lawnn
Account Details
SteamID64 76561198001243486
SteamID3 [U:1:40977758]
SteamID32 STEAM_0:0:20488879
Country United Kingdom
Signed Up October 26, 2012
Last Posted May 9, 2025 at 5:13 PM
Posts 87 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 2 3 4 ⋅⋅ 6
#67 Odin banned (again) in TF2 General Discussion

https://cdn.discordapp.com/attachments/1126306334967607376/1370509061790896179/25O0KZx.png?ex=681fc187&is=681e7007&hm=c80657ae41b544cf515a7becff9e4163b1f34a1c0928c79c957be1b847d2741c&;

posted 3 months ago
#42 Odin banned (again) in TF2 General Discussion
Clarkhttps://www.youtube.com/watch?v=wEqtbSo_LUc

cancelselect will show on pov demos when you either switch weapons or close the weapon switch menu if you do not have fast weapon switch enabled - the menu itself isn't recorded by pov demos but if you look at the weapon switch and attack inputs, it makes sense that they're there/you can recreate these inputs

Clarkhttps://www.youtube.com/watch?v=qEpEWvTbtnQ

I can't verify because of the etf2l dataloss meaning that this pov no longer being available, but this looks like what happens when you watch a demo with demo_interpolate 1 and a lower interp than what the player was using (which would make sense in the context of him using higher interp at times)

The player's first person perspective will interpolate while the other players won't, which is what can cause/exacerbate the look of very fast reaction times + aiming ahead of players (and also explains the mismatch between killsound and killfeed message I think but can't verify right now)

it's hard to actually say anything about what's happening without first accounting for that and watching it with cl_interp 0.2

ClarkWhich still falls firmly under the interp manipulation category, and if I understand the rules correctly is prohibited on ETF2L.

as far as I can tell there isn't a rule on interp on ETF2L's website, and serveme's interp limit is 0.2 - he used an interp of 0.1884 in one game and a 'normal' (0.015 or 0.03 or whatever) interp in another from the 2 povs he's uploaded this season - you could argue it's a scummy thing to do but unless I'm missing information, etf2l doesn't have a rule against it and it was within the confines of serveme (ie: nothing was done to bypass limits)

if it is a rule it should probably be listed within the rules - I understand explicit details on some rules not being on the website because having them written there will cause more people to 'consider' breaking it by knowing it exists, but in this case it's a client command that everybody already knows exists/interacts with within configs and is very easy to spot - removing the confusion of thinking something is allowed is worth it

posted 3 months ago
#45 cp_sultry (5cp) in Map Discussion

https://imgur.com/aViGKsA

moving this pack very slightly inward so that people can grab it while hugging wall would be nice imo, players will often check pack is there and hug to grab it. Not a big deal though

posted about a year ago
#47 RGL: Reiterating AC Policies in TF2 General Discussion
hobophobiccityplannerNo other league, regardless of how understaffed they may be, has this problem.

maybe you mean 'no other game' - I've made ac tickets for etf2l that have gone unanswered for 3 months now

nothing has been replied to since this message to them on jan 10th (5 individual tickets)
https://i.imgur.com/Ex7ZcXZ.png

including this (to clarify the checkmark reacts are automated reacts to say the messages have been received, not that they're being looked at)
https://i.imgur.com/NFz2zEu.png

posted about a year ago
#20 Map design in TF2 General Discussion

>new 5cp map made
>ask the mapmaker if their map is badlands or granary
>she doesn't understand
>pull out illustrated diagram explaing what is badlands and what is granary
>she laughs and says "it's a good map sir"
>play it
>it's granary

posted about a year ago
#13 the best tf2 airshot of all time in Projects

This website but for the best maps/series of matches ever would be cool

posted about a year ago
#17 mapreview.tf - Competitive TF2 Resource Repository in Projects

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

posted about 2 years ago
#54 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 about 2 years 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 about 2 years 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)

https://streamable.com/ntpfip

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
https://streamable.com/3nffjg

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
https://streamable.com/pjh4dc

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)
https://i.imgur.com/g2vKxMU.jpeg
https://i.imgur.com/2CKlZPf.png
https://i.imgur.com/1aT4wOU.jpeg
https://i.imgur.com/QI4SpMM.png
https://i.imgur.com/kcRDF9L.png - also uneven lighting on floor, between 1st point and 2nd, next to the wall where the first turn in tracks after 1st cap is
https://i.imgur.com/QfEpA1o.png

some random preference-based feedback, feel free to ignore

maybe clip this - allows for spam onto the 2nd picture position which is kinda punishing
https://i.imgur.com/hYXZNTL.png
https://i.imgur.com/iAVTv6N.jpeg

extend this clipbrush a tiny bit so if you fall hugging this wall you don't lose momentum?
https://i.imgur.com/266rlvG.png

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
https://i.imgur.com/d2EtVqK.jpeg

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?
https://i.imgur.com/zT6x5rL.jpeg

same thing here?
https://i.imgur.com/C66mgJa.jpeg

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
https://i.imgur.com/EhVy31d.png

extend the doorframe to reach through the floor just for prettiness' sake?
https://i.imgur.com/ANp9yKs.png

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 about 2 years ago
#4 NOOBPANZER II: The Re-Panzering in News

DAS IST DER NOOBPANZER!!
[█۞███████]▄▄▄▄▄▄▄▄▄▄▄▄▃▂
▄▅█████████▅▄▃▂
I███████████████████]
...◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤

posted about 2 years 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)
https://streamable.com/ncubvo

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 about 2 years 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 about 2 years ago
#33 pl_cornwater (a competitive retheme of Badwater) in Map Discussion

https://streamable.com/y6c4h8

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 about 2 years ago
#27 koth_jamram in Map Discussion

random missing wall
https://i.imgur.com/hTy2nlq.png

z-fighting here
https://i.imgur.com/kZzrLHW.png

vertical clipbrush here for an inexistent wall near dropdown (forgot to turn on drawclipbrushes 2 but the pic is +forward from this image lol)
https://i.imgur.com/JQhzp4o.png

posted about 2 years ago
1 2 3 4 ⋅⋅ 6