Wiethoofd
Account Details
SteamID64 76561197990121837
SteamID3 [U:1:29856109]
SteamID32 STEAM_0:1:14928054
Country Netherlands
Signed Up June 22, 2013
Last Posted September 29, 2025 at 11:31 PM
Posts 974 (0.2 per day)
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In-game Sensitivity 4
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2560*1080
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Hardware Peripherals
Mouse Roccat Kone XTD
Keyboard Ducky Shine 2 (Yellow) + Brown Cherry Switches
Mousepad Roccat Taito
Headphones Roccat Kave
Monitor Dell U2711
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#29 Drama Thread - Kritzkast in TF2 General Discussion

I should probably stay out of this, but I want to address some things first before I put the torch to plunk and why he won't be getting unbanned from our chat.

- There has been a perk on the KritzKast Patreon for ages, that when met would sustain our TF2 production instead of having to pay talent and producers out of pocket in our now 3 years of competitive coverage.

- Since patreon is not a common thing for casting orgs to use or see a lot of support within the TF2 community we have obviously been more active to try and gain subscribers on Twitch, where you get some nice emotes in return to use in chat; commissioned by various artists.

- Additionally I put extra effort in editing the VODs from Twitch before uploading to YouTube, to be more easily digestible for the completely different audience and have more recently also started local recording them (same for the Lockdown Throwdown 2) to get an even higher quality video on YouTube.

- For the Lockdown Throwdown 2 I spent most of last week, before the 7 & 8.5 hour marathon production sessions this weekend, organizing & scheduling talent, gathering/creating/preparing overlay and ingame assets, making sure we could run the KritzKast2 stream independently from the main one to provide even more coverage of the tournament.

- I am the solo editor of the KritzKast Twitch VODs that go up on YouTube, I have a life too outside of producing TF2 religiously, so I am sorry if editing down 15h of footage of 1 stream + another 9.5h of the 2nd stream, rerecording ingame footage where my OBS acted up to have that fixed in post and then not flooding YouTube subscriber feeds with 5 videos every day will make releasing videos take a while, however, we can shuffle when which video gets released, start with the playoffs stages and then release the Groups footage (or if you have a better suggestion I'm all ears).

----

Then on to plunk, you've had it out for us [KritzKast] for well over 2,5 years, when you dropped this nugget on us:

https://i.imgur.com/JakE3Vr.jpg

And also went on to shit on our efforts to organize CG19:

https://i.imgur.com/QrpDSVt.jpg

And again on a news thread about CG20:

https://i.imgur.com/4sqcDCF.jpg

You've clearly always had a grudge towards Highlander and individuals involved organizing anything around that gamemode:

https://i.imgur.com/jzpLxcC.jpg

https://i.imgur.com/tWlc6W1.jpg

-----

Twitch.TV policy with regards to chat bans

Twitch - APPEALING A CHANNEL-SPECIFIC BANChannel owners and moderators are free to ban anyone from their channel, regardless of the reason. Twitch Staff will not assist in reversing channel-specific bans. Please note that while you are welcome to appeal a channel ban, misuse of Whispers or other features to attack or harass anyone due to receipt of a channel ban (or any other reason) will lead to suspension of your account(s).

And then there's the following quality comments you've left in various threads across TFTV that should justify the ban in our twitch chat,

Show Content
posted about 5 years ago
#5 demo crash - bad inline model number in Q/A Help

Have you tried fixing the demo with DemoLib2_Test? (found here)

posted about 5 years ago
#2 Pyro Primary Weapon Sound Effect Missing in Q/A Help

Is this still the case without anything in your /tf/custom folder? (simply rename and launch game)

Using any configs or crosshair mods? Does the issue still happen in with mat_dxlevel 81/90/100?

posted about 5 years ago
#96 CastingEssentials Spectator Plugin in Projects
ce_localplayer_enabled 1 // enable local player override
ce_localplayer_track_spec_target 1`// have the local player value track the spectator target
posted about 5 years ago
#4 twitch name change in Requests

Updated

posted about 5 years ago
#78 Team Comtress 2 in Projects

If you somehow figure out how to make the source engine multi-threaded, imagine the possible performance gains, if those fixes from CSGO/Apex/Black Mesa haven't found their way back yet to Valve.

posted about 5 years ago
#8 [stream] Clark in Requests

Updated

posted about 5 years ago
#73 Team Comtress 2 in Projects

Crit sounds for projectiles (and perhaps hitscan) which are no crits (only when random crits are enabled) is a thing in TF2 atm.

Hud elements updating in the background when using the mvm upgrade station kicking you out (e.g. strange PDA and someone using a teleporter)

posted about 5 years ago
#8 my STV demos are choppy in Q/A Help

if it's a consistent issue with PugChamp demos, get them to increase tv_snapshotrate from the default 16 to 33 or 66, additionally tv_maxtrate to be unlimited for live STV spectating to have enough bandwidth available to clients

posted about 5 years ago
#43 Dutch thread in Off Topic

https://youtube.com/watch?v=F8jJZMHdu4A

posted about 5 years ago
#6459 HUD editing: short questions, quick answers in Customization

the hudanimations.txt is loaded from /hl2/hl2_misc_dir.vpk > scripts

Just make sure you don't have a hudanimations_tf in your hud's scripts folder if you are using the _manifest to load custom animations.

posted about 5 years ago
#37 Dutch thread in Off Topic

Gemiste kans om de titel 'Het Nederlandse draadje' te maken.

posted about 5 years ago
#49 Team Comtress 2 in Projects

CSGO has gamestate, TF2 currently doesn't (officially), but there is a plugin implementing it in a similar way: TF2 GSI

posted about 5 years ago
#38 Team Comtress 2 in Projects

- Demos having 'keyframes' for rounds, so you can skip to the next round without having to fastforward through it.

From CSGO (one can dream)
- obviously their GOTV implementation where the STV pauses where the pause happened in the server, and the gotv2 configurable delay
- better sv_pure handling of possibly exploitable files/circumvention

How's the 'hitbox/backstab' detection in CSGO compared to TF2? Any accuracy fixes they got wouldn't hurt in TF2.

Oh, did the 'randomized falldamage' when nospread is enabled get fixed yet? There are plugins for it, but not requiring that would be a lot nicer.

posted about 5 years ago
#36 Team Comtress 2 in Projects

Someone brought up payload carts backflipping on some ramps, is that something that can be fixed?

Also what about Mann vs. Machine fixes, besides pop files, some map collision, bot pathing causing bots to get stuck there's some broken upgrades (e.g. lvl 3 sentry firing speed), or is it mostly engine upgrades you're looking in to fixing first, which might also include bots and their AI/difficulty levels sigsegv already had a go at improving.

posted about 5 years ago
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