MozzarellaFireFox
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SteamID32 STEAM_0:1:69252142
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Signed Up September 13, 2016
Last Posted March 2, 2024 at 3:59 PM
Posts 374 (0.1 per day)
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#191 Rewind 2 in TF2 General Discussion
GetawhaleThe venue doesn't open until noon on Saturday anyways. Matches last year were scheduled to start around that time on the Saturday. If matches start before noon, folks will be allowed in then I'm sure.

From what I've observed at two events here in the past, you will not have to wait around long. Finding seating will not be hard. There's no huge advantage to showing up early. I'd say just try to show up for when doors open. I'm sure that'll be announced or clarified before the event.

thanks for the tip!

posted about 6 years ago
#189 Rewind 2 in TF2 General Discussion

Anyone know what time the games start on Saturday (17th) and if there's an incentive to arrive earlier? (is finding seating hard, long lines to get in, etc?)

posted about 6 years ago
#76 Rewind II details revealed in News
JasbuttsIf you're just there to watch and hang out it's free, it's just if you wanted to use the computers you'll have to pay. If it's like last year, just show up! There's a small lot across the street and some parking garages around the area and street parking but ESA doesn't have its own dedicated parking area.

And yes, you can still attend as a minor.

That's awesome! I'm definitely going to go, then.
It's actually closer than I thought. If I knew it was close I'dve gone last year.
The final question is...
what are the bathroom accommodations? Are there a lot of stalls? Or just a single bathroom?

oh, and can I bring my own backpack of food or nah?

posted about 6 years ago
#74 Rewind II details revealed in News

So when it says spectating is free does that mean exactly what it sounds like? Can I show up and watch, free of charge, or does it mean spectating online is free?
How does it work? Do I need to preregister or otherwise save myself a spot? Is parking free?
I noticed it said there was a bar. Can I still enter the Arena as a minor? (With or without an accompanying adult)

posted about 6 years ago
#615 best pub quotes in TF2 General Discussion

*DEAD* Entale: Don't kill me
*DEAD* Entale: Don't do dat
Captain Zidgel: why not
Captain Zidgel: its in the game
*a minute or two later
Entale: Death be upon you
*I find him and kill him
Entale: Nvm it's upon me

posted about 6 years ago
#3 ultiduo_radar in Map Discussion

Just from looking at the screenshots I'd say remove panels so rocket jumping into it is easier... or just remove the top part above the point altogether.

posted about 6 years ago
#11 Ultiduo_Turbine in Map Discussion

Alright here's what I'm planning for a2. haven't started yet but let me know what you think:
1. add a spawn path to vents and move to spawn entities to somewhere where they can reach all three at a decently equal rate.
2. replace central turbine with a nipple-point of equal height due to popular demand.
3. remove cap points on boxes. :( I kind of liked them but apparently nobody else did.
4. I'm going to close up the staircases at mid so projectiles can't go through them because it's unpredictable.

7/9: a2 coming soon. pretty much just testing the spawns and then gotta build cubemaps.

posted about 6 years ago
#7 Ultiduo_Turbine in Map Discussion
tstm
  • Fix the stairs if they are not already.
  • Remove the points from the crates, they look horrible.
  • Remove the center turbine and replace with the actual point / capping area, e,g, similar to the original Ultiduo map, where you must give up equal flooring / height to cap the point (Just a suggestion that can be looked into).
  • Make the spawn more fluid, from what I can see it looks like a mess, make it easy to take any of the three exits rather than running around (The vents comes across as a feasible exit to tackle height disadvantage coming from lower).
  • Where the health packs are originally situated replace with small ammo packs (See Baloo).

Fix stairs... mid stairs I assume? Define fix stairs... what's broken with them? I don't see clipping issues, unless by fix you want me to block up clips so nothing can be shot through at all?

posted about 6 years ago
#4 Ultiduo_Turbine in Map Discussion

Feedback is welcome guys... come on, don't be shy.

posted about 6 years ago
#2 CS:GO update for 6/20/17 (6/21/17 UTC, 1.35.9.0) in CSGO General Discussion

For those wondering without wanting to click:
Cache changes are

-Significantly reduced damage from "Bodyy" wallbang and equalized damage for both sides
-Added collisions to lights at A site allowing for ninja plays (thanks Penguin_Powah!)
-Fixed incorrect footstep sounds in several locations (thanks 1stFuriosa!)
-New .nav mesh addressing several minor changes
posted about 6 years ago
#3 Ultiduo_Turbine in Map Discussion
bleghfareci think the vents should be worked into the spawns as a third exit instead of being a useless hiding spot

They weren't necessarily there for a hiding spot I just didn't feel the need to fully close them off. Yeah, I'll likely add them as a spawn, but then I have to consider if there still needs protection for the other spawns and if I should keep spawn entities where they are now or place them equidistant from each door... which sounds complicated and probably useless.

posted about 6 years ago
#1 Ultiduo_Turbine in Map Discussion

Announcing... Ultiduo_Turbine. Currently: Alpha 1.
*"production" is slow because steam summer sale blessed me with new games but I'm still workin on it.
Download: https://mega.nz/#!wRUmGLBL!IMXhgIOEq6y88vn8YxN7f-LxhjCp0rVNAnmGUgC1hzQ <-- Alpha 1
(Called ud_zidbine_a1 for now as a 'signature'. I will change it to ultiduo_turbine or ulti_turduo during beta)
This is a map for balanced fun. It is not intended for competitive play. That would be nice, but come on, it's turbine - the cancer is the fun. I kept the mid nearly identical in gameplay so we could get a 'vanilla test' It will be changed as time goes on.
Cubemaps are not done yet, nor is detail (because its alpha) - so please focus feedback on gameplay.

Spawns are in the hallway that goes to shutter from the main spawn. There is a tunnel that goes to garage, which now has a giant shutter door. As per Baloo standard, you cannot enter spawn after leaving. The medium health packs in alcoves have been replaced with small ammo kits, and the rollups above it are now solid. The capture area is over both crates. A medic can help cap by standing on the center ring of the center turbine (the medic can also jump onto crates from the turbine or from the stairs). Vents are closed off. It takes about 6 seconds to capture a point with one person. Small health kits are under the staircases for extreme situations.
You can now stand on the catwalk "huts" that vents open into. So far the spawns are very close to mid and unprotected. Considering adding a pathway from spawns to vents because that is protected. The other option is moving the spawns waaaay back and adding a wall (I'm also considering rotating the crates slightly to create pseudo-protection).

Another idea I am thinking of is cutting off the catwalks where the huts end so that a soldier can't stand up there and fire down on the small shutter spawn.

Photos <as of alpha 1>:
http://u.cubeupload.com/thesentientgelatin/201706201655251.jpg
http://u.cubeupload.com/thesentientgelatin/201706201655511.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656181.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656291.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656321.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656471.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657121.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657271.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657451.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657491.jpg

*fair warning, blu's internal spawns are inconsequentially asymmetrical. They are moved a few slight units from where red's internal spawns are because retrofitting symmetry is hell. As far as I can tell this should be unnoticeable visually and not affecting the gameplay. Tell me if it is otherwise. Spawn doors are in symmetrical locations, the difference is how the walls line up behind.

*I'm just an amateur so don't expect me to do everything well.

posted about 6 years ago
#37 TF2 Blog: "Balance Changes" in TF2 General Discussion

The new vita saw changes might mean the vita saw is a super powerful option (much better than ubersaw) for ultiduo, but everything besides the meta is banned in ultiduo... so... #unbanvitasaw?

posted about 6 years ago
#22 Question about Ultiduo Map Logic in Map Discussion

.

posted about 6 years ago
#20 Question about Ultiduo Map Logic in Map Discussion
wtzjust go for it and make it my manCaptainZidgelqueue 1,000 groans).also stop doing this

Well it was already about 30% done when I made the original post and at this point it's about 70% done. It's currently playable but I have a few finishing touches before I release the alpha version.

posted about 6 years ago
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