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SteamID64 76561198001243486
SteamID3 [U:1:40977758]
SteamID32 STEAM_0:0:20488879
Country United Kingdom
Signed Up October 26, 2012
Last Posted July 19, 2023 at 1:31 AM
Posts 81 (0 per day)
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#17 - Competitive TF2 Resource Repository in Projects

none of the filter functions seem to work for me unless I log into steam

posted 7 months ago
#55 Refresh: cp_process in Map Discussion
JackyLegslet tf2center know about it.

gl, I tried to do the same with changing default selection of product_rcx to product_final because of the buggy rocks etc 6 months ago and nothing's happened yet

posted 8 months ago
#37 Competitve horror stories? in TF2 General Discussion

hl but ugc s9 finals
ddos protection sucked in boomer days so there were constant server switches + every map went basically as long as it could (including a bo3 payload where every half was close to 30mins iirc)
it ended up being a 4 or 5 hour long loss that left everyone demoralised afterwards

posted 8 months ago
#38 pl_cornwater (a competitive retheme of Badwater) in Map Discussion

spamming about the same issue again rather than 'real' feedback, but it looks like the initial issue I posted about wasn't actually fully fixed, just harder to reproduce. The crouching issue is also still present. (This video is on b8b since pugs haven't updated to b8d in eu yet, but I don't see anything mentioned about changes to displacement/geometry so it should still be there)

this whole cliff wall has a ton of spots where crouching will get you stuck in a crouching position or your movement will be slowed while hugging it

the slope is steep enough that it can make moving down it unsmooth too - kinda not ideal for eg: medics trying to avoid people trying to force

holes in the map (some mostly unimportant other than visual, one big enough for projectiles to fit through - the last 4 images are really tough to tell where I took them lol, sorry) - also uneven lighting on floor, between 1st point and 2nd, next to the wall where the first turn in tracks after 1st cap is

some random preference-based feedback, feel free to ignore

maybe clip this - allows for spam onto the 2nd picture position which is kinda punishing

extend this clipbrush a tiny bit so if you fall hugging this wall you don't lose momentum?

this overlap of clipbrush lets you stand on a flat surface on the diagonal board + makes jumping on it feel 'wrong' if climbing it for whatever reason

imo you should be able to walk here if it looks like you can as it does now - either allow players to stand there or extend the rock wall?

same thing here?

crouching while hugging this brush can make you get stuck in a crouching position, kinda iffy for snipers maybe if they're crouching to try shoot onto tracks

extend the doorframe to reach through the floor just for prettiness' sake?

no video/images for this last thing, but some of the rocks behind roof in trash have collision boxes significantly bigger than their visual models

posted 10 months ago
#4 NOOBPANZER II: The Re-Panzering in News


posted 11 months ago
#36 pl_cornwater (a competitive retheme of Badwater) in Map Discussion
corejust to be safe i've remade that displacement, corrected anything else i could find that could be an issue there. b8b fixes a plethora of issues so it's likely sorted - if not let me know.

pretty sure the first reported issue is fixed but the 2nd issue is persisting at the least (i can confirm the first issue hasn't presented itself whenever I've pugged it a bit more)

small feedback, feel free to disregard because it's nitpicking/may be related to less time spent on cornwater vs stock/pro badwater, but on badwater the 2 last red spawns have different colours for the walls/floor and when spawning in I feel like it takes longer to acknowledge where you are on cornwater because the themes are the same

posted 11 months ago
#53 wat is ur least fav comp map u have played in TF2 General Discussion

6s - bazillion, turbine, gpit
Hl - canalzone, haunt, pl_waste, converge, the original barnblitz

posted 11 months ago
#33 pl_cornwater (a competitive retheme of Badwater) in Map Discussion

uncrouching on 1st hill does some funky stuff very regularly in different locations (I can post a bunch more examples if one video of one spot isnt enough, but it happens pretty much everywhere)

posted 11 months ago
#27 koth_jamram in Map Discussion

random missing wall

z-fighting here

vertical clipbrush here for an inexistent wall near dropdown (forgot to turn on drawclipbrushes 2 but the pic is +forward from this image lol)

posted about a year ago
#29 pl_cornwater (a competitive retheme of Badwater) in Map Discussion

there's something here that you can get stuck on which can bait you into thinking there's spies around etc

there's a tiny gap here

posted about a year ago
#14 wats yr fav old-school tf2 vid? in TF2 General Discussion

posted about a year ago
#165 Alfa legacy 2 in TF2 General Discussion
zheepWhat is there to look into? Nobody in that squad of losers, racists and coons gives a shit and they’re probably giggling to themselves in their little discord about how stupid this all is.

uhh racists and whats

posted about a year ago
#21 in Projects

on the player damage breakdown it'd be great if you could click the class icons between damage dealt/received in order to only display interactions with that class on the kill map (unsure how much work that would be for you of course)

edit: also with this being hl focused (atm), if there is a way to draw sentry kills on the map rather than the engineer's position that'd be good, and distinguish them with a different colour/shape or similar (could also do similar for heavily delayed kills eg: afterburn)

posted about a year ago
#3 On Deadly Gound - DFA Sniper Frags in Videos


posted about a year ago
#8 cp_proworks (rework of metalworks) in Map Discussion


posted about a year ago
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