mario
Account Details
SteamID64 76561198045667986
SteamID3 [U:1:85402258]
SteamID32 STEAM_0:0:42701129
Country United States
Signed Up July 18, 2012
Last Posted August 21, 2022 at 9:31 PM
Posts 259 (0.1 per day)
Game Settings
In-game Sensitivity 2.13
Windows Sensitivity 5/11
Raw Input 1
DPI
500
Resolution
1920x1080
Refresh Rate
100Hz
Hardware Peripherals
Mouse Razer Orochi
Keyboard FileMate Imagine
Mousepad QcK+
Headphones Logitech G930
Monitor Asus 23"
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#20 koth_ramjam_v2 in Map Discussion

low ground is a dead zone. Need short paths to cover and good high ground spots to shoot at. This can be accomplished by a few wall moves and high ground pivots.

posted 1 month ago
#20 cp_sultry (5cp) in Map Discussion

Yeah the idea was to reduce visibility from the high ground. Reducing complexity didn't actually matter, even though that's what #16/17 said, but you could have accomplished both.

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

To simplify the abundance of high ground, you can extend any of them straight up and turn them into walls. Or alcoves.

posted 6 months ago
#14 koth_soot in Map Discussion
Spleepmarioviaduct syndrome.

the cave area and the area around point are too similar.

do you mean the cave and the area around the point are too similar to viaduct?

No, those are two sperate issues.

posted 10 months ago
#12 koth_soot in Map Discussion

viaduct syndrome.

the cave area and the area around point are too similar.

posted 10 months ago
#11 Spaceship server costs in Projects

50 in

posted about a year ago
#56 cp_villa (5CP) in Map Discussion

Mid needs a lot more and bigger height differential. The easiest is to move the right entrance to the low ground, next to the high platform. Raise the mid entrance and have that act as the path onto point. Have the displacement slope down under point, probably 128hu-192hu lower than it is now directly under point. Then carve out the area below the cement to allow fighting down there.

https://i.imgur.com/ACVuTgi.jpg

posted about 2 years ago
#17 Question about koth maps in 6s in Map Discussion
TimTumWhy are some existing koth maps not popular in 6s?

F L A T. They're flat. ~384 hu is the recommended height difference for mid and second.

posted about 4 years ago
#36 lansky first powerlifting meet in Off Topic

Hey I talked to you and met Ryan at the gym. Glad to see you hit your reps.

posted about 5 years ago
#6 DM Announcement/ A big thank you to all. in TF2 General Discussion

I'll pay for the chicago dm one, without sniper, if you still have control of that.

posted about 5 years ago
#1 Chicago DM server replacement in TF2 General Discussion
Show Content

Who do I talk to to pay for a good chicago dm server?

posted about 5 years ago
#27 The fucking mansky in Off Topic

Dear Diary,

A Mansky appeared in the wild today. His biceps are much bigger in person.

posted about 6 years ago
#264 Global whitelist unveiled in News

http://i.imgur.com/7sDa0FD.png

http://i.imgur.com/bNcFFju.png

Have fun.

posted about 6 years ago
#222 Vent your anger in Off Topic

i had to clean install windows yesterday and now tf2's shitty config system keeps reverting to an incomplete version. I just want to DM.

posted about 6 years ago
#24 The future of tf2 and i58 in The Dumpster

No one plays TF2 forever. Eventually we get old and die. I know its a sad truth to handle but we may only have 50 or so years left of some of the top pros. I just hope Valve fixes match making by then.

posted about 6 years ago
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