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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#71 The Underbelly in Off Topic

Me and my tinder date were gonna take a tram. A drunk man walked up to me and started screaming.
"Why are you so mean to this girl?"
I looked at him
"I know this girl. She is very pretty and she is very admirable. She gets good grades in school and studies every day. She is very ambitious. I know her parents. I can tell them how bad you treat her you know."
my tinder date says: "No he's not a bad guy"
Drunk guy: "Shut up I'm not talking to you. Look at me kid, this girl... I see her every day when she walks to school. Don't mistreat this girl, she's a very good girl."

Of course she didn't know him at all...

This went on for quite a minutes and she told him I wasn't mistreating her several times... This was in a public place with plenty of people around. Then when I stopped answering, he said "Look at me! You wanna fight!? Don't mistreat her! He walked towards me and started chasing me. Luckily he was drunk, old and slow so we could just run to a tram that was going in the opposite direction from where we were going. 10-20 people were just looking at us without doing anything LOL, I guess that's Sweden for you.

posted about 8 years ago
#5 Text and health above teammates in Q/A Help
patysIn-game advanced options.

Just checked (again). The text and healthbar above heads not in the advanced options. (if it is, it doesn't work).

STOGEwhy do you want them off? Just curious.

I was gonna use lawena in an STV and had literally no idea how to remove the text and healthbar, and couldn't find anything in advanced settings (that worked) to remove the spawn times etc.

f_bluecl_use_tournament_specgui "0"
tf_spec_xray_disable "1"

Thanks

posted about 8 years ago
#1 Text and health above teammates in Q/A Help

http://i.imgur.com/nMma5ki.jpg?1

How do I turn them off?

As well as the advanced spectator hud in demos

posted about 8 years ago
#4 Hat drop system changed? in TF2 General Discussion

I hadn't found any hats for more than a year, but I found one a few weeks ago. So probably, yeah.

There were theories about valve removing hat drops to balance out the economy

https://www.youtube.com/watch?v=N8Wf_q29xmg

posted about 8 years ago
#122 Updating cp_snakewater in Map Discussion
BilbertWhy 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

Nobody uses the gaps for spam anyway. What sense does it make to have gaps between boxes and planks on top of them?

Bilbert 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...

posted about 8 years ago
#16 Changing chat position in Q/A Help
mdvwhere the hell did the basechat go? first i didnt find in my fresh hud...so i head to the vpk, and no basechat either. anyone?

http://www.teamfortress.tv/19073/hud-editing-short-questions-quick-answers

posted about 8 years ago
#116 Updating cp_snakewater in Map Discussion

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

This looks really wierd.

http://i.imgur.com/ake4oVO.jpg

Why aren't both walls alligned vertically? (The one in the right in comparison to the one on the left)

EDIT: Deleted the first one, it was stupid.

posted about 8 years ago
#115 Updating cp_snakewater in Map Discussion
skywalker096It seems that, compared to the version that is currently being used by Valve, this version is darker, especially on mid. It isn't changed by a major amount, but it's noticeable enough that it's a bit uncomfortable to play on because it feels like I can;t see what's in the shadows too well. I would definitely enjoy having the original brightness back, but if it's there for a reason I can deal with it.
Here's the lighting for snakewater_final http://steamcommunity.com/sharedfiles/filedetails/?id=653221667 and for snakewater_u5 http://steamcommunity.com/sharedfiles/filedetails/?id=653221638

I'm pretty sure he's not doing a full compile, so lighting doesn't look the same. Full compiles take a lot of time...

posted about 8 years ago
#437 Comanglia's Config / FPS Guide in Customization

Decided to update my aged fps config. This one is working like a charm, great work!

posted about 8 years ago
#89 Updating cp_snakewater in Map Discussion
Ond_kajaSpaceCadetLots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.
All classes can already get on top except for spy, heavy and sniper?

Heavy is the only class that can't get up there. (without speed boost effects)

EDIT: Is anyone playtesting these? I'd be interested in participating.
EDIT 2: Nvm... spy and sniper can't get up there in this update (i think)

posted about 8 years ago
#77 Updating cp_snakewater in Map Discussion
PendjiYeah but when do you hold -that- far forward? Backpedaling to get highground on a team that is most likely already bombing you seems really odd. I was mostly thinking in terms of defending. Running out to a 2v3 in front of the point, where defending should have an edge.

Holding with your pocket on the ramp and with your demo next to the crate was already one of the better ways to hold. Now your rockets do sliiightly more dmg when they push in. And if you get suprised by the opposing team having an uber advantage you can kite the uber to the right side easier.

PendjiI can understand how it motivates holding a bit more forward, but the dead-zone behind it still doesn't see much action. Obviously you shouldn't need to use every spot of an area but it's almost a disadvantage to fall back there.

Yes, and?

PendjiIf they get a soldier/demo in from drop-down you're at an insane disadvantage that shouldn't reward the attacker to this degree. You should have an easier time defending than attacking a last, which is what I assume is the reasoning behind having the map carve downwards in the middle like on badlands, so having one of 3 high grounds in the area be rewarded to the attacker because there are no stickies or whatever, seems a little odd.

Stickytraps should probably be on dropdown wherever you're holding anyway.

Pendji
Show Content
Having had to defend last a million times (cusbad), that one left area just makes little sense, and it's like storming Omaha to respawn over there if you're fighting for last, and you might as well be dead if you run back for health due to how walled in the last point itself is.

I presume that the useless area between the spawn and the point is to prevent being able to block the capture 1 second after you spawn.

posted about 8 years ago
#63 Updating cp_snakewater in Map Discussion
chojjeCollaidePendjidx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
http://i.imgur.com/LT6TZ0t.jpg
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.

Would you say that this change helps defenders more than attackers?

I honestly don't know... Maybe it would need playtesting to be absolutely certain

posted about 8 years ago
#59 Updating cp_snakewater in Map Discussion
Pendjidx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
http://i.imgur.com/LT6TZ0t.jpg
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.

posted about 8 years ago
#31 What do you like in a hud? in Customization

- Clean and minimalistic
- Clean font, like verdana, arial or Asimov (the non-wierd asimov)
- Ammo and health at the bottom of the screen, not close to the crosshair.
- Transparent scoreboard & no fully colored blocks anywhere

posted about 8 years ago
#87 cp_reckoner (5CP) in Map Discussion

I have to disagree with you Twiggy. Having solid lamps literally above doors is ridiculous, especially if the only way of clearing it is to look straight up. On process you have a roof above sewer, but one can easily see you from the chokepoint and PC/IT area. (If you're pushing towards mid).

Making more hiding spots doesn't necessarily make a map better. Imagine if every window on the walls on granary would be solid, for instance.

posted about 8 years ago
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