warriordragon12there is no class john can play that can save us from my demo
what if he played demo
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SteamID64 | 76561198022613075 |
SteamID3 | [U:1:62347347] |
SteamID32 | STEAM_0:1:31173673 |
Country | United States |
Signed Up | January 26, 2017 |
Last Posted | April 25, 2024 at 2:44 PM |
Posts | 1568 (0.6 per day) |
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warriordragon12there is no class john can play that can save us from my demo
what if he played demo
what if told you that weird looking thing you've got listed for 159 dollars is actually not worth any dollars because it is not, in fact, real
fan favorite team
the only rapper who sold more dope than me was
you can sign up for the drive and request to be put on a team with people who have already played open. there are at least a few of those.
the people in charge of the team drive are trying to put together competitive teams, and teams with similar skill levels, so they don't die. they will honor your request if they can.
one single interaction with pov, would never even consider playing on a team with them
lewdrudeandnudekudos
i do not think you know what this word means
don't come to mid tomorrow
quit or cut?
rowrowglassa lot of casters in the tf2 community do a word-heavy radio-style broadcast, but tf2 is the equivalent of tv -- viewers can see what's happening. so casters shouldn't list every single thing they see. during chaotic fights no one can speak that fast anyway.There's a big challenge in making this happen in practice, mostly because the producer has to evaluate what is currently on their screen, what the caster is speaking about, and what is actually happening in the match, to capture what the viewers see.
try to complement what the viewer is seeing on-screen, instead of obscuring it. sideshow was the best at this.
Additionally, several casters, myself included, do third person view whenever casting, so it becomes commonplace to narrate what we see via bird's-eye, rather than from the first person perspective (for example) of the scout/soldier about to get ubered through a choke. I sometimes try to make the perspective shift so that casting becomes more in tune with the push and (hopefully) the camera, but overall it's challenging to coordinate caster + camera during the cast, concurrently.
it's uniquely difficult in esports because the observer controls what the viewer sees, which is not always what the caster sees.
something that happens a lot is that the viewer watches a big pick play out on the observer's cam, but the caster is on another cam and misses it, so the viewer actually knows what the caster is saying is wrong/irrelevant while he's saying it.
a lot of casters in the tf2 community do a word-heavy radio-style broadcast, but tf2 is the equivalent of tv -- viewers can see what's happening. so casters shouldn't list every single thing they see. during chaotic fights no one can speak that fast anyway.
try to complement what the viewer is seeing on-screen, instead of obscuring it. sideshow was the best at this.
max dropping the provocative bind right before paddie decloaks on shade. but shade was unshaken
on last, the low ground entrance is a little like cardinal last. and in my experience that area of cardinal is dead space that no one really bothers with because it's too big of a disadvantage to be down there. maybe consider making it more like snakewater's low entrance, where you can still push in through it at least occasionally.
on second, that battlements/sniper spot on the top left of defense can watch far right, the low entrance from mid, and the left path to the point. seems too strong, especially because it's hard to bomb (you can skip across top of point pretty easily but the sniper can also duck into the tunnel). a small adjustment to an existing fence would block the lower sightline.
i like lobby a lot. i think it would look better if the left and right ramps up from lower weren't symmetrical.
i got the overall impression there were slightly too many ways to get everywhere. especially around mid.
you can stand on the barbed wire fence on two. dunno if you intended that or not.
the demo rollouts have a lot of potential.
high ground on two seems too strong. a soldier can sit up there, spam every entrance. scout can deny bombs. also, there are several places you can stand as demo where you can see your traps on all four paths from mid to two, including some opportunities for deep traps. i feel like most maps punish demos for watching deep traps by forcing them to overextend a bit, but this one doesn't.
one of the entrances into last should have a shutter.
*take this with a grain of salt; i just jumped around for a while, haven't played on the map.