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SteamID64 76561197990553044
SteamID3 [U:1:30287316]
SteamID32 STEAM_0:0:15143658
Country United States
Signed Up July 9, 2012
Last Posted January 20, 2019 at 7:17 PM
Posts 2919 (0.6 per day)
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#13 Match Listing Service in TF2 General Discussion

IGL wipes the competition and then pushes straight to last! :)

posted about 12 years ago
#8 http://atf2.org/# not working whats up? in TF2 General Discussion
WaldoThat's the server

They posted at or near the same time, and that's Gamesurge's browser-based client, not the server. The server is irc.gamesurge.net.

posted about 12 years ago
#12 looking lol high open/low im as soldier in Recruitment (looking for team)

could never figure out where alfunkso's from

posted about 12 years ago
#226 The 120Hz Monitor Thread in Hardware

I have no problems with the colors. I think they may be calibrating them differently now.

posted about 12 years ago
#25 cp_highlands in Map Discussion

Thanks for that bug report. I have fixed those as well as a few other things.

A4A is now out.

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4a.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4a.bsp.bz2

Changelog:
-The trigger_teleport in forward spawn is now only enabled while A is capped and B isn't. Before this, both teams would spawn in RED's C spawnroom.
-Reduced sniper sightline behind point. Now a sniper has to drop down to the area instead of hanging out in the connector.
-Added an extra clip on the house between BLU spawn and A, and also bulletblocked the clips there.
-Bulletblocked the 2 stairs at B. Hopefully I'm done with this.

posted about 12 years ago
#11 cp_snakewater in Map Discussion
serv0What you need to do to make pushing OUT of last easier is to switch the forward spawns, make the red team spawn where the blue forward spawn is and make the blue team spawn in the red forward spawn. Its a simple fix for a big problem.

If this is done, the door should probably be moved. It would seem weird to exit one direction and then ultimately go in another. Although, I guess that could be part of the balance.

posted about 12 years ago
#17 An Abrupt Farewell to You All in Off Topic

As someone who doesn't really know you, I'm really sorry to hear about this. Hope your sister recovers well.

posted about 12 years ago
#23 cp_highlands in Map Discussion

Yikes. I underestimated how bad A was. After playing this map with bots, I realized that A capped excruciatingly slow. Also, as a BLU scout, I got to A before any bots on RED (of course, they're bots, but still...). So I have updated the map a little.

A4 is now out.

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4.bsp.bz2

Changelog:
-Made the BLU forward spawn also RED's initial spawn. RED's spawn switches after A is capped.
-A and B now cap faster: A is down to 24 seconds from 40, and B is 12 seconds from 20.
-Setup time has been extended to 30 seconds. Hopefully this allows RED to build a defense but not too strong of one.
-The A/B connector behind A is now always unlocked. BLU players can get up here using crates as an alternate route to B.
-Oops! I missed some stairs! 3 additional stairs are now blockbulleted.
-Gates at BLU initial spawn now open faster.
-Added an additional route to the A/B connector behind A. This should allow RED players to get up that way easier.
-Also blockbulleted the ladders on the RED shipping crate near A.

Also to the post above: I think this update will help.

Edit: Someone on TF2Maps pointed out that I said the setup time was 30 minutes instead of seconds. This is fixed. Now to kill myself at the thought of a 30 minute setup time

posted about 12 years ago
#27 tftv casters in TF2 General Discussion

http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-TeamFortressTV-emoticon-586c7140be7f915d-30x30.png

posted about 12 years ago
#12 Mumble 1.2.4 overlay help in Q/A Help
bleakan increase shouldnt be suprising as it disables dx9 and runs the game in dx8

d3d9ex is not DX9, it's basically extensions of DX9 only available on Vista and up. That launch command disables them. DX8 is a different launch option entirely.

posted about 12 years ago
#17 cp_highlands in Map Discussion
Not_MatlockSmall request: can you make sure to make the outdoor areas of RED's base use more wood textures?

So many maps have both RED and BLU being all concrete and metal. I kinda miss the farm theme that older maps gave RED.

I will probably do that. Mountain Lab was already halfway there. The reason you probably haven't seen many maps with RED being more rustic is probably for balance. It's easier to balance a map when your textures and models are all the same style. On an A/D map, however, this is irrelevant.

DavyCthis map is literally so wip right now i dont know what feedback to give

Test it to see how it plays.

kaiserRegOk I'm going to wait until tomorrow to give a full run down on what might be good to change, after I do some testing with my pug group. So far the only thing I can see without posting some pics might be that it's way too short for RED to get to A and comfortably set up, and that capping A is just god awfully long.

Really like what you've done so far to C though, I can tell this is gonna be a good map.

Yeah, I think in the next beta I'll decrease the cap time for A, and either increase the setup time or give RED another spawn.

liasAn interesting thing to do with this map would be make an entryway to A/B connector through the door just to the left of spawn to make the map faster. Also make the A cap faster.

You mean put a hole through that large wall? That could work, but it might change the balance of the map in a bad way. I'd prefer to wait to try this.

kirbyIn that third picture, do you think that height advantage might be too much height advantage considering there's so much of it? I haven't gone into the map yet, so I'm basing this just off looking at the picture.

If it is, you can blame Valve for that. I'd fix it, however, since I can do that here.

Would really like to hear some feedback from pugs. :)

posted about 12 years ago
#6 Transparent Viewmodels [Idea] in TF2 General Discussion

We can toggle viewmodels on and off, even in the middle of a fight. I don't think Valve would have an issue with transparent viewmodels. OpenPlugin was banned because it bypasses -insecure, but I'm pretty sure Valve wants FOV to be restricted to the current range anyway, so there's no chance the plugin would ever be certified.

posted about 12 years ago
#8 cp_highlands in Map Discussion
SBARROHOTTOPICplease tell me you changed how slow A caps

No, but if it's really that horrible in playtesting, I'll change it for the next version.

The faster setup time may help with this.

posted about 12 years ago
#1 cp_highlands in Map Discussion

Welcome to Highlands, a linear A/D 3CP map!

This map uses artpass_valvebase (from a TF2Maps contest which resulted in Mountain Lab and Mann Manor) as its base. Some people on this forum were talking about how Mountain Lab might work better for 6s with a Blu forward spawn, so I decided that I'd actually take the original WIP map by Valve and turn it into a 6s-oriented A/D map.

Changes to the map include a forward spawn, faster setup timer, and a slight redesign of C. More changes are to come as testing is done on the map.

Hope this works out well. I'd love to see an A/D map that people like in 6s. Maybe it isn't possible, maybe it is. Doesn't hurt to try, right?

Last version is Alpha 4. Downloads and changelog are in this post.

-------------------------------------------

Changelog from valvebase to A3:
-Added a BLU forward spawn next to B; it is inside the shack (which was rotated). I may make this RED's first spawn before A is capped.
-Removed the ladder at B. Just felt like it.
-C is redesigned. The deathpit has been removed, and the point is slightly raised.
-Setup timer is now 15 seconds instead of 75 seconds. If this doesn't work out, I'll probably change this to 60 or 45 seconds.
-All stairs are now blockbulleted, including ones that weren't playerclipped before (quality valve mapmaking). Also blockbulleted the prop ramp near A.

Screenshots (as of a6a):

http://cloud.steampowered.com/ugc/921274718364017511/A494F820BDA21A3E514B36FC3151F2BA4E4584CE/

http://cloud-2.steampowered.com/ugc/921274718364019724/4F40F96325393AFEBDDE4957F0050B4B4DBF0FBE/

http://cloud-2.steampowered.com/ugc/921274718364021361/C135A2FC84033539747FCF427733B0A72F88335F/

http://cloud-2.steampowered.com/ugc/921274718364022987/10AC945120F9481474A9D6F2E2950BEA46AB15C3/

http://cloud-2.steampowered.com/ugc/921274718364024616/C384B7CD5E7856AC1EBE959400136BD3BB76DA7E/

http://cloud-2.steampowered.com/ugc/921274718364026114/1F60C155EF8C3B56AA6E78408BE300844FF78330/

http://cloud-2.steampowered.com/ugc/921274718364028068/6884328305A91B92249B6C6325539B9D4CA1BF84/

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp.bz2

NOTE: There was a map made back in 2011 with the same name. It was a 5CP map. Since it never made it past Alpha 2B, I have decided to use this name. To avoid any potential conflicts, I am starting my map at Alpha 3. Here's the map I'm talking about: http://forums.tf2maps.net/showthread.php?t=16546

posted about 12 years ago
#8 New tf2 update in Map Discussion
eOnly looked in map discussion figured it would be in that section since its about a map

You could, you know, use the search function. It's at the top of the forum index.

Also, people like Metalworks, I'd say it's about as well liked as Gully now. Personally, I like it better, but I know a lot of people still don't like it.

posted about 12 years ago
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