Bilbert
Account Details
SteamID64 76561198009250529
SteamID3 [U:1:48984801]
SteamID32 STEAM_0:1:24492400
Country United States
Signed Up October 15, 2015
Last Posted January 1, 2026 at 3:09 AM
Posts 445 (0.1 per day)
Game Settings
In-game Sensitivity 1.125
Windows Sensitivity 6. The middle tick.
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144
Hardware Peripherals
Mouse Logitech G400
Keyboard Rosewill RK-9000V2 BK Cherry MX Black
Mousepad Steelseries Qck+
Headphones Sony MDR-V6
Monitor BenQ XL2411z + some 24" chinese thing
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#123 Updating cp_snakewater in Map Discussion
CollaideBilbertWhy can't you connect the flatcar crates on top to create a flat surface, but keep the gaps for spam? That would prevent the gaps from swallowing rockets fired downward from bombs, but allow horizontal spam rockets to pass through. Instead of mesh, you could lay a thin piece of sheet metal on top to make it visually apparent that the crates work differently from those on Badlands. Or you could change the prop on the flatcar to something more fitting for this shape, like piles of lumber. http://i.imgur.com/YjwBve0.jpgNobody uses the gaps for spam anyway. What sense does it make to have gaps between boxes and planks on top of them?chojjeBenroadsNot a fan of the changed crates. I know it's not a super popular opinion but I think being able to shoot between the crates is super fun and makes this prop thing a bit more interesting. Would like to see it reverted to the older version as I don't really see the benefit of just making it a block.I'm going to need more input on this. The reason for the change is the all-encompassing "the cracks catch spam" mantra, but I am frankly questioning how far I should take that doctrine. Does every object have to be perfectly smooth? I prefer the old version visually and actually in terms of gameplay (rockets between crates), but I tried this as a solution to remove the cracks without removing the sightline.

Can someone chime in here? The discussion is valid for a lot of places.

I personally have never used the gaps for spamming, so I wouldn't mind if they were removed. But apparently, some players do like them. The problem with the gaps is that sometimes rockets get caught in them when shooting downwards. For example, when a Soldier bombs a Med who's holding on Train, one or more of the Soldier's rockets may end up in the gap instead of on the top. This negates an otherwise perfect rocket's damage. It's also annoying for the Med, as he may not be able to surf away if he jumps but the rocket doesn't land. So, if the tops of the crates were connected into a single plane, rockets fired downward would no longer land in the gaps. This does leave a problem with rockets from the side, as they may still get caught in the gaps and not splash as expected, but this scenario is a bit less critical than during a bomb.

CollaideBilbert There's a clipbrush here, too. In my opinion, it doesn't matter for rocket jumping. I have never seen anyone jump off this wall. It doesn't help you get anywhere and it would be a left-handed jump anyway. It's nice to have the clipbrush for Scouts though, as they will no longer get caught on that overhang.
http://i.imgur.com/35Opiig.jpg
It doen't matter for rocket jumping unless you do a Bilbertleft-handed jump into saw or onto the shack on mid. Therefore it has a use...

Oh, that's true. I figured out the reason I've never seen anyone do it. The overhang on _final1 made it very difficult to execute a jump off that wall.

posted about 9 years ago
#119 Updating cp_snakewater in Map Discussion

Why can't you connect the flatcar crates on top to create a flat surface, but keep the gaps for spam? That would prevent the gaps from swallowing rockets fired downward from bombs, but allow horizontal spam rockets to pass through. Instead of mesh, you could lay a thin piece of sheet metal on top to make it visually apparent that the crates work differently from those on Badlands. Or you could change the prop on the flatcar to something more fitting for this shape, like piles of lumber.

http://i.imgur.com/YjwBve0.jpg

nitehttp://images.akamai.steamusercontent.com/ugc/298734165333281076/49EFB581FE75F207923223E6F5A2097139D33D10/

pushing this stack of planks back but not moving the clip sort of ruins the soldier mid forward spawn rollout, in the old version of the map you can jump off of those planks and pogo on the roof the the mid shack to the other sides saw entrance, but with the planks pushed back you cant get the same amount of momentum from that first jump

Similar to what nite said, some of the _u5 clipbrushes get in the way of rocket jumping. Having to stand farther away from the detonation both reduces momentum and makes it harder to judge your rocket jumps. Since making the Shack overhangs nonsolid proved unpopular, could the eaves be removed altogether, like the Shack on cp_reckoner_b1a? (Sorry for bad picture.)

http://i.imgur.com/dRz8vSv.jpg

http://i.imgur.com/jeX8hK4.jpg

http://i.imgur.com/Ny2Wiph.jpg

There's a clipbrush here, too. In my opinion, it doesn't matter for rocket jumping. I have never seen anyone jump off this wall. It doesn't help you get anywhere and it would be a left-handed jump anyway. It's nice to have the clipbrush for Scouts though, as they will no longer get caught on that overhang.

http://i.imgur.com/35Opiig.jpg

On the subject of clipbrushes, the ones on the Right Roof of Mid are really far in for no apparent reason. This makes it almost impossible to rocket jump off that wall. I don't know if this was intended, since this has been around since _final1, and it prevents a fast bomb onto the enemy Saw.

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

http://i.imgur.com/80AhCEW.jpg

The stairs in Kitchen are floating at the lower end, the same as in _final1.

http://i.imgur.com/LgSkr4v.jpg

Edit: the walls at the Top Left and Top Right of Mid are different heights from each other. If you're going for a super-high bomb from the Right Roof, RED team has a taller wall to jump off.

http://i.imgur.com/d3IA3nO.jpg

http://i.imgur.com/0cgsI7J.jpg

posted about 9 years ago
#132 cp_reckoner (5CP) in Map Discussion
solause the image link, not the imgur link

Thanks. I got it now.

posted about 9 years ago
#130 cp_reckoner (5CP) in Map Discussion

I took a closer look at b1a. It's a beautiful map. I have a few nitpicks though.

The vents at Last are a frustrating to jump onto because of how the ramps above them push you outward as you slide down them.

http://i.imgur.com/UG7MF0I.jpg

There's a similar vent at Second that can't be stood on.

http://i.imgur.com/dRz8vSv.jpg

BLU side has these weird green panes of glass on the left side of spawn.

http://i.imgur.com/PY4pkX2.jpg

Weird visual glitches when looking through the grate wall on Second.

http://i.imgur.com/ZaPrRo7.jpg

http://i.imgur.com/Tf9Wgos.jpg

http://i.imgur.com/IThi4FX.jpg

Wallbug in BLU Lobby

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

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

The room above lobby has no visible entryway. I know it's inaccessible to players, but it could have a small door in the back like the observation rooms in Portal.

http://i.imgur.com/a0ZOylE.jpg

posted about 9 years ago
#129 cp_reckoner (5CP) in Map Discussion
cirloI'd like you to reconsider using just team colors (blue&red) for those bands on the walls.
Other than that just go ahead with it cos it's perfect!

Maybe make the bands yellow on RED and green on BLU? I got turned around the first time I loaded the map because of the yellow. Too confusing for new players.

posted about 9 years ago
#14 Huds you would like to see updated in Customization

Toasty HUD.
The creator abandoned it long ago, but Disquse was kind enough to update it a few times. Hopefully he can update it once Valve finishes all their MM HUD changes.
https://steamcommunity.com/groups/toastyhudtf2
http://www.teamfortress.tv/21801/disquses-hud-fixes

posted about 9 years ago
#15 greatest tftv posts of all time in Off Topic

http://www.teamfortress.tv/31026/somethings-up-with-b4nny

posted about 9 years ago
#76 Updating cp_snakewater in Map Discussion

A few small errors:
The eves on this shack on BLU side are still solid. The ones on RED side are noclipped.

http://i.imgur.com/oOCoW1A.jpg

Eaves are still solid on BLU and RED sides.

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

Eaves are still solid on BLU and RED sides. this one is trickier to deal with because of how that roof leads to the top platform.

http://i.imgur.com/A8LJUE5.jpg

There's a missing texture on the left side of last on both RED and BLU.

http://i.imgur.com/mDFh0uK.jpg

http://i.imgur.com/vkp7tdV.jpg

http://i.imgur.com/4xGm61B.jpg

posted about 9 years ago
#28 List of PUG Groups in TF2 General Discussion

Added new group CASPERPUGS to the list.
http://steamcommunity.com/groups/CPUGS

posted about 9 years ago
#2 Rollouts for Reckoner? in Q/A Help

https://youtube.com/watch?v=HIJpX1swTTI
Here is a video on possible Demo rollouts.

posted about 9 years ago
#2 suddenly suck at playing video games real bad :( in TF2 General Discussion

You should take a break if you're getting frustrated not enjoying playing TF2. You should not try to force yourself to play in order to regain your skill. It will come back if you give it time. If you're still having fun, just keep playing. Your skill will be fine soon.

posted about 9 years ago
#3 MM small changes wishlist in TF2 General Discussion

An Übercharge meter when the Crusader's Crossbow is active, now that Medics can build Über with it.

posted about 9 years ago
#82 favorite player of all time? in TF2 General Discussion

Muselk.

posted about 9 years ago
#22 corsa out, ninjanick in for froyotech in News
BLoodSireI'm confused, do they not know corsa is -AA-?

So is Clockwork.

posted about 10 years ago
#27 List of PUG Groups in TF2 General Discussion
AlexanderTheGreathttp://steamcommunity.com/groups/daddyspankme

New pug group that's just started pugging recently

Thanks. Added to the list.

_vittoDoes anyone have an eu list of this kind?

I hope so. I'd like to add more continents (EU, SA, Asia, etc.) to my list.

posted about 10 years ago
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