago
#9 household issues which you have in Off Topic

My housemates have arguments about the most mundane shit and its really toxic atmosphere - I have to choose who to comfort even though they're both wrong -_-

posted about 7 years ago
#123 Mapchamp by Champ.gg in TF2 General Discussion

big up bagel on the main pugchamp, grats

posted about 7 years ago
#119 Mapchamp by Champ.gg in TF2 General Discussion

Hey, idk if this is still running, however drudgery is ready for testing once again and I'd love to see it in the coming few weeks :)

posted about 7 years ago
#52 cp_drudgery - 5CP in Map Discussion

some of these such as the roof, are side effects of having no collision on rooftops, and can be seen on snakewater. On the other hand, if these roofs are solid, then it's hard to double jump off walls, so I like it unsolid just for consistency. I will fix those clipping problems right now, but I will probably be leaving the signs as solid, as people didn't seem happy with the idea of me removing every cheese spot before ))

I'll also reduce the lightmap size on some of those smaller areas, hopefully this will fix the issues on doorways, b2a will be up in about an hour maybe

Big thank you for taking the time to look at me map

long design choice paragraph on last spawns feel free to not read
talking about sniper, I moved the blocks as one of my biggest complaints was that once you do lose the window room, you can get this really awful uninteractive section where a sniper sits in shutter and you can't do anything to him. Jumping him results in him closing the shutter, and you die to whoever is in window. The moved blocks hopes that there is at least a small amount of counterplay, as the sniper there has a huge line of sight that forces you into spawn, which is a huge deal on this map. Importantly, the counterplay involves also going into spawn, but your team is able to stay outside.

So the spawn design in drudgery is unique in that if you're attacking the point, you're also attacking the spawns. As opposed to maps like badlands where if you're playing the point the people in spawn come out above you. There the spawns are punished with travel time, here they're punished with position instead. The reason I think this is better is that it punishes people in spawn a lot more. In maps like snake you can jump directly to the point immediately on soldier, which means if you are playing engi you sit in spawn, sentry dies, you change back to roamer and then the punishment is extremely low. Here the demo is always going to be sat in a position where he can smash the point, the upper spawn, and the lower spawn. Importantly, the spawns are made that the lower ones always spawn first, so coming out of spawn you always come out the lower one, which is the one where the position is worst.

Going into spawn on drudgery works as a panic button and only that, I don't think it's fun gameplay to have people rotate through spawn during an uber and come out the other side with 2 vac charges, this is one of the main reasons the spawn is the way it is, with a large rotation. The spawns are close to the point and in direct vision, as that means that heavy going into spawn, or engi, or anything like that, is immediately punished. Coming out of spawn results in 100 damage onto yourself, as the spawn is directly in contest with the demo and whoever is on top of point. I like this design choice as it's also a huge punish if the attackers are too scrappy in their point play, the defenders will get out for free in a position which is pretty good.

I like being able to snipe to shutter from spawn as it solves this issue without compromising the design goals of my spawn positions, and it's also a risk, because if you miss, changing back will usually result in you having a low impact on the last fight due to the difficulty in coming out at full hp.

If it shows itself as a problem, I'll rework and recreate it as a standard spawn in b3/rc1 or something, no problem, we will see :)

e- next version out, fixed some weird lighting and hide spots and a missed clip wall
love, me

posted about 7 years ago
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