ScorpioUprising
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SteamID64 76561197977081885
SteamID3 [U:1:16816157]
SteamID32 STEAM_0:1:8408078
Country United States
Signed Up September 4, 2012
Last Posted December 3, 2017 at 7:38 PM
Posts 320 (0.1 per day)
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#5 End of a Dynasty in TF2 General Discussion

??????

posted about 11 years ago
#5 cp_processb_10 download? in TF2 General Discussion

Yes, but he specifically asked for b10. I'm assuming its for lan, BUT IF NOT THENNNNN YO HERE YO GO.

https://dl.dropbox.com/u/3492731/process/cp_process_rc2.bsp

posted about 11 years ago
#3 cp_processb_10 download? in TF2 General Discussion

https://dl.dropbox.com/u/3492731/process/cp_process_b10.bsp

posted about 11 years ago
#2 sangreen in TF2 General Discussion

Weigh in: Suit, contributing factor to loss?

posted about 11 years ago
#5 Any games that I should buy soon? in Off Topic
dMenaceI've been watching some videos on XCOM, it looks really fun and I enjoyed the way Frozen Synapse played. I'm assuming I'll really enjoy XCOM. I do want to get it asap, and figured I could do it on http://www.greenmangaming.com/ as they have a promotion going on: 20% off digital purchases. I'm not sure if XCOM has been out long enough to be considered a candidate for a sale in the upcoming game distributing frenzy that is the Black Friday sales. So I'm just trying to get the best deal and play it soon.

You never know with steam. Like, Black Ops will probably not go on sale at all during the next two steam sales, but I wouldn't be surprised if Xcom does. Its a bit more of a niche product, and firaxis and other strategy game companies tend to lower the initial price quite quickly once the games have been out for a while.

posted about 11 years ago
#3 Any games that I should buy soon? in Off Topic

Xcom is soooooooooo gooooodd holyyyy shiitittt, but yah you might want to wait for sales.

Dishonored is really good as well.

posted about 11 years ago
#32 hey team! in TF2 General Discussion
shadeClockwork and brad are here and Dave sent me a text saying "the eagle has landed" so I think he is here lol

No, an eagle landed inside the planes engine and he is going down in a ball of flame.

SHOULD STILL MAKE LAN THOUGH!

posted about 11 years ago
#7 50DKP pubs nerfing Rocket Jumper & Market Gardner in Off Topic

See, the important part of this is that 50DKP bought ESEA, so they are going to implement all these balance changes to 6v6.

OBVSLY

posted about 11 years ago
#8 Uber Building Algorithm in TF2 General Discussion
breloomMarxist2. Keeps scout close to med - and not running off and dyingThat's really why you should have both scouts building at the same time

As someone who plays med, I would be raging so hard if both scouts were bashing themselves near me while building.

posted about 11 years ago
#3 god fucking damnit in Off Topic

If dat bitch ain't down wit Kratos, den fuck er.

posted about 11 years ago
#14 Mapsmapsmapamspsmspamsp in Map Discussion

Okay, final versions for next season.

cp_process_rc2 (https://dl.dropbox.com/u/3492731/process/cp_process_rc2.bsp)

Changes from rc1: Took resupply closets out of forward spawn, should reduce spam onto point from forward (thanks cyzer). Put in a new color for red side concrete. Fixed the rock at second, should be much easier to walk up, but getting onto it is still somewhat tricky.

I'm still not super sure on the location for the forward spawn. Given what happened in the lower lobby area, I may have enough room now to make a better forward spawn there, but it will have to wait for next season.

cp_metalworks_rc3 (https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3.bsp)

Changes from rc2: Removed resupply lockers from forward spawns (sensing a bit of a theme here?). Increased the height on the ceilings near shutter doors to and from last.

I'll be updating the first post with the new links, but yah, download away.

posted about 11 years ago
#46 process in Map Discussion
MaxHaxOne thing that is still broken is the rock connected to the white pipe located on the second point. It's when you walk through choke form mid and then use it to get to upper computer room. You have to hug the wall or you'll get stuck on the rock.

I've made some adjustments from b7 or so that make it easier to walk up that rock. However, I imagine that rock as less of a super reliable way to get up from the lower ground and more of a risky maneuver. Having to hug the wall is part of that.

I will take a look at making the rock easier to navigate in the future, but for RC1 I'm not going to worry about it.

posted about 11 years ago
#9 Mapsmapsmapamspsmspamsp in Map Discussion
miwoHi, I have nothing constructive to add to this conversation, but I just noticed yesterday in a pug that process is very aesthetically pleasing and stylish. Great job~

Thanks2u.

posted about 11 years ago
#8 Mapsmapsmapamspsmspamsp in Map Discussion
BerethI don't understand why forward spawn can't just point you into flank/lab/computer room/map room.

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

Hi, just a quick note about something like that. Its very reminiscent of the placement for the forward spawn on snakewater, EXCEPT thats the second forward spawn not the first. I think that something like that would be way too close to the middle point, and it would also restrict your choices in terms of where to attack from; you pretty much only get to attack from map room, without spending a lot of time going back to 2nd and then back into choke.

But more so, I don't think there is enough room in that part of the map to put a fully functioning respawn room (the wall that you have drawn on is mashed up pretty close to the lobby area). I like my spawns with a bit more room to maneuver inside, so you don't get completely destroyed by someone outside the spawn or someone opening the door.

posted about 11 years ago
#1 Mapsmapsmapamspsmspamsp in Map Discussion

1) Just finished the most recent version of cp_process, its in Release Candidate territory (thanks banny for the error checks). The primary changes in this version are largely optimization and visual changes, but there are some areas around two that have been altered: Lower lobby entrance is now much lower, which should help with sniper sightlines and making combat in that area much more reasonable. The balcony area near sewers has undergone some slight alterations, mostly visual, but combat there should be a bit more interesting and not so flat.

https://dl.dropbox.com/u/3492731/process/cp_process_rc3.bsp

2) Most recent version of Metalworks is RC2 (actually, RC3; see below), however, I'll be putting out a newer version with one slight alteration shortly, adjusting the height on the ceiling above the left side shutter door leading to 2nd.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc5.bsp

3) Most recent version of standin is RC1. I was planning some slight changes to health packs, but I wasn't going to have a chance to test at all, so for this round of voting I'm sticking with RC1.

https://dl.dropbox.com/u/3492731/standin/cp_standin_rc1.bsp

4) No new version of ashville (obvslilu). I had a planned change that would reduce the size of second and last, but the amount of time that would take is more than I'm willing to invest at this moment. I'm also interested how well it plays in Highlander, where larger combat spaces might be nice, but we'll see.

PLEASE TO TELL SCORPIO HE IS SHIT AND HIS MAPS ARE SHIT AND HIS WIFE (does not exist) IS SHIT ETC ETC ETC

Edit: Process file was broked, if you downloaded the version from before please delete it, hugs and kisses. New version is up and such.

posted about 11 years ago
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