b1gl4ke
Account Details
SteamID64 76561198045667986
SteamID3 [U:1:85402258]
SteamID32 STEAM_0:0:42701129
Country United States
Signed Up July 18, 2012
Last Posted January 3, 2024 at 9:51 PM
Posts 261 (0.1 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 1
DPI
 
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Glorious Model O-
Keyboard MX Keys for Business
Mousepad Glorious XL
Headphones Cloud 2
Monitor Asus 23"
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#3 name change in Requests

Thanks!

posted 3 months ago
#1 name change in Requests

Name:
- From mario to b1gl4ke

posted 3 months ago
#20 koth_jamram in Map Discussion

low ground is a dead zone. Need short paths to cover and good high ground spots to shoot at. This can be accomplished by a few wall moves and high ground pivots.

posted about a year ago
#20 cp_sultry (5cp) in Map Discussion

Yeah the idea was to reduce visibility from the high ground. Reducing complexity didn't actually matter, even though that's what #16/17 said, but you could have accomplished both.

posted about 2 years ago
#18 cp_sultry (5cp) in Map Discussion

To simplify the abundance of high ground, you can extend any of them straight up and turn them into walls. Or alcoves.

posted about 2 years ago
#14 koth_soot in Map Discussion
Spleepmarioviaduct syndrome.

the cave area and the area around point are too similar.

do you mean the cave and the area around the point are too similar to viaduct?

No, those are two sperate issues.

posted about 2 years ago
#12 koth_soot in Map Discussion

viaduct syndrome.

the cave area and the area around point are too similar.

posted about 2 years ago
#11 Spaceship server costs in Projects

50 in

posted about 3 years ago
#56 cp_villa (5CP) in Map Discussion

Mid needs a lot more and bigger height differential. The easiest is to move the right entrance to the low ground, next to the high platform. Raise the mid entrance and have that act as the path onto point. Have the displacement slope down under point, probably 128hu-192hu lower than it is now directly under point. Then carve out the area below the cement to allow fighting down there.

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

posted about 3 years ago
#17 Question about koth maps in 6s in Map Discussion
TimTumWhy are some existing koth maps not popular in 6s?

F L A T. They're flat. ~384 hu is the recommended height difference for mid and second.

posted about 6 years ago
#36 lansky first powerlifting meet in Off Topic

Hey I talked to you and met Ryan at the gym. Glad to see you hit your reps.

posted about 6 years ago
#6 DM Announcement/ A big thank you to all. in TF2 General Discussion

I'll pay for the chicago dm one, without sniper, if you still have control of that.

posted about 7 years ago
#1 Chicago DM server replacement in TF2 General Discussion
Show Content

Who do I talk to to pay for a good chicago dm server?

posted about 7 years ago
#27 The fucking mansky in Off Topic

Dear Diary,

A Mansky appeared in the wild today. His biceps are much bigger in person.

posted about 7 years ago
#264 Global whitelist unveiled in News

http://i.imgur.com/7sDa0FD.png

http://i.imgur.com/bNcFFju.png

Have fun.

posted about 7 years ago
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