osvaldo
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SteamID32 STEAM_0:1:64167295
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Signed Up August 4, 2014
Last Posted February 29, 2024 at 8:18 PM
Posts 197 (0.1 per day)
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#49 cp_prolands in Map Discussion
TwiiKuubearodactylwhy remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary

Well, now that someone is working on the map, might as well get rid of all gimmicks, right? I agree that it's not as important, but it's not like it's gonna take forever for him to find a solution.

Seems kinda weird that now that people have taken the time to rework the map, people want to change all the little things that dont suit them perfectly. Funny that that spot never annoyed anybody because of how little it was actually used. I like to test out a few features that are supported by a group of people while we get rid of major issues with the map ( ammo, ...), but this must not be the occasion for everybody to come up with their own minor and personnal problems (even more when that's unjustified like for this spot on resup we are talking about). In fact, now that more people know that spot, it could had some depth to games.

posted about 6 years ago
#6 Tf2 breaks on dx9 in Q/A Help
vipersagewhat -dxlevel are you setting? -dxlevel 91 is the most recommended one for dx9 i thinki think someone did some fps bench marking and -dxlevel 98 is the most fps optimized one

Clearly not. DX 98 makes your game look really nice but eats up alot of ressources, so your fps will generally be significantly lower than for dx 95 and 90

posted about 6 years ago
#6 TF2 Has 4-5 Programmers in TF2 General Discussion
Tino_True, but TF2 is using a 15 year old codebase that has been touched and modified by 300 or more people over that time period. Calling the codebase an absolute shitfest is a nice way to put it. Realistically TF2 needs twice the amount of coders to actually make any headway. The fact that they are even moving forward at all is impressive.

At the same time, redoing the code of the game in a clean and comprehensive way would take so much time that I'm sure noone wants to do it

posted about 6 years ago
#42 cp_prolands in Map Discussion
b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.

The idea is, as you sayed, to correct major issues that most of the people here agreed on.
The fact that more props and features were added just allows the community to test it in the first phases of beta and see what kind of impact those sorts of little things have on the flow of the game. If people find it annoying and game breaking, it can always be removed and reverted down the line.

posted about 6 years ago
#39 cp_prolands in Map Discussion
CollaideChronic_- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean themMy philosophy is making them into gameplay elements rather than bugs. This also makes it easier for new players to learn about them.

Alright, I think that's a good reason. This games has too many unintented shit and working our way to more visible and clearly defined hiding spots can only be beneficial imo (for both new player and for people that watch high level games wondering why tf people get to stand on lamps)

yewlIMO you should remove the new jump from trash to battlements. Just another buff to scout and easy backcap route.

We might want to see how the map plays with it. Only then if people complain about it being an annoyance and a game breaking feature, we might consider removing it.

Crymahttp://imgur.com/a/stgUz
unintentional spot i think

Most defo yeah, should also be removed imo

posted about 6 years ago
#24 cp_prolands in Map Discussion
KonceptRacsoOne thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc
Is this jump possible with the winger only, or can scouts who don't use it get up to that spot?

Only possible with the winger. While the first jump onto that metal sheet can be done with normal jumps, the second onto balcony would be to high

posted about 6 years ago
#55 Mocha x b4nny fanfiction in Off Topic

We need epic fanfic readings like this one https://www.youtube.com/watch?v=Nz64IwP7iaM for all dumb and crazy fanfics that exist

posted about 6 years ago
#31 Any things that for some reason help you play in TF2 General Discussion
uberchainThere was this one memelord who needed to have this one very specific and very stupid/good picture of the Heavy as his god damn desktop wallpaper on every PC he played on including the grand finals stage.

I have no clue if it actually helped him but if it got him to grand finals more than three times...

We need NAMES

posted about 6 years ago
#18 cp_prolands in Map Discussion

Alright, here is some feedback:

- There is a minor visual bug on blu's last that allows you to see people walking main, although you must be quite close to it
- I like that you removed the "invisible path" on spire as it was a bug and you can still play around spire freely, even as scout. But I'm not sure why you made the plateform of spire a single wooden piece because that crack allowed you to see people potentially coming at you and openened possibilities for rather unusual stickytraps ( @ 1:13)
- This vid is also a good example of weird clipping, especially on spire, that can be abused atm and feels very unfair to me. I did'nt had time to check all the spots with stickies just I thought I'd just post it here and let you see what you want to do with it.
- Here is the spot in resup some people talk about before ( you seemed to be unaware that it existed). I'd suggest that we leave it as it is
- Opening the left side of balcony now means that this spot in trash is pretty much dead as it can now be very quickly checked when pushing out. I don't know how to feel about it but I guess you could still hide behind the barrels in grass.
- Also, I thought I'd share that new scout shortcut because I find it pretty interesting
- The last point feels amazing without the vents, exited to see it played now !
- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean them
- Red shutter won't open from either sides but I'm sure that's very easely fixed. Also as ZeFrosty pointed out, opening one shutter will open both lower lobby shutters.
- I personnaly like the addition of the tire to access spire. I doesn't break it while allowing scouts without the winger to get to spire without damaging themselves. Still, having the winger makes you 1 or 2 seconds fast, which can sometimes be gamechanging when you need to push very fast and cap asap before the ennemies contest the point.
- The ramp in choke is nice, I'm sure people will eventually come up with creative rollouts or jumps to do with it.

Good stuff all around, thanks for taking the time Collaide.

Edit: Damn some people were faster are reporting some of that stuff :')

posted about 6 years ago
#62 fixing badlands in Map Discussion
Collaide EDIT:

However, I added a more obvious to the eye spot you can stand on, which is easier for the defending team to check.

Where exactly would that spot be ?
I guess you could wait for the strawpool results and the changes that it involves to do a first release of it.

EDIT: nvmd, just saw your other post -> http://www.teamfortress.tv/41308/cp-prolands

posted about 6 years ago
#46 fixing badlands in Map Discussion
fuego Unnecessary, comma

Indeed

posted about 6 years ago
#44 fixing badlands in Map Discussion
CollaideChronic_Collaide "Patch notes"
Thanks, but make sure we don't end up removing all the hiding spots in this map as they are part of it's specificity and they allow for cool/ potentially spectacular plays and backcaps.

Hyped to see those changes ig soon

Only removed that 1 spot, and I intend to not change gameplay much at first (when I do get around to larger changes, I'll make sure they're not controversial), but rather fixing bugs.
Some hiding spots that originally were bugs, will be changed but will be visible to the eye.

Alright thanks for claryfing that

posted about 6 years ago
#42 fixing badlands in Map Discussion
Collaide "Patch notes"

Thanks, but make sure we don't end up removing all the hiding spots in this map as they are part of it's specificity and they allow for cool/ potentially spectacular plays and backcaps.

Hyped to see those changes ig soon

posted about 6 years ago
#43 sigafoo tf2 league in TF2 General Discussion

my god, I thought that guy had leave the game

Why not just use all that money to make the already-existing leagues ( ETF2L and ESEA) bigger with nice prizepools, wtf

posted about 6 years ago
#37 fixing badlands in Map Discussion
ScrambledMaybe make it so you don't see glitchy shit when you stand on top of the vents on last also.

Just remove them entirely, aside from trollers and "grieffers" nobody uses them and it would open up more space for cool solly/ demo bombs

+ people don t hit their heads on these vents when they rollout

posted about 6 years ago
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