Collaide
Account Details
SteamID64 76561198058513958
SteamID3 [U:1:98248230]
SteamID32 STEAM_0:0:49124115
Country Sweden
Signed Up May 1, 2014
Last Posted December 29, 2023 at 5:31 PM
Posts 1320 (0.4 per day)
Game Settings
In-game Sensitivity 2.15
Windows Sensitivity 5/11
Raw Input 1
DPI
800
Resolution
1080p
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G703
Keyboard Varmilo VA109M Red
Mousepad QcK XXL
Headphones Logitech G432
Monitor Benq XL2411Z
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#2 Japanese proficency? in Off Topic

sorry, for my character i picked gnomish and elven

posted about 2 years ago
#11 Favorite ascii art? in Off Topic

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posted about 2 years ago
#43 Refresh: cp_gullywash in Map Discussion

F4b

Download links: TF2Maps - Github

Changelog:

  • Pipe properly solid now

EDIT: Don't use this version, use f5a or newer.

posted about 2 years ago
#5 What warpaints would you like to see be made? in TF2 General Discussion

Something that makes the weapons look like glocks

posted about 2 years ago
#4 New cheat that makes players unkickable in TF2 General Discussion

i've defo seen some like that, or for some reason there's a "cooldown" to be able to votekick them for no apparent reason.

anecdotally i've also seen a large increase in non-bot cheaters trying not to be too obvious.

posted about 2 years ago
#3 stv crashing problem in Videos

i had the same issue

the solution (Courtesy to ArchRhythm) explained under issue 5 in this document

posted about 2 years ago
#11 Need Map Project Idea :D in Map Discussion
nowahany tr_ map ideas or fun minigames LMK!!!!
ty !

make koth versions of 5cp 6v6 maps (with a low timer) to practice mids
make a/d versions of 5cp 6v6 maps to practice holds
(vmf's for refresh gully/process/prolands in case you're interested)

posted about 2 years ago
#4 Reptile’s team in 2007 vs open team in TF2 General Discussion
wheatchampionIf you look at fragmovies from 2007, for example, you are shown shots that you can see the average pub player pull off these days.

Can somebody link som frag movies from back then? It'd be interesting to watch

posted about 2 years ago
#26 RAHMIXES in Projects
buudsoy

well then it's a sigma move to ban ppl before they partake in anything. can't wait to hear all your opinions about unjust bans in the future.

posted about 2 years ago
#23 RAHMIXES in Projects
buudPUGCHAMP 2

as if u'd do a better job - remind me why did i get banned from garda mixes ?

posted about 2 years ago
#15 worst/cursed huds in TF2 General Discussion

https://i.imgur.com/nwtwnaV.jpeg

posted about 2 years ago
#30 cp_utopia in Map Discussion

what a coincidence, i was looking into ways to update the map just last week. but yeah, the control point you can stand inside is not staying.

and i have some ideas it's just about actualizing them

posted about 2 years ago
#41 Refresh: cp_gullywash in Map Discussion

F4a

Download links: TF2Maps - Github

Changelog:

  • Cubemaps

Apparently hammer saves two version of maps when you compile: One with, and one without cubemaps. I picked the wrong one last version :-(

posted about 2 years ago
#40 Refresh: cp_gullywash in Map Discussion

F4

Download links: TF2Maps - Github

Again, mostly minor fixes. We recommend any leagues looking to run this map to use this version instead of the previous ones.

I would like to clear up a misconception I've heard several times: Stock gullywash is not a perfectly mirrored map. If you are going to compare angles, widths etc, use the RED side on stock gullywash for your comparison, as the Refresh version is based on RED side. Some things aren't "changed", they are different because the original map isn't mirrored.

Changelog:

  • Compiled with BSPReveal
  • Fixed the pillars outside 2nd shutter and forward spawn being too thick.
  • Fixed not being able to jump onto the lockers.
  • Fixed forward spawnpoints on mid.
  • Fixed spawnpoint order in last spawn.
  • Hiding spot above the second point is back, with a non-solid prop indicating where.
  • Sticky trap under the planks on second balcony is back, with a grate texture for the splash to pass through.
  • Improved overly agressive prop fadeout distances that were due to decompiling.
  • Worked on improving clips and blockbullets around the map.
  • Fixed several detailing inconsistencies with stock gullywash.

If you are aware of any issues with gameplay/visual/performance please come forward so it can be adressed and fixed.

Future changes: [F5 or later]

  • Replacing detailing displacements with brushes outside the playable area to prevent rendering issues and engine errors.
  • Finding a solution for the mid forward spawn so that the door being open doesn't interfere with movement above.
posted about 2 years ago
#2 Help with bhop toggle bind in Q/A Help

alias "bhopon" "bind mwheeldown +jump; bind mouse3 bhopoff"

-> " <- is missing at the end

same for bhopoff, u gotta close it. bhop off even ends on a dot???

posted about 2 years ago
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