Account Details
SteamID64 76561198108250545
SteamID3 [U:1:147984817]
SteamID32 STEAM_0:1:73992408
Country Belgium
Signed Up May 3, 2015
Last Posted April 15, 2021 at 4:15 PM
Posts 1375 (0.6 per day)
Game Settings
In-game Sensitivity 30cm/360? changes
Windows Sensitivity
Raw Input 1
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Hardware Peripherals
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#11698 stream highlights in Videos

posted 2 days ago
#8160 Frag Clips Thread in Videos

posted 2 weeks ago
#6 Old Seeker crosshair in TF2 General Discussion

traced it as VTF. didn't test in-game though let me know if something's off and I'll reupload a fixed version

shadow, no shadow, normal seeker for comparison. VTF files are white ( magenta here for comparison)

tob_RaysSeeker and tob_RaysSeeker_shadow
only has the VTF, instructions for making the VMT can be found in the github root (very easy)

posted 2 weeks ago
#10 My cat's last day in Off Topic

Beautiful cat. Know you gave her a good life

Lost my girl 2 weeks ago. She was 12 years old but probably suffered from a medical condition

posted 2 weeks ago
#805 Wut hud/crosshair/cfg thread in Customization

they're on github now

posted 1 month ago
#4 cp_signal_v2 in Map Discussion

this is a full ramble as I run around the map without prior knowledge. Just looking at flanks and angles. I say some wrong/dumb suggestions though I correct myself for the majority of things I realised are wrong

Just so you can understand most of my feedback. my general philosophy for map design is:

  • defenders should have some high ground
  • flanks should favor attackers (if defenders are not playing correctly at least)
  • nothing should favor snipers. They have to put in the work
  • scouts shouldn't have access to all high ground with just a winger
  • soldiers should have the option to high bomb from both sides on mid and second

main things I remember:

  • last point right side (attacker POV) feels claustrophobic for pushing in. Widen the platform for the defenders there, moving the pillar with it to widen the thin right flank. This gives defenders a wider high ground to compensate for a smoother push by attackers. Could also give defenders a tiny hp there. Also smoothen the wall between pillar and lobby by removing the 2 small protruding walls and remove the low ceilings on that side
  • main shutter has a strong sniper angle (attacker POV). Moving the pillar as mentioned above might solve part of the issue. You could also move the last point fence closer to the left which would split the sightline to the left shutter (basically attaching part of the fence to the left side high ground (attacker POV). Could split the fence in 2 fences to keep it open to walk to point from left side low ground if this blocks it (didn't check)
  • (defender POV) strong sniper angle at spawn to top right lobby. Basically a free shot + class swap each time. Unsure how to solve atm but if you're already considering moving things around on last maybe you'll find a good solution there


  • Looks fine. Could maybe use a tiny pack at medium ammo and tiny ammo at medium pack


  • Flanks should be harder to see from point/truck. A single player at truck can see all entrances very easily. In practise this matters less because your flank calls/watches too, but 1 combo scout shouldn't be able to see every possible soldier bomb
  • Extend shutter/dropdown building at right flank (defender POV) to where it has to be peaked wider than the truck to watch it. Maybe move low ground medium hp out of sight of the defenders
  • slope/window/door flank is quite claustrophobic. Should be wider all around (harder to defend, easier to push into)


  • Left side push seems way stronger than right push because of high ground access and sightline
  • I'd make it so scouts can't take the left high ground (attacker POV). The boxes are fine though the tower attached to it should be higher than a winger jump imo. This is just a personal opinion, but I believe not all high ground should be accessible to scouts easily. Can still boston basher up it during mid stalemate
  • Basement pillar should be smaller than the pillar at the mid point above. Would make it more viable to push under as flank class
  • The 2 above are mostly aimed at weakening the stronger left push. Didn't really look at how you could make right push stronger though it'd prob involve making the slope/doorway into right side mid wider and maybe a slope to walk up on the high ground from main
posted 1 month ago
#15 no pistol spread in Projects

I'm always a fan of removing rng in a comp setting

Nerf the damage into oblivion to where it's actually a downgrade and I'd still prefer it over vanilla pistol

posted 1 month ago
#95 Racism in tf2 in TF2 General Discussion
AdnurakWe're living in bad times, the whole world is kind of in the shitter right now and you're actively going out of your way to mess with somebody over something that's legit not a big deal in any way.

Why does that not also apply to Lyte harassing Cbc because of a videogame? Or are videogames a big deal now? Maybe I didn't get that notification in my emails

Tholeliterally everyone on classic mixup would have been banned according to these rules



Should've just DM'd admins tbh. Still, good on you for calling him out. Doubt it's worth the shitstorm for doing it on TFTV though

Lyte's an adult. He should know better. Also idk why randoms suddenly think they have to defend him. He's perfectly capable of doing it himself if he'd care enough (hint: he cares less than you)
Nobody's going to change their minds because of this thread. Not Lyte, not Pugchamp admins, not catbowcar, not you, not me.
Racism bad. You're a weirdo if you think otherwise. Have a nice day

posted 2 months ago
#11481 stream highlights in Videos

posted 2 months ago
#11463 stream highlights in Videos

posted 2 months ago
#755 Wut hud/crosshair/cfg thread in Customization
hipster_banyone know the particle effect used for the explosions in this?

didn't download to test but this seems to be alive link

you won't be able to get this regularly like you can w sapper explosion/pyro pool/muzzle flash
it's a custom particle that comes with the green overheal cross you can also see in the video
I remember bear and some others using it on pugchamp in the past so it works on some community servers

posted 2 months ago
#964 unpopular tf2 opinions in TF2 General Discussion
jorskiyou wouldnt say that to rambosaur

if talking to rambosaur at LAN counts as "encountering" a good engi main then I guess I've seen a good engi main before :)

posted 2 months ago
#960 unpopular tf2 opinions in TF2 General Discussion
frootspamfest - NA engi main that later played invite scout

Was actually thinking about exceptions like spamfest when writing this. Spamfest's a beast. And one of few exceptions. Only one I could think of off the top of my head
I should've clarified I meant it as "I've never encountered one". Sorry!

Then again it's supposed to be an unpopular opinion
I'm glad spamfest got to show off his potential by playing a class with actual impact

posted 2 months ago
#957 unpopular tf2 opinions in TF2 General Discussion

I've never seen an engineer main with okay game sense or DM after almost 8 years of TF2.
Probably a combination of how braindead most engi mains are + how little impact the class has even if they're good.

Many of the best engi players throughout TF2's lifespan have been HL players who play other classes.
They get put on the class because there are more HL teams than there are okay engineer mains to fill the slots.

posted 2 months ago
#11408 stream highlights in Videos

posted 3 months ago
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