Still looking
Account Details | |
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SteamID64 | 76561198040399924 |
SteamID3 | [U:1:80134196] |
SteamID32 | STEAM_0:0:40067098 |
Country | United States |
Signed Up | January 29, 2013 |
Last Posted | June 23, 2023 at 12:09 AM |
Posts | 1213 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | 1.1 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1920x1080 |
Refresh Rate |
240hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Logitech G610 |
Mousepad | Steelseries Qck Heavy |
Headphones | Sennheiser 569 |
Monitor | ASUS VG259QM |
Did this mess with anybody elses loadout presets? It only saved my active one but wiped all the others.
Reggae rock is where it's at for bball and jumps.
Rambadiliansorry for bumping an older thread, but i'm sorta having issues with this. the crosshair i use is "small Cross." In the actual font it's letter e, and neither of those worked (nor did 05). here's what stuff looks like right now
http://puu.sh/4FtA8.png
anyone have help? and sorry again for bumping
You're on the right path however "CrosshairsmallCross" isn't actually the name of the crosshair. Broesel has a funny way of formatting things that hides some of the more important information (Fieldname) The actual fieldname SHOULD be "crosshair5" you can find the fieldname by scrolling far to the left in your hudlayout.res file.
EDIT: a bit more here + pictures
http://teamfortress.tv/forum/thread/12381-crosshair-damage-broeselhud#post-8
If you're still looking i'd like to tryout
Bell
We did not actually play it last weekend so we don't have any extra feedback for you.
What is the fonts tall value in clientscheme? Like if you were too look for your ??? font in the custom font definition area you could make a new definition just for this hitbar thing and have it have a very large tall value so the bar would be a bit larger. Not sure how practical this would be but it should work.
EDIT:
That's a general idea of what the definition would look like.
Also, while this video isn't exactly what you're looking for Rays did a really good video about transferring fonts from hud to hud to use them in crosshairs and you could apply this to installing brand new fonts.
Been awhile since i've messed with my personal HUD. Just moved the server time limit to a corner like yA_hud. Should add dropshadow to make it stand out a bit more but thats for another day. Also looking into moving some nicer item menus in but that has proven to be a large pain.
EDIT: looks like you can't add in a dropshadow :[
Nevermind got it :]
Shiet thought he updated for a second. Currently out of things to do in cookie clicker as I've gotten all the achieves bar resetting. Hopefully he will add some new cookies and or buildings.
Thanks guys it means a lot. I'm aware that it will be very unlikely to find a team still looking but I would prefer to start if at all possible. Already have some offers on backup.
Looks like Sherlock Homies is dead. Looking for a new team as roamer. Able to play almost any day of the week past 9pm. Already paid up on ESEA.
I have to assume he meant to respond to dellort's thread
http://steamcommunity.com/groups/newmapweekends
Need more mans to play new maps with. Last night was alright but we could always use more people and new maps to test out, don't get me wrong I love cp_sunshine but having more stuff to test and give feedback on would be awesome.
gr8stalin12:37 AM - Spirit of Massachusetts: can you gather and write me some feedback on my thread?
12:37 AM - Spirit of Massachusetts: for waste
12:37 AM - greatstalin: sure thing
12:37 AM - greatstalin: i also have the stv for it
https://www.dropbox.com/s/hivdkcnd711xwtd/20130928-2318-cp_highlands_a6b.dem
Gonna post my VOD soon.
One of the main complaints we were having was that even though we now face forward, it's still jarring to leave spawn if you're not going right. That doesn't really matter much in the face of the fact that there isn't much jumping needed to get to mid on this map in the first place (for instance all I had to do was make one jump and I was a-ok on health going right).
Other complaints were that the doors on the left side were too close together to actually differentiate as a third way to get to mid other than going through the sewers. Going through the sewers as anything except a scout or a spy completely defeated the purpose of a third route because it was painfully easy to retain height advantage.
As someone who doesn't really play roamer and someone who is just plain bad at rocket jumping, even I didn't feel like that there were enough spots for big jumps to happen. I saw Benroads do the same starting jump over and over and over again because there just wasn't anything else to do.
Everything still feels really cramped (this alludes to the ability to walk from spawn to mid and still be on time for an even fight) on mid to the point where demoman can shoot from one side of mid to the other with a slightly charged sticky/arced rollers from the cover area AND the double door area.
The fence at the holding area is a good addition, but there's just that one place to hold. There isn't anywhere else that's somewhat safe besides at spawn. The area to the left of spawn where the cannon from hydro is goes totally unused for a majority of the game from the last time we played the map AND this PUG tonight. No spy plays were used for it, no engie plays, nothing. Even forward democamping didn't really take place near there. I think that area needs to be utilized for something else, quite possibly even another flank route to mid. If that gets used and spawn is moved a little to the left, it might take more than one jump and walking to get to mid. Shwan was surprised that equalizing as soldier was completely unnecessary because a single rocket jump got him to where he needed to be with great health.
I agree with the whole jumping thing. The removal of water kind of took away most of the "big" jumps that were possible before. I know most people will not agree but I thought the water was fairly balanced and even more so now with the awnings over upper entrance. I did have an idea to make some of the jumps a bit more fluid.
Removing the bit of clipping at the top to make doing double jumps off that wall from upper would make mid far more interesting imo. Granted they are possible right now but hitting your head on that is really annoying.
As for other things
I think the ramp at choke that leads up to the crates could be removed. It seemed to clutter up the already cramped mid and didn't serve much real purpose. Also moving the crates back to their original position would probably help with the flow.
Probably was only me but I really liked having the little shack in there as an escape. Not sure why exactly you removed it but I would like to see it put back.
Finally, maybe having a medium pack here would make it actually worth running though this death trap. I don't think I ever saw anybody come close to escaping though the tunnels on any of the pugs we've played on this map.