Account Details
SteamID64 76561197998944560
SteamID3 [U:1:38678832]
SteamID32 STEAM_0:0:19339416
Country Israel
Signed Up February 17, 2013
Last Posted October 21, 2022 at 12:54 PM
Posts 472 (0.1 per day)
Game Settings
In-game Sensitivity 4.33
Windows Sensitivity 6/11
Raw Input 1
Refresh Rate
Hardware Peripherals
Mouse Razer Deathadder v3 Pro
Keyboard Ducky Shine 7
Mousepad PureTrak Talent
Headphones Sennheiser PC38X
Monitor BenQ XL2540K
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#8 Duplo assembles for the next season in News
TFTVTEAMFORTRESS.TV: You're the first D1 winner in a year to survive the off-season and play Prem.


posted 3 months ago
#5 koth_ramjam_v2 in Map Discussion
Fubarram me daddy, fill me with your hot jam


posted 7 months ago
#5 The Papercuts Thread - Bring up annoyances here in Projects

playing koth and a player gets on point at 0:00 to force overtime with no previous captime at the same time the game thinks the round is over which results in overtime not happening and the cap decay not getting sped up https://streamable.com/sofgoe (notice no overtime in hud or announcer saying it)

posted 10 months ago
#1 Refresh.tf in Projects


‎‎‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎[ Refresh.tf / Workshop Collection / Github ]

After nearly 2 years since starting this project, we're happy to announce Refresh.tf (and a new logo).

While working on the project and the maps slowly making their way into league play we noticed one of the glaring issues was conveying what are the actual changes we did to the maps, so from today, you're able to browse through each map we've worked on and slide back and forth between old and new images.

Thank you to Fubar for developing the website, Moonly Days for the original design of the website, R0boprod and HOI for starting up Refresh and the entire team behind Refresh through the years.

Thank you to everyone who reached out with feedback.

posted about a year ago
#311 Updating cp_snakewater in Map Discussion
CAP_CREATURENot being able to jump up onto the box in 1 crouch jump on snake last sucks and makes rotating harder on medic, Was this an intended change?

This was also fixed in the latest version that was sent to Valve.

posted about a year ago
#309 Updating cp_snakewater in Map Discussion
Aelkyrhey, I don't know if those count as minor issues or they were intented changes, but the removal of the spam angles in left lobby (small gap behind the shelf thing next to the small health bottle) and under the tower on last kinda bug me as I don't think there were anything wrong with them, especially the first one. Would love to see those reverted or to understand the reasons behind those changes.

The reasoning behind the lobby change is chojje wanted to make sure the eliminate a lot of the splash issues that can occur with constructions like the one inside lobby, with all the gaps and the asymmetrical prop placement in both lobbies made for a decision to favor making the area splash consistent.
The reasoning behind closing the gap under tower are a multitude of sniper angles, sentry angle and inconsistent splash.

FactsMachineAlso an adjustment to respawn timers to make the map easier to push out of the last point on would be nice.

A new version has been sent to Valve about a month ago with a fix to the respawn timers along with fixes to the rest of the current issues, we're just waiting on Valve to push it.

posted about a year ago
#11917 stream highlights in Videos


posted about a year ago
#3 Koth_product_final in Map Discussion

Thank you Fubar for everything you've done, you've put in so much time and effort into this version and we as a community are lucky to still have you around to update the map.


posted about a year ago
#6 HExHUD in Customization

the Picasso of HUDs


posted about a year ago
#46 TF2 update for 6/22/21 in TF2 General Discussion
dbkseems like you can no longer get onto fence from shack on second as scout. :(

you can still do it - https://streamable.com/20vln3
its as a result of improving the clipping around the hut, ended up lowering the rooftop a bit too much resulting in harder scout jump

this update brought some issues with it so make sure to post anything you find in this or the snakewater thread as the mapper will be reading these threads for any feedback you find

posted about a year ago
#29 Refresh: cp_gullywash in Map Discussion

I made a quick album so you can compare here - https://imgur.com/a/Thu7I88

We are working on a way to allow users to quickly compare with an image slider on all of the maps the team has worked on, something like this - https://i.imgur.com/2bZb9Wa.png

posted about 2 years ago
#5 Refresh: cp_steel in Map Discussion
DubThinkIt bothers me how this is branded as "fix[ing] the issues with map geometry as well as minor aesthetic and performance improvements" when it's much more than that. Heaven knows steel is a good candidate for fixes and/or a pro version, but branding this as a set of completely uncontroversial fixes rather than a full on pro version of the map feels inaccurate and possibly disingenuous.

(I think the same can be said about all of the Refresh: maps to a lesser extent. I generally support efforts to improve the map pool, but feel that Refresh: misrepresents itself as focusing on purely clipping/bug/perf fixes while doing much more than that)

This map was originally supposed to be a full on pro version with major changes to the map, however since harris0n agreed to join the Refresh team we got to an understanding that we want to make sure we change as little as possible in terms of things that can be considered major gameplay changes.

The "major" changes that harris0n listed are for the community to decide whether or not he went too far, we try and change as little as possible about the maps that the community played for years as inherently they are good however they need an updating.

Now again, if players feel we went too far and changed things that feel extreme we do listen to feedback and revert changes, like we did to cp_process_f5 after you've raised concerns about in the thread, and similarly we are working with league admins to revert and fix changes that we made to cp_gullywash_f2a.

I am of the same opinion. I really like the effort going in to making the map pool better, but "completely remade the map from scratch" on gully was not a "small change". Same mentality with adding bridges and changing geometry here.

If you wanna make a pro version, just call it that. ¯\_(ツ)_/¯

I'll let Collaide respond to the gullywash comment himself but from my perspective seeing this breaks my heart as he spent so many hours making sure the map is perfectly aligned to the grid and isn't a mess from 2009, the fact he placed it in the "Minor changes" section, he really meant that as a joke because 99% of the players will never notice the difference.

The major changes are all listed, and if you feel like we went too far, please, tell us in the threads.

I'll try running through the biggest changes harris0n made in terms of gameplay to this version of cp_steel_f1, and as I can't know for sure if they all will be good enough to keep for the next version I won't claim they are all 100% positive, but we hope it will create more good than bad, I'll let harris0n comment on those himself as well.

A point:
-Bridge from hill to red spawn and a fenced wall - https://i.imgur.com/nDNYxK0.jpg

B point:
-Widened the stairs leading to the highground - https://i.imgur.com/rncY8EH.jpg
-Added a new doorway into B spawn dropdown via outside - https://i.imgur.com/Yt6Oluf.jpg
-Extended B's sentry porch - https://i.imgur.com/sNYuyuQ.jpg

C point:
-Extended the defence's bridge making the jump from the control point and back possible - https://i.imgur.com/MSXI3i1.jpg

D point:
-Added windows to the D+E Connector - https://i.imgur.com/GIukqI5.jpg

E point:
-Converted sniper perch windows both into wider windows, removing the pole in the middle - https://i.imgur.com/EXBRJrG.jpg

These are the biggest changes in cp_steel_f1, I agree that some of these changes might be too big to be considered a simple 'Refresh' but this is where you come in and we appreciate the feedback, we will work to revert changes that went too far.

posted about 2 years ago
#7 RGL announces 6v6 Winter Cup with Qixalite in News
irebearodactylwhy only those 4 maps tho...we did look at process_f5 however we elected to not for the time being

could you elaborate on this?
process_f7 was released about a week ago, with additional fixes and the refresh team reverted and fixed things the RGL admin has expressed concerns about in the map thread.

posted about 2 years ago
#24 TF2 update for 12/3/20 (Smissmas 2020) in TF2 General Discussion

well, thanks to "Liam Stone (boba)", spies cloaks are fixed!


edit - update: the guy who made it is aware of the issue


posted about 2 years ago
#11 game gets dark when i tab out and back in in Q/A Help

this happened to me in csgo, what fixed it was for me was disabling fullscreen optimization

posted about 2 years ago
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