Carn
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SteamID64 76561198046170692
SteamID3 [U:1:85904964]
SteamID32 STEAM_0:0:42952482
Country United States
Signed Up August 14, 2015
Last Posted March 12, 2017 at 8:34 PM
Posts 40 (0 per day)
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#6 5cp round timer in TF2 General Discussion

Yeah, that's cause the points do a similar thing by adding 10 minutes to the round timer. The only real way around that is to edit the map, itself.

posted about 2 years ago
#4 5cp round timer in TF2 General Discussion

Sounds like you're looking for:

ent_fire team_round_timer addtime [seconds]

This basically edits the map's timer logic.
So if you wanted to add 5 minutes the command'd be:

ent_fire team_round_timer addtime 300

I don't know if the round timer can go above 10 minutes in 5cp, though. Also, if you want to remove time use a negative value in place of the seconds.

posted about 2 years ago
#104 Rate Current Map Pool in TF2 General Discussion

Snakewater
Process
Badlands
Gullywash
Viaduct
Sunshine
Metalworks
Granary

posted about 2 years ago
#4 What are the problems with gpit and other ad maps? in Map Discussion

Although a lot of people might tell you it's because of turtling, I don't think that "stalemates" or seeing people attack a stable hold are all that annoying to watch/play. Often times it's really fun to see players attack a hold and looking at the decisions each of them make in any given team fight.

More-so, I think it's the fact that if a push fails on these maps, and their respective gamemodes, there's not much pushback. On 5cp or koth, you might be able to have a complete turn around in any given moment where the defenders now get a chance to bring it all back. It's more dynamic, and is usually much nicer to watch and play.

That being said, I don't think a lot of current a/d maps are that well suited for competitive, to begin with. Pickup placement, defined routes, and general balance seem to be all over the place for most of them. It might help if they were more streamlined and if there was a better way to test out more maps (looking at mapchamp), but currently the pool we have for them is pretty small.

Edit: Even bigger than all of that is the timer system for deciding rounds is inherently flawed.

posted about 2 years ago
#2 tf2 sprays in Q/A Help

r_renderoverlayfragment 1
is for decals, my bad

posted about 2 years ago
#25 Shittiest named item that you own in TF2 General Discussion

http://i.imgur.com/w02AXpE.png

posted about 2 years ago
#6 Conky LFT in Recruitment (looking for team)

Had a great time playing with conky. He's honestly a super cool guy, and I'd play on a team with him again in a heart-beat.

Show Content
hey look, it's conky

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

posted about 2 years ago
#55 Ways to discourage stalemating in 5cp in TF2 General Discussion
Nurseyvia is the only good koth map

I understand that people think that mappers need to make more koth maps so that we can finally get "another viaduct," but it's the mindset like this that's actually keeping koth maps out of the rotation.

I get where you're coming from, but we have, at least, two absolutely viable koth maps on this site right now, and there's definitely been a lack of testing for either.

Forge and Bagel are both excellent maps made by amazing mappers, and if we want "more koth," then we should definitely be doing more to support the people making them.

posted about 3 years ago
#3 dev lft in Recruitment (looking for team)

Great fragger, amazing person, and has learned a lot over the time I've played with him. I can't recommend dev enough. Although he's had issues with tilting in the past, he's definitely fixed them and has worked his way up to being an impeccable player. My only regret is that I can't play with him more.

I'd recommend him to anyone looking for a solid scout, and a fun guy.

posted about 3 years ago
#1 Carn lft scout in Recruitment (looking for team)

Hey!

Nevermind!

posted about 3 years ago
#254 yttrium's competitive viewmodels in Customization
WoolenSleeveletWould using this: http://gamebanana.com/maps/188565 plus "map_background preloader" let the mod work on most servers? I picked it over the one you posted because i dont know how map_background works with disconnects

Yeah, that should work fine, and is actually probably a better solution.

I also made an updated version of preload_room that doesn't kick you. This takes up even less space and should load, at the very least, a tiny bit faster than preloader.

So you can either put "map_background preload_room" into your autoexec, or have "+map_background preload_room" in the launch options.

posted about 3 years ago
#252 yttrium's competitive viewmodels in Customization
BilbertDoes +map preload_room in launch options do the same thing as map preload_room in autoexec.cfg?

As far as I know, yeah. Putting it in launch options just means that if you try to run any alternate versions of the game, then the map won't load on those versions (unlike autoexec).

posted about 3 years ago
#5 Yuno lft in Recruitment (looking for team)

Yuno was amazing to play with. Chill guy, great attitude, very committed, and over the course of the season he changed into the skilled demo that he is now. If you're planning on going to playoffs, then pick this man up.

Unfortunately, Conky got scared of the thought that he might be overshadowed by his greatness and killed our team, tonight.

So, with that being said, I more than recommend this man for any team looking for a good demo.

posted about 3 years ago
#248 yttrium's competitive viewmodels in Customization
ayyOk, what's the needed config the "map itemtest" localhost server should have (simple server console commands) so that this process is as efficient (fast) as possible?

The default config files you have in your cfg folder should work fine. You just need to join the map, and the mod is preloaded. You don't need to join any specific class or have any specific loadout.

If you want, I actually made a quick map in hammer that helps with preloading: preload_room (older version). It's a very small file size, and it should load much faster than itemtest. On top of that, as soon as you join it, it kicks you (that way you don't have to disconnect yourself).

On top of that, if you want to load any map on game startup, all you have to do is put "+map [filename]" into your launch options for tf2. So to load that map and get these animations on startup, just go to your tf2 properties > launch options, and put "+map preload_room" in, and it'll start your game on that map.

posted about 3 years ago
#2 TF2 Launch Error: "Setup file 'gameinfo.txt' in Q/A Help

Have you tried replacing the gameinfo.txt with a new one? Here's a link. Just place that in your tf folder and see if it works.

posted about 3 years ago
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