IceCrystal
Account Details
SteamID64 76561198022298676
SteamID3 [U:1:62032948]
SteamID32 STEAM_0:0:31016474
Country United States
Signed Up December 15, 2013
Last Posted July 26, 2014 at 6:40 PM
Posts 22 (0 per day)
Game Settings
In-game Sensitivity 1.6
Windows Sensitivity default
Raw Input 1
DPI
1100
Resolution
1920x1080
Refresh Rate
60hz 132fps limit
Hardware Peripherals
Mouse SteelSeries Rival
Keyboard CM Storm Quickfire Rapid w/ MX Blue
Mousepad SteelSeries QcK
Headphones Bose AE2
Monitor ASUS VS248H-P
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#10 New Zowie FK 2014 in Hardware
BitDon't fix what ain't broken I guess ? It's not like they announced it as a whole new mouse, just announced some changes to the Fk.

Well, they've got "Strive For Perfection" as their motto. It'd still be nice, though, to keep things interesting.

They should have made the side buttons yellow for the accent.

posted about 10 years ago
#13 cp_whitefrost (3CP) in Map Discussion

Download link updated to B1

KAMOPlease make this a summer-time map, it looks super fun otherwise! For color blind people such as myself (yes I know it's not the majority of the player base…) discerning blue players against that kind of environment/color scheme is frustratingly difficult. :-/

I knew when I started that there would be enough people want a non-snow version and planned to do it once it was close to rc. So yeah, it's coming

zeSIMONLooks veeery nice (I like winter themed maps).
Could be great for fast-paced gameplay :D

Was 3CP ever tried in 6v6? Or would it just be too small for that?

The first time it was played was with 6s, it was alright. It's definitely better for 4v4, but if not this map 3cp could definitely work for 6s.

posted about 10 years ago
#7 cp_whitefrost (3CP) in Map Discussion

changelog and new screenshots added at the top, as well as a download for a7
More importantly, going beta tomorrow

posted about 10 years ago
#6 cp_whitefrost (3CP) in Map Discussion

Updated to A4, download at the top.

Added a connection to the dropdown into tunnel from mid
Added a window to see into tunnel entrance from yard
Changed orientation of ramp that previously connected the battlement at mid to the upper part of last
Made the walls at the tunnel exit taller
Made one of the walls at the tunnel exit a grate instead of solid
Lowered the rock near the tunnel
Sun was dimmed a bit so the snow would be less bright
Fixed loads of clipping

http://i.imgur.com/wMef6Dk.jpg
http://i.imgur.com/W4hJw3z.jpg

If you play it please leave any opinions so I know to keep these changes or not

posted about 10 years ago
#1 cp_whitefrost (3CP) in Map Discussion

cp_whitefrost_rc1
https://www.dropbox.com/s/ftkrsdvljvjeg2y/cp_whitefrost_rc1.bsp

cp_warmfrost_rc1
https://www.dropbox.com/s/tni0jdz6oep3l23/cp_warmfrost_rc1.bsp

A symmetrical 3cp map intended primarily for 4v4.

http://i.imgur.com/MA5ze70.jpg

http://i.imgur.com/0sS9gyo.jpg

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

http://i.imgur.com/4n3BiNf.jpg

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

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

http://38.media.tumblr.com/5b88a1276e33dedcc35f6b33d154e9eb/tumblr_n9b7vsXNXO1rtvm6bo1_1280.jpg

changelog
RC1
-fixed a couple clipping exploits
-changed/added some details
-minor optimization
-summer themed warmfrost branching from this version

B3
-ropes and some lighting
-a sign with an arrow for the first 15 seconds when a round starts
-a visualizer on top of the bridge to show you can cap there
-improved clipping in several places

B2
-fixed sticky exploits
-cubemaps
-light snow
-more optimization

B1
-skybox
-fully detailed

A8
-fixed shooting through fences
-some detailing
-optimization

A7
-fixed a missing texture
-improved optimization
-more detailing
-added another route into last
-fixed standing on fences

A6A
-fixed clipping
-fixed lighting on several props
-changed some textures

A6
-extended lower area at last
-increased headroom under upper at last
-lots of detailing
-added another rock under the sniper battlement

A5
-a bit of detailing
-fixed more clipping
-raised ceiling at last

A4
-Added a connection to the dropdown into tunnel from mid
-Added a window to see into tunnel entrance from yard
-Changed orientation of ramp that previously connected the battlement at mid to the upper part of last
-Made the walls at the tunnel exit taller
-Made one of the walls at the tunnel exit a grate instead of solid
-Lowered the rock near the tunnel
-Sun was dimmed a bit so the snow would be less bright
-Fixed loads of clipping

A1-A3
-stuff

posted about 10 years ago
#17 cp_limited in Map Discussion

http://i.imgur.com/qR346Xd.png
Probably isn't a real problem, just seems odd

posted about 10 years ago
#14 cp_limited in Map Discussion

http://i.imgur.com/hRa7ek9.jpg

Seems like the width between the door and edge is a bit wide and between the edge and building are a bit thin.

http://i.imgur.com/6pBL0c2.jpg

Feels cramped and really complicated. When I first walked through starting from red spawn I had no idea what was going on.

http://i.imgur.com/KJ3phcm.jpg

ledge seems awkwardly thin

http://i.imgur.com/tf5pHtn.jpg

This area feels cramped and unnecessary. Maybe health/ammo and a bit of lighting to point it out might justify its existence. It might also feel less cramped if the floor gets lowered a tad when displacements are put in.

http://i.imgur.com/54GUJPE.jpg

I like this. I wish the hallway to B wasn't so long, but this little junction is cool anyway.

http://i.imgur.com/KDg7Rkx.jpg

Clipped? Why?

Entire blue spawn could be streamlined quite a bit, or maybe expanded.

posted about 10 years ago
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