london_calling
Account Details
SteamID64 76561197966146199
SteamID3 [U:1:5880471]
SteamID32 STEAM_0:1:2940235
Country United States
Signed Up July 27, 2012
Last Posted April 13, 2015 at 10:21 PM
Posts 548 (0.1 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 0 
DPI
 
Resolution
1920x1080
Refresh Rate
 
Hardware Peripherals
Mouse deathadder
Keyboard daskeyboard
Mousepad free lan mousepad :3
Headphones jvc ha-rx500
Monitor acer g235h
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#1 London Calling! LFT med high open/low IM in Recruitment (looking for team)

hello. my plans for season 13 have kinda fallen through in going into IM with the Server Depopulation Squad roster, and I'm looking for a team to start for in season 13.

DAFT! season 9 (shitty)
GROWN ASS MEN season 11 (9-7)
Server Depopulation Squad season 12 (12-4 regular season, 3-2 post season)

availability is really flexible. i'm west coast. i have a mumble and a server that i share with a bunch of nice folks.

posted about 11 years ago
#4 Reaction time in Off Topic

306 ms :D :D :D

posted about 11 years ago
#14 koth_bunkalow (ultiduo map) in Map Discussion

yeah maybe a solid fence instead of a railing. there's so many maps where you can shoot through them that i think we all instinctively did it at some point even though we knew we couldn't shoot through them.

posted about 11 years ago
#12 koth_bunkalow (ultiduo map) in Map Discussion

all right, another night of playing this map. some more crazy shit went down.

the spawn doors work really well, no problems there. a couple more weird complaints about the planks going from the spawn and not hitting some splashes, but it didnt seem to be a huge factor. maybe if the planks were flush with the surfaces? just a thought.

2 things though: can the railing be shot through? even hitscan wont pass through those, let alone rockets. it'd be cool to be able to shoot through them.

and also regarding spawn times: once you have the point and you can hold it, its really easy to hold and prepare for the next "wave". partly this is due to the fact that the attacking team (the team that doesnt have control of the point) spawns at the same rate that the people who have the point do. i know most koth maps work where if you don't have the point you spawn a little faster, to give a slight edge to a team who is at a disadvantage as far as positioning goes. not sure how you would go about doing this, but yeah once that happens i think the spawntimes will be ideal.

demo!

https://dl.dropbox.com/u/43624441/20121107-0121-koth_bunkalow_a12.dem

posted about 11 years ago
#7 koth_bunkalow (ultiduo map) in Map Discussion

the part where I would splash is actually the side on the point, so if they were walking towards you on the plank and your rocket hit like right under the lip no damage would be done, but that's more because that's just how that works in TF2 than anything else. its a really minor thing that happens. i think someone eventually just said "just aim a little higher" which obviously made it alright.

i think the map geometry makes it fun for all 3 classes. medics have a crazy time just kiting and avoiding, and there are those hilarious crossbow moments where you can do some big damage if they let you. soldiers have a lot of things to splash off of, I'm still trying to figure out the best spots to splash and where the "kill zones" are. as far as the trick jumping stuff, i think we all just kinda bombed in but i'm sure in the coming weeks of playing this we'll come up with some crazy stuff. this map is really fun to play scout on. scouts with good movement have a great time. lots of things to jump off of, lots of different routes, etc.

i agree about the ramps. after thinking about it i realized it was crucial to have them where they were. its nice to be able to run underneath the point to escape a bomber and pop out somewhere unpredictably. yeah man, i think a few minor tweaks and this baby will be ready to go to beta.

posted about 11 years ago
#5 Maxhax High Open Pocket/Demo lft in Recruitment (looking for team)

apparently plays on his TV. this blew my mind. max is a good all around player, his soldier is solid, and his demo is even more solid.

posted about 11 years ago
#5 koth_bunkalow (ultiduo map) in Map Discussion

https://dl.dropbox.com/u/43624441/20121105-2324-koth_bunkalow_a10.dem

for ultiduo i think the focus is a lot more around DMing than doing fancy plays and stuff, but that sort of thing can get really old really fast. so stuff like the point blocking and medic surfing were a good idea in theory, but hardly practical in 2v2 when the goal is just to try to out DM a combo.

we've been playing this all night as a 3v3, and it really is a lot of fun. you dont really get to practice coordination with scouts and soldiers ever unless its in a 6s match, its definitely a good way to practice distraction plays, heal orders, capitalizing on dmg etc. basically, 3v3 forces you to play off eachother which none of the other maps (ultiduo, mge, DM mod) really prepare you for.

a few more things:

-scouts were having a field day with that fence right outside of spawn, and just the amount of stuff around the map makes it pretty hard to hit scouts in general. i actually don't think this is really a problem, otherwise soldiers could just wreck scouts if they were on the ground and they abused the height. just pointing it out.

-i wish the skinny plank didn't have a lip on it, just because sometimes splash damage just doesn't register at all. also, maybe removing 2 of the ramps leading up to the point might be prudent, but i don't know how much that would limit medics/scouts from accessing high ground.

excited to see another version of the map! hopefully this kind of thing catches on.

posted about 11 years ago
#3 koth_bunkalow (ultiduo map) in Map Discussion

hey dude! so we tried out your map tonight and there were a few things we noticed. the first time we played it as a combo v combo and found that a few things were kind of annoying and took away from what classic ultiduo felt like. basically the spawn times were a little too long for 2v2, the fact that the point can be capped and blocked on both sides of the platform was a little frustrating, and the spawn doors felt a little slow to open. also, having a health pack on the lower part of the point was kinda weird for an ultiduo map, and it felt like you could just kite ubers for days as a medic.

so we were a little jaded by the end of the 2 rounds we played, and invited 2 more of our friends to come in and play. as an ultiTRIO map, this was so fucking fun! i had more fun playing this map 3v3 than i have in any tf2 for months. we ran scout soldier and med initially, and then continued to experiment with other class combinations. 2 soldiers were ok, 2 scouts were ridiculous, and demo/soldier or demo/scout was just silly. pretty much when we were playing it 3v3 we had to coordinate a lot more, we came up with on the fly strats, and the gameplay was fast paced and really fun.

all of the above issues for 2v2 were pretty much gone, the map played really fluidly for the most part 3v3. the only thing we still were a little wary of was the spawn doors being slow and the light source glaring on that wall, which was mostly because we felt like the map was too dark on one side and REALLY bright on the other.

anyway, we're definitely going to be playing this map more as 3v3. it would be really cool to see more maps like this.

posted about 11 years ago
#9 IM Lower Bracket Finals in TF2 General Discussion

damn ukm showin off that vocabulary

posted about 11 years ago
#6 Casting Xensity vs DTP in TF2 General Discussion

yeah, super fun match to watch

posted about 11 years ago
#11 LFT as demo/scout in Recruitment (looking for team)

lambert called insom an autist the first time he talked to him

posted about 11 years ago
#5 demo looking s13 in Recruitment (looking for team)

has never eaten taco bell, but is pretty good at most classes (especially demo) and has a good understanding of 6s. been pugging with him for awhile, seems to be very earnest in wanting to improve.

he's Canadian.

posted about 11 years ago
#13 Lamberts looking to scout for IM team next season in Recruitment (looking for team)

lambert is one of the most awesome people to ever play with. he's really talented, pulls of clutch plays consistently, and knows how to play this game. as scout or soldier, he will not disappoint. great off classes as either sniper, scout, engineer, or heavy.

i'm really gonna miss playing with him.

posted about 11 years ago
#24 SDS looking for IM Pocket, Demo, and Scout. in Recruitment (looking for team)
LambertI blow
posted about 11 years ago
#13 Prosperity (Medic) LFT in Recruitment (looking for team)

great crossbow aim :P

posted about 11 years ago
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