Mould
Account Details
SteamID64 76561197999747149
SteamID3 [U:1:39481421]
SteamID32 STEAM_0:1:19740710
Country United Kingdom
Signed Up March 12, 2013
Last Posted October 5, 2022 at 4:35 PM
Posts 561 (0.1 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 34 35 36 37 38
#39 Steam Escrow Update in Off Topic
thmpsnyou guys gotta understand that if you're going to protest something happening, it doesnt hurt to provide an alternative

the alternative in this case is just basic security measures that everyone else in the world uses, ie, not having your password the same for your account and also the email associated with it

posted about 8 years ago
#32 New-New Map Pugs in TF2 General Discussion

if you want to, use this quick fix - doors are bugged on a6

https://www.dropbox.com/s/u0zpz4udqh9kckd/cp_drudgery_a6_fix.bsp?dl=0

posted about 8 years ago
#125 Epsilon pull out of Dreamhack in LAN Discussion

why not just bring me, im well good at medic TBH

posted about 8 years ago
#14 cp_drudgery - 5CP in Map Discussion

Hello tftv, with etf2l season ending I have way more time to be working on this once again. I'm going to not list my changes anymore, but try to write a short paragraph so people can tell why I've done it and that way better communicate if I'm stepping in the right direction or not.

In the time off, I've redone the map. The map now probably cut down texture rendering by about half. The skybox has also been done, and area portals also. I'll have to redo all the skyboxing, but for alpha this is fine. I'll have to redo it once I start to decorate the roofs and give the map more personality anyway.

In terms of gameplay, there's been a few scaling changes, such as heightening of choke and lobby. Most importantly the most forward spawn has been moved back a good distance, and it's also now on the other side of the mid, meaning that the fastest way to get back to 2nd with a spawn will put you at height disadvantage. This should make it easier to push out on a failed last push. I've also played with the spawn times, hopefully won't see people on last already after a wipe on mid. It'll still be hard to hold given there won't be time to get to forward position, but it feels less cheap.

These changes should help gameflow a bit more. I have some plans on making the middle and 2nd a little more fun to play on a purely DM based standard, but I want the map flow to work well before I do that. At this point, experimenting with interesting additions takes focus away from that, and also encourages me to rework large sections if it's needed.

-

That said, I'd be really interested to detail some of the reasons on why I made the map the way I have, design choices etc, but I really don't want to be one of those mappers who has something to say about every bit of feedback they get, I'd much rather take it gracefully because I'm honestly thankfully if someone takes the time to open my work. So I guess if you want to know what's happening in my brain, please ask away.

posted about 8 years ago
#32 Casual's TF2 Pre-Game Resource (6s and Highlander) in TF2 General Discussion
Mouldthis made me feel really uncomfortable

definitely going to listen before official today

update lads, I listened and we got a default, I've got to say I really feel like I owe it to the video tbh

posted about 8 years ago
#19 Casual's TF2 Pre-Game Resource (6s and Highlander) in TF2 General Discussion

this made me feel really uncomfortable

definitely going to listen before official today

posted about 8 years ago
#98 the unpugable maps in TF2 General Discussion

Would just like to chime in, when I was more actively working on my map (too much work + season atm) I've got to say, everyone who played the map was absolutely wonderful to me and the feedback I got was entirely reasonable things that I could do. I was really made to think that I was going to get a load of hate which I prepared myself for, and it never came tbh.

posted about 8 years ago
#31 YouTube Red in Off Topic
Geel9All this could be avoided if people didn't fucking block ads.

It could also have been avoided if ad companies hadn't made such intrusive and content obstructive ads. It's their product that's at fault. Honestly. If you're making adverts which are so bad customers go out of their way to avoid them, then that's a serious fuck up of an advertising model. Also, if your ads major proportion of clicks come from users who didn't even mean to click it, that's almost fraudulent in my eyes.

And the people using them just saw $ signs in their eyes. A way to get more ad click money, while they knew full well the ads pissed everyone off and didn't care at all, had not everyone jumped aboard I've got no doubt any website doing that would have died, but that's how it happened.
IMO the blame lies solely with, frankly, everyone who isn't the customer.

posted about 8 years ago
#12 Computer has lost it's processing power. in Hardware

Can I hop in with a cheeky hijack? My PC is bluescreening loads recently and always in cs:go, used the big windows debugger and the bluescreens points to 'GenuineIntel' which I'm pretty sure comes down to fault in CPU. I've had this PC for a few years now, it's an i7 4770k at 4.5 (been stable for years, never had an issue till a few weeks ago)

Most of the things I looked at told me it was either temperature based or faulty cpu, but it's idling around 35 and looks to be around 55 when playing. Says max was 70. As far as I'm aware this shouldn't be shutting down my PC at that temp.

Any advice? Cheers lads.

posted about 8 years ago
#48 TF2 update for 10/15/15 (10/16/15 UTC) in TF2 General Discussion
MuteMedic is a very team dependent class. When you will start out in matchmaking, you're going to be at the bottom rank, no? This discourages many people from playing medic in matchmaking as it in fact is not as easy to rank up as you think. Think about for a second, do you go out and get picks as med? If you're sensible and not throwing, you won't. You depend on your team to do that for you, you just help them do it, and that is how you get points, by getting assists and making sure your team stays up to put out the dmg. Now, if you start out as a good med with a bad team, you are not going to get points. Why? Because your team won't frag. Thus, you will not get assists, they will take more dmg then you can heal up, and in the end you're going to have a big headache.

Assuming you're starting at the lowest rank you're going to be against medics who have no idea what they're doing and they'll die all the time. As long as you have some clue what you're doing you'll be picked loads less than the enemy medic. That's just as good as getting picks. In a team game where one person plays the most important role, the skill difference between the 2 players playing it has the most impact on who's going to win the game.

I'm really looking forward to shitty medics talking about the equivalent to leagues ELO hell and cs's silver hell, everyone knows it's a total crock of shit.

posted about 8 years ago
#8 pl_mesaworks in Map Discussion

lovely to look at

posted about 8 years ago
#2 Timescale Glitch. in Q/A Help

if your fps is above 1000 the game glitches all speedy in offline mode, so check that maybe

posted about 8 years ago
#2 T-Shirt printer in Off Topic

I think it depends what kind you've got. If it's transfer/press style I reckon you won't find that much of a market on it, might as well just go to ebay, but if it's direct to garment print you'll probably find a buyer if you go to an enthusiast forum like tshirtforum.com, but again I'd still say ebay

Really doubt any tf2 team would use their own colour printer, it's not really cost effective compared to just getting a supplier

posted about 8 years ago
#13 cp_drudgery - 5CP in Map Discussion
Lain1. Your map isn't using an actual skybox, you've boxed the map. Do not do this. Look up beginner tutorials on how to make actual skyboxes. To see why this is a terrible terrible thing to do, turn on mat_wireframe. You're rendering the whole map at once.
2. You seem not to have Areaportals or any optimization. Once you have added an actual skybox, do this and you will see instant improvements.
3. A little overscaled in some areas.
4. Too many entrances into last.
5. Unseen textures aren't nodrawed. Do this to improve FPS.
6. This map is a mess of doors. Look at 'good' maps, they hardly use doors at all.

Mostly all true I'd say. The reasons for this, I think, is because I never rebuilt the map from it's earliest 64 grid draft. I'm going to be redoing all of the walls and groundwork in the upcoming version, I'll make sure to include optimization, I do actually know how to do this, just didn't think it was necessary for alpha versions, woops :D

Thank you very much for looking!

posted about 8 years ago
#11 cp_drudgery - 5CP in Map Discussion

New version:
https://www.dropbox.com/s/kjv0ur9qsath839/cp_drudgery_a5.bsp?dl=0

Changed cap and spawn times a bit
Added respawn visualisers
Changed cave up – hp added and shortened dramatically
Fixed clipping and jumping off mid fences
Choke lowered
Put a small hp on mid at choke
Textured some stuff, still not sure on the theme

posted about 8 years ago
1 ⋅⋅ 34 35 36 37 38