Sidular
Account Details
SteamID64 76561197999339627
SteamID3 [U:1:39073899]
SteamID32 STEAM_0:1:19536949
Country Canada
Signed Up August 4, 2016
Last Posted August 14, 2025 at 5:38 PM
Posts 332 (0.1 per day)
Game Settings
In-game Sensitivity 3.20
Windows Sensitivity
Raw Input 1
DPI
1400
Resolution
1920x1080
Refresh Rate
60hz
Hardware Peripherals
Mouse Steelseries Rival 300
Keyboard Some cheap keyboard with media keys
Mousepad Some cheap Corsair brand mousepad
Headphones Cloud 2 & Turtle Beach X12 (backup)
Monitor A Dell of some kind
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#134 ESEA-O S24 Happenings/Discussion in TF2 General Discussion

Well... this thread is interesting.

In other news, Envision Crew is totally paid up and ready to go for S24. So that's nice.

posted about 8 years ago
#169 How old were you when you joined the community? in Off Topic
Raptor00XStarted TF2 when I was 13, in October 2012
2-3 months later I already started competetive.
I turned 18 yesterday :D

Happy birthday!

posted about 8 years ago
#91 TFCL - North American League in Projects

Okay, so I've been putting a lot of thought into this, and TFCL's use of the global whitelist. If the global whitelist is indeed remaining as it is, with the quick fix being unbanned, I will be implementing our own custom whitelist for TFCL. There's enough demand for a different and fair whitelist that I simply can't ignore it. I myself dislike the new changes, and hate that I, nor any other league, had any real say in the changes. We just had to sit back and watch the shitshow happen.

So yeah, if the global whitelist isn't changed back to the way that the community wants it, TFCL will no longer use the global whitelist.

posted about 8 years ago
#9 ban the quick fix in TF2 General Discussion

Flying Medics. Flying Scouts. What's next, Flying Hoovies?

posted about 8 years ago
#37 Global Whitelist Meeting in Events
4812622Passtime is an official game mode.

Passtime is basically ctf, and also isn't a primary game mode in TF2. It's like a secondary thing, whereas payload is a primary mode. I feel like having it would help newer players adjust to the competitive structure, since Valve's already doing it in their match making anyway. This is more an answer to what Valve themselves started. I mean, if they're going to try to make payload represent the competitive side of TF2, we may as well try to make an actual competitive map for payload.

posted about 8 years ago
#35 Global Whitelist Meeting in Events
4812622I'm personally trying to get a payload map made for 6v6 competitive play. Would love to see how others handle payload, and if it can become a solid competitive map type. I feel like it can, if we just made the maps smaller, and brought out touch to push, instead of constantly having to be near the cart at all times. Like, touch the cart and have it move slowly until red stops it. Could also maybe do a tug of war type thing. Like, red touches cart, and it starts moving towards the blue base. Blue touches it, and it moves to the red base. The goal is to blow up the enemy base. Could make for an interesting match if done right.
Why do this vs playing 5CP? Although it does solve the issue of pushing cart being boring as fuck, the only thing that this accomplishes is artificially limiting the momentum a team can have.

Payload is already in the game, so why not try to make it a little more competitive? It'll change up how you play, just like koth does. Different modes, different play styles. I don't see that being a bad thing, if it's done right. Just means more diversity in the end.

posted about 8 years ago
#33 Global Whitelist Meeting in Events
maxc2325cp is not a broken game mode. Stale mates are not inherently bad. A win limit clears up a lot of issues with 5cp by giving an incentive for closing out a match. and time pressures like uber advantage and numbers give teams incentive to push. Just because 5cp is not perfect doesn't mean you can't have good matches on it. I much prefer it to koth and a/d

I'd love to see more variation in map selection. 5CP is a solid game mode, but it's kinda grown stale over the years. Introducing new map types, or even bringing out new 5CP maps (instead of map revisions), would definitely help bring new life into this thing.

I'm personally trying to get a payload map made for 6v6 competitive play. Would love to see how others handle payload, and if it can become a solid competitive map type. I feel like it can, if we just made the maps smaller, and brought out touch to push, instead of constantly having to be near the cart at all times. Like, touch the cart and have it move slowly until red stops it. Could also maybe do a tug of war type thing. Like, red touches cart, and it starts moving towards the blue base. Blue touches it, and it moves to the red base. The goal is to blow up the enemy base. Could make for an interesting match if done right.

posted about 8 years ago
#90 TFCL - North American League in Projects
31I'm so happy this not a tf2games type of thing :D but seriously this a very promising thing and as long as transparency exists this will work for sure props too you who ever is making this with you.
P.s just don't make your website look like shit like one that I have in mind (cough cough UGC XD)

Thanks man! Props should honestly go to box most of all, as he's the one doing pretty much all of the coding, and is bringing my vision for TFCL alive with his awesomeness. I feel like he deserves way more credit for this, as without him, TFCL quite frankly wouldn't exist at all. Plus, I feel kind of bad that everyone is crediting me and overlooking him, simply because I'm the public face and head admin for this thing. I may come up with the ideas and am the man in charge, but box is really the one to bring my ideas to light. So yeah, props to him! :D

ArraySeven is also playing a pretty huge part, and helped us design the TFCL medal, the logo, and pretty much all major art assets and videos, like the adorable sentry animation. That's all him, so huge props to Array as well.

DubThink created the 3D model using Array's design, all based around my feedback on what I think it should look like.

And then there's me. I'm honestly just the brains, and come up with the ideas on how to make the best league possible. I also manage the website, and write all the content that everyone sees. Oh, and handling the business side of things, like getting sponsors and advertisers on board, as well as investors.

The fact these dudes are putting up with me at all is a damn near miracle. When I get hooked onto a project like this, especially one that I have such a huge passion for, I tend to get rather bossy. Like, sometimes I actually get angry at myself for saying or doing something that's inconsiderate or stupid, with me never truly appreciating the work that these people do until after I sit back, calm down, and truly look at their awesomeness. I know Array definitely noticed this, and I'm pretty damn sure box did as well, though he's been pretty polite about it.

Er, anyway. Point is, others are on board, and doing awesome stuff, with box basically creating TFCL from scratch. So he's the hero here, not me.

edit:
And I kinda just realized I went overboard with my response. You didn't really ask who the team was, but more like, thanked us for what we're doing. I wanted to write a simple reply naming the dudes that should receive the real thanks, and kinda went overboard in the detail department.

posted about 8 years ago
#3 Pyro update? in TF2 General Discussion

There was an update, but you can only see it if you enter pyroland.
I'm really digging that new water cannon.

posted about 8 years ago
#153 How old were you when you joined the community? in Off Topic

I believe I was around 14. Got TF2 in 2007 on console, and then again in 2008 on PC. So yeah, 14 and 15.

2fort was the first map I ever played, and for some crazy reason, I'm still not sick of it.

Actually got my father into TF2 for a while, and he only ever played 2fort. So when he'd ask me if I wanted to play with him, he'd ask like this. "Hey, wanna 2fort?"

Me pops is adorable.

posted about 8 years ago
#81 TFCL - North American League in Projects

We're live on our main site now with a full highlander and 6v6 season, both with prizes for first place.
Main info here - http://tfcleague.com/2016/12/30/soft-launch-season-1a/

We're still technically in alpha, but the core league features are ready to go. So consider this our soft launch.

posted about 8 years ago
#12 New update broke mge? in TF2 General Discussion
botmodeMax_How have you guys not realized MGE always breaks when big updates come out? It's been happening for like 2 yearsusually it's just a sourcemod bug

Yeah, basically this. Give it a few days/weeks for an update to be released, and it should be as good as new.
SM is weird with updates. Some are fast, some take a long ass time. Usually fast though.

posted about 8 years ago
#80 TFCL - North American League in Projects

I'm proud to announce that TFCL has acquired the bball.tf league, and will be bringing their awesomeness into the TFCL family of services.

We're developing a custom system that will allow for pug-like bball lobbies to be created by anyone, and we'll host our own official bball tournaments as well, with prizes, of course. More information on this system will be announced later on, though I promise ya, it'll be freaking awesome. :D

The bball.tf staff are also coming over to TFCL, so all of the familiar faces aren't going anywhere. We're simply upgrading their league by bringing them up to speed with our custom platform.

So yeah, welcome aboard, bballers!

edit;
Forgot to mention. Yes, bball.tf will continue to provide EU tournaments, even though the rest of TFCL is still restricted to NA.

posted about 8 years ago
#79 TFCL - North American League in Projects

Reposting this from the Steam group.

Hey guys. So, after gathering some early feedback, I decided it may be in the best interest of everyone to go for a one match per week schedule, instead of the previously announced two matches per week.

This will still be an 8 week season, but it's more in line with UGC's way of operating, and not so much ESEA.

The new default match time will be set to Saturday at 8:30 PM Eastern. Team leaders will have the ability to choose their own scheduling, so you're pretty much in control of when and where you'll end up playing.

Matches are assigned every Wednesday at around 9:00 PM Eastern Time, so that gives you roughly 6 days to play your match.

In other news, we ended up casting our Ultiduo finals on Friday, and while we had a fair number of viewers, the reception for this cast has been mixed. I just wanted to stress again that this was a test cast, and isn't a demonstration of our final casting format. After we get a more solid team together to handle the casting for TFCL, we'll have a more professional stream, with better production value all around. Last Friday's cast was mostly to test concurrent viewers and community interest.

A huge thanks to ArraySeven for helping us out. We didn't really know what to do during that hour long delay, and it was awesome for Array to provide some level of entertainment for the 50 or so viewers that we had watching. So thanks again Array. You did gud man, you did gud. :D

I'm rather curious to know what you guys want to see though, as far as scheduling goes. Like, should we go for an ESEA kind of deal, and have two matches per week? Or should we do what UGC's doing, and have a single match every week? Some of the feedback I got for the two per week thing, at least in the alpha stage, was that a lot of teams couldn't really commit to the schedule, and would much prefer one match, instead of two. I found that ESEA teams were especially vocal about this, with them preferring to take the alpha more as a scrim like deal, and not as a serious league. Which is fine, considering it's an alpha with a rather low prize pool. (prize pool may be increased to $120. Uncertain right now)

So yeah, what do you guys want to see us do, as far as 6v6 scheduling goes? Is two per week too much? Combined with ESEA, that's 4 matches every 7 days. Which if you throw in scrims and such too, it can really add up. So I can see why some teams would be against this.
Plus, I'm discovering that lower ranked UGC teams are very against the two per week system, as they think it's too much to commit to. Since TFCL is going to be a free league with prizes, trying to make people from all sides happy and feel welcome is one of my top goals and priorities. So I gotta really figure out this scheduling so it works for everyone of all skill levels.

Also, as a sort of bonus question, what do you guys think of sponsored items as prizes? Like, instead of straight up cash, we'd give away gaming gear, such as keyboards and mice, or a mousepad, or whatever else we can get our hands on? Getting stuff like that is usually easier than getting cash, as far as acquiring sponsors go.
Also, what about video games? Like, say I reached out to a game studio or publisher to get a few Steam keys of their games? Would that be a good prize? If so, what kind of games would you guys be okay with? Like, say we hosted an Indie Cup, and the first place team received 5 indie games? That's 5 per player, or 30 games total per team. Would that be cool? It's a little niche, but something I've been considering, at least early on.

What say you?

posted about 8 years ago
#17 ESEA Season 24 announced in News
-leeSidularHmm, if only somebody was trying to make a new league. Then if ESEA ever does drop TF2, we'd all have somewhere to go to. Somewhere other than UGC, cause.. uh, do I even need to explain why? :pI watched like 2 minutes of that ultiduo stream you had, lmao.

So many penis jokes were made in that stream.

posted about 8 years ago
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