Twiggy
Account Details
SteamID64 76561197981944988
SteamID3 [U:1:21679260]
SteamID32 STEAM_0:0:10839630
Country Tonga
Signed Up April 19, 2014
Last Posted April 24, 2024 at 3:06 PM
Posts 1563 (0.4 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
1024*768
Refresh Rate
75 Hz
Hardware Peripherals
Mouse Razer Copperhead
Keyboard Packard Bell wireless AA powered
Mousepad ikea gaming desk
Headphones  
Monitor Packard Bell 17" CRT
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#34 Quake Live "cg_killbeep 7" in TF2 using killsound. in Customization
georgebaiiThink this is broken on serveme servers for some people.

same issue there, works like a charm on pubs (sv_pure 1) but not on serveme (sv_pure 2)

posted about 8 years ago
#30 Quake Live "cg_killbeep 7" in TF2 using killsound. in Customization
f_blueTwiggyI noticed tf_dingaling 0/1 triggers the regular hitsound, but what is the similar command for the lasthit sound?tf_dingalingaling_lasthit

yes thanks

posted about 8 years ago
#28 Quake Live "cg_killbeep 7" in TF2 using killsound. in Customization

tf_dingalingaling_lasthit 0/1 for those who need it. why there is dingaling and dingalingaling commands is beyond me

posted about 8 years ago
#88 cp_reckoner (5CP) in Map Discussion
CollaideI have to disagree with you Twiggy. Having solid lamps literally above doors is ridiculous, especially if the only way of clearing it is to look straight up. On process you have a roof above sewer, but one can easily see you from the chokepoint and PC/IT area. (If you're pushing towards mid).

Making more hiding spots doesn't necessarily make a map better. Imagine if every window on the walls on granary would be solid, for instance.

Well it's a point of view for sure, maybe it's just me but since you talk about granary, i feel like lots of hiding spots have been removed from the pro version. I'm not saying these spots were good but they were at least usable once in a while.

All i'm wishing for is visual coherence. If you see a prop, then don't go through it. If it's only there to create lighting, maybe there's another way of lighting the area that does not trick the player into trying to jump on the lamp (ex : a high placed spot like on snakewater second)

posted about 8 years ago
#86 cp_reckoner (5CP) in Map Discussion

Ok your map hooked me in ;). One thing that I'll keep saying is that I personally hate the use of invisible walls to restrict some areas. It was a huge minus to me on sunshine, and you keep doing it on reckoner. Either you want someone to go to a somewhat reachable place, either you make that place visually unreachable. I think invisible walls are a poor solution.
Apologies if I say stuff that has been tested and ditched in previous versions too.

Last
I like your last a lot, to me it feels like an attack favored last, which is awesome!

http://puu.sh/noPi9/22e5604cd2.jpg

This might be the coolest thing I've seen in custom maps for a long time

Lobby
If i get your ideas behind this map correctly, you want to make the last tough to hold and the forward hold to be the go-to position. To do so I think you should add some health/ammo at this spot

http://puu.sh/noPBk/5812101f5a.jpg

and add a prop to climb over this fence :

http://puu.sh/noPEl/cf9caff5ab.jpg

so that it's possible to rotate around easily.

Second
WTF are those two buildings?

http://puu.sh/noPMp/8b015cdd70.jpg

Since you put invisible walls you don't want people there. the heights of both those things should then match with the higher unreachable wall/roof to clearly tell players they can't go there.

http://puu.sh/noPX1/adff16ea3c.jpg

What is the point of this area? If it's only to give scouts/sollies a trap spot then I don't really like it. You should carve a door to give access to lobby to make this a sort of balcony

http://puu.sh/noQ5V/0c3fdddf00.jpg

that would lead over there.

This door is VERY narrow, could you enlarge it (to the yellow can for example)?

http://puu.sh/noQa8/aac331ad95.jpg

http://puu.sh/noQjZ/29cfb3c932.jpg

http://puu.sh/noRZo/4bf5405504.jpg

Again invisible walls, very annoying :( Either make it reacheable, or change the design to something that does not look reachable.

http://puu.sh/noQqG/082ff8233e.jpg

I think you should try making these lamps solid to create cool hiding spots. It's also VERY ANNOYING to see a prop only to go through it in general. Same goes for this lamp :

http://puu.sh/noQvX/244aa33d20.jpg

http://puu.sh/noR6W/e8b729d31b.jpg

Sniper sightline issue there. You should add some kind of prop over there/tweak the roof to fix it.

http://puu.sh/noRaj/1d76e32fec.jpg

Second-to-mid zone

http://puu.sh/noQAZ/727c60552f.jpg

This pillar right there looks very weird. I think you should make it align with the prop it sits on/tweak its width.

There is this balcony that is reachable but with no way to be reached by non jumpy classes. I think you should add a ramp there

http://puu.sh/noQLj/5a5f8137d7.jpg

and carve a doorway. So now it creates a potential sniper issue :

http://puu.sh/noQOm/8dfb41c39e.jpg

To me the simplest fix would be to make the doorway I aim at a shutter door.

You can also add a ramp there to connect to the balcony to give defenders a way to reach this place:

http://puu.sh/noQYT/60688538e2.jpg

Mid

http://puu.sh/noS8m/9023168ff4.jpg

I can put stickies into this thing :(

http://puu.sh/noShi/505de46c01.jpg

Hole over here

http://puu.sh/noRi6/e5d91b9aae.jpg

A few issues there : the healthpack is just in a spam spot AND very close to the one on the low ground access just behind, and the red thing on the wall has an invisible wall you should remove to add some dodge option. You should move the healthpack around there:

http://puu.sh/noRpI/ba9ac0030e.jpg

or more on the right around the little ramp.

Make this lamp solid :

http://puu.sh/noRv4/22d1c9a319.jpg

I foresee mad soldiers bitching about their rockets go through this place, so please make it normal :

http://puu.sh/noRy4/9a7cb58e1b.jpg

Pretty cool idea if you ask me :

http://puu.sh/noRET/7659a99f18.jpg

Other than that I have to say it looks pretty fucking amazing! Give up your bad habit of invisible walls and I'll hug you :3

posted about 8 years ago
#85 cp_reckoner (5CP) in Map Discussion
PhiI know there's the ESEA and ETF2L seasons going on right now which is why this hasn't got much (if any) testing, but I'm just sending out a reminder for anyone who wants to feedback this/pug it/whatever. I can't exactly update or detail this without player feedback, especially since a4 was such a huge update.

Cheers.

Hello, keep up the good work, from what I saw in 5 minutes in, you are doing a really good job!

I come back later once i can collect my thoughts on the whole thing!

posted about 8 years ago
#20 Shanghai Major in Esports

is it the same 2GD as the one involved in arena FPS?

posted about 8 years ago
#3 Highlight: Zebbosai vs. LEGO - ETF2L S23 in Videos

nice strafe CondoM ;)

posted about 8 years ago
#37 Let's change some items! in TF2 General Discussion

Phlog
MMMPH ability no longer grants crits for x seconds but deploys a shield that blocks damage and that stays up for x seconds max. Damage taken reduces the length of the ability, and Pyro can't fire during the ability, but can switch weapons like previously

Use the pyro either to reflect projectiles, or as a mini ubercharge! No more obnoxious spawn killing in pubs!A useless weapon made effective! A cool way to push against snipers!

posted about 8 years ago
#5 Highlight: Kaidus vs. LEGO in Videos

Well it's still cool to have highlights of every game. You can't ask Messi for crazy goals each match.

posted about 8 years ago
#5 Updating cp_snakewater in Map Discussion

Hey, here are my opinions, from a 6s(/pub player) :)

* Is there any particular area which is problematic/not fun?
IMO the last point/lobby has some stalemates issues. Defending last is easy while pushing it is hard (cuz of good sentry spots, sniper sightlines, entering far away from the defenders), but on the same time holding second is easy and pushing out of it is hard. So if either team decides to park the bus they automatically have an advantage for doing so, which is against fast gameplay.
I think this is due to the fact that holding the lobby is not good for defenders because you eat lots of spam and there is no immediate health packs available.
So ultimately it's up to you : you can change the lobby/last to make it attack favoured, or you can change the lobby to make it so that a defending team can forward hold it/push out more easily. But keeping it like it is a bit stale.

* Are there any glitches that have been abused in competitive play?
On grass on 2nd, there is rocks where you can put stickies into;
On the last shutter door, you can hide stickies on the cylinder thing above the door and stickies cannot be seen. It depends if you consider these a glitch or not.

* What is the general opinion on Snakewater in the various formats?
I like it! It's wide enough for pubs, straightforward to understand in 6s, promotes aggressive midfights as well as defensive play on last!

posted about 8 years ago
#16 cheap headset in Hardware
deetrHyperX Cloud Core. Got one new for $60 CAD in November, works well and good mic quality.

You think that 60$ is cheap? You're quite fortunate :(

posted about 8 years ago
#12 Highlight: rando vs. froyotech in News

did freestate drop on the second frag?

posted about 8 years ago
#59 What is the hardest e-sport in Off Topic
yttriumTwiggyFalse, in WC3 the unit selection unit is much higher ;)What do you mean? In WC3 you can only have twelve units selected at a time. You could circumvent this using control groups (up to 10) and rallying units to each other, but you could only directly target twelve units at a time. SCBW also had control groups.

You couldn't even select more than 12 units at a time for a single player using triggers. You'd encounter something called the selection bug, where the player can issue orders to units that aren't selected and can't control the ones they have selected. Also happened when trying to select units too quickly (macro-tier speeds, with either tools or triggers). Once the selection bug pops up you literally need to restart the entire game to fully fix it.

Woops my bad, it never triggered me/ annoyed me so i thought it was much higher :D

posted about 8 years ago
#47 What is the hardest e-sport in Off Topic
yttriumSCBW and WC3 were tough because they only let you select 12 units at a time. Fuck, in SCBW you couldn't even select more than a singe building at once.

Regarding micro in WC3, it was more necessary because you had fewer units, but units also had heavier but less frequent hits, leading to more micro potential. SCBW had more units with faster fire rates, so micro wasn't as intense. Macro was tougher though.

Also micro was more of a pain, and therefore less effective, in SCBW because of awful pathing. WC3 pathing wasn't perfect but it was infinitely better.

Both were difficult in different ways. SC2 isn't bad necessarily, but it's more accessible, which makes it easier at first. I think it has a higher skill cap though. It's a tough question.

False, in WC3 the unit selection unit is much higher ;)

I'd say Quake and BroodWar too. Both are mechanically intense in their ways. Quake requires to think more and take more little decisions IMO, so it would be my hardest.

https://www.youtube.com/watch?v=UnOKhyTgMsA

Also In my opinion today games are more popular precisely because the skill cap isn't as high, thus it creates more room for upsets which spectators find exciting. When you watch Quake games, BW games or even tennis, you know almost for sure the top 10 players won't lose to an underdog, and even amongst the top themselves the hierarchy is respected most of the time.

posted about 8 years ago
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