| Account Details | |
|---|---|
| SteamID64 | 76561198010239925 |
| SteamID3 | [U:1:49974197] |
| SteamID32 | STEAM_0:1:24987098 |
| Country | United Kingdom |
| Signed Up | August 20, 2014 |
| Last Posted | May 1, 2026 at 5:08 PM |
| Posts | 1680 (0.4 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | nice |
| Windows Sensitivity | the princess |
| Raw Input | 1 |
DPI |
over |
Resolution |
a picnic |
Refresh Rate |
luigi? |
| Hardware Peripherals | |
|---|---|
| Mouse | of |
| Keyboard | to |
| Mousepad | invite us |
| Headphones | for |
| Monitor | eh |
honestly I think the 6v6 community needs to give koth_nippletwister a chance every time I've played on it I've enjoyed myself heavily.
Ok so I've been thinking about some of the stuff you could do with this over the past couple of days.
I really think it would be cool if you could get information from the demos.tf demo parser which is what I was referring to earlier (https://demos.tf/viewer to see it in action). This provides a wealth more data that logs don't. There are an unbelievable amount of dimensions to the data you could theoretically get at each tick from stvs, it would probably be possible to map things like uber locations, average player health at different parts, sentry spots on last, tracking where individual players stand in their esea matches etc etc.
Your other option is logs which are a lot easier to extract data from but as people have said there's limits to what you can do with them.
I briefly played around with trying to make a heatmap of kill locations (i.e. where the person getting the kill was standing) for individual matches. The hardest part was tying image coordinates from a map overview to ingame coordinates and I could only find overviews for snakewater and badlands where I could do this easily (and I'm not sure that the mapping is totally accurate but it works well enough). I didn't combine multiple logs for this because I didn't have the time but here's a map of Mix^ and iM's kills respectively in (the non golden cap part of) their famous snakewater game:
This players worst crime is he stole my hat. He clearly cannot be trusted. Ban him I say.
Would be pretty cool if you could create 2 teams by inputting steam ids and generate an entire predicted log from those ids.
hayesWhile I think there are a lot of good ideas being thrown around, how you statistically define those parameters based off the information that logs.tf provides is the main problem. I was thinking specifically about stalemates, and I am not sure what would be the absolute best way to define it (and I'm not sure what logs.tf is capable of). For example, how about something like net kills during a certain time interval? We would expect it to be low, but during times that would not be traditionally a stalemate, this could also be true (rolling out to mid, the moments following a complete wipe of the other team, etc.). How about if both medics have uber, is it always considered a stalemate? There are definitely plenty of circumstances where that is not necessarily true. I've no clue but it would be super neat to know.
I think there is actually a way of doing this. I don't think it's possible through logs.tf, but there was a site that took data from demos.tf and showed an animation locations of the players in the map. I think a really cool project would be to take these demos (or if you wanted a smaller but perhaps more useful dataset you could use only invite/prem stvs) and produce a heatmap of player location density. (Each tick from each demo would effectively give you 12 datapoints for this, so you get a pretty big dataset). I imagine maps that are famous for stalemating will have concentrated high density regions (e.g. badlands in lobby and at last). I think this would be more beneficial than heatmaps of deaths which is something valve has already done e.g. with dustbowl.
Also finding cheaters with outlier analysis would be good too.
whens the rky fragvid coming out
if u have to be looking at a player to do damage to them then u probably just suck lmao.
Asia isn't too bad, Africa is hard mode and Oceania is impossible.
Got some theories on how to make every match last 2 hours let me know if ur interested.
Hold w
take every 1v1 imaginable
dont miss
do 400 dpm
Barrier to entry isn't as much of an issue in videogames with a large playerbase because if you're bad at the game and the matchmaking works then everyone you're playing against is also bad at the game.
Quake's going to struggle when it doesn't immediately retain a large playerbase because you've got people playing that game who've been doing it for 2 decades.
I still think it's good to streamline some mechanics in games to make them easier to lower the skill floor (e.g. stuff that takes extremely precise inputs) as long as you don't then limit what you can do with that stuff at a higher level. Problem with most games is they tend to lower the skill ceiling at the same time as the skill floor or they keep both high.
Where did the matthes vid go :( it was nuts.