rents
Account Details
SteamID64 76561198397879421
SteamID3 [U:1:437613693]
SteamID32 STEAM_0:1:218806846
Country Scotland
Signed Up June 15, 2021
Last Posted March 21, 2026 at 4:03 PM
Posts 161 (0.1 per day)
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In-game Sensitivity 1.8
Windows Sensitivity
Raw Input  
DPI
800
Resolution
1280x960
Refresh Rate
144
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#2 Gelid 5CP in Map Discussion

Hi, I thought I could share some feedback I had with you. Let me start by saying don't take everything I write here at face value, I haven't played competitive at the highest level and there are people that would probably give better feedback than me. I also haven't been able to play the map yet in pug/mix or otherwise so everything I have written is purely speculation on how I believe the map would play out and from my own experience in developing maps for competitive. I really like the aesthetic of the map, I think it looks very unique and could add some fresh visuals to an otherwise very similar looking map pool. It's far easier to critique a map in development than to praise it but I commented on somethings I liked about the map. Don't get discouraged by negative feedback as well, It's guaranteed to happen when developing a map, remember that Rome wasn't built in a day nor was cp_process. The best thing you can do is improve the map until your happy with it and take everything you've learned and apply it to your next project.

These are mostly nitpicky and simple issues
There is some major clipping issues and some minor. There is multiple perch spots. You can stand on top of the satellite in mid, you can stand on top of the building marked goldstream/brown nugget and you can stand above the gate 4 route to last. There is some minor issues, where you can get stuck in doorframes, windows and pillars. There is some texture misalignment issues, I spotted some on last around the upper area for example. There is also quite a lot of hiding spots and deep corners around last and in the lobby area which generally don't make for good flow. You can definitely keep some hiding spots, e.g process has the water refinery thing in lobby but I think there is too many at the moment. There is deep corners around the spawn doors so people could hide in those or get stuck trying to retreat. Some of the overlays appear to be from a previous version which is quite misleading. For examples the routes into last are marked 4, 3 (non functioning door), 2, 1. One of the routes is missing an overlay. There is inconsistencies with the arrows that lead into the lobby area, some routes have both red and blu arrows, some only have red, some only have blu and some are missing arrows. It appears there is a leak on mid where an old entrance used to be.

Last
The right side of last (spawn pov) is quite crampt, I don't think you could really play around in this area without getting snagged on something as a defender. Some of the corners are really deep aswell, if you look at old versions of cp_process compared to newer versions you can see how the creator lessened these deep areas. The left side of last looks quite good but I think the area between the upper area and the barrels/wall is a bit tight. You could probably just make the wall a bit shorter length wise and move the barrels and it would be better. I am a big fan of the point design, I like how you can't see the point from the spawn doors but its fairly easy to jump point from spawn to block the cap. I also like the option to kite behind the point like on sunshine. I also think the flow of the high ground is quite good, I ran around the map on demo, scout and soldier but as a scout I felt I could quite easily jump from obstacle to obstacle. The lobby is a bit weird because of the wall. I understand why it's there but it also makes it really crampt. I think opening the lobby up a bit would be better, perhaps removing some of the walls or pushing some of doorways further back would be beneficial because it looks a bit tricky to clear/spot anything going on in lobby. I think the exits from lobby into second are good, quick to get through and easy to clear.

Second
I don't really like the area by the forward spawn, its essentially low ground surrounded by high ground on all sides and I can't imagine why you would ever want to be there. The pipe is a bit finicky as a route to the point, if you look at other maps the routes to the point are very smooth which helps the flow of the map. I think just adding a clip or raising the displacement would be enough to fix that. I think the scale is a bit off in some parts, the size of the yard area where most of the routes from last and the two valley routes connect is mostly fine but the area on the point and the connecting parts are quite close together and a bit crampt. The roofed area behind the point looks cool but if you ever held from there it would be almost impossible to escape, I would suggest adding a connecting room down to the area where the forward spawn is similar to sultry. I like the oil tanks that you can stand on a lot. I quite like the valley routes to mid, they are probably my favourite part of the map so far, they actually remind me of cp_coldfront. I think the middle valley route to mid could do with a bit more room vertically as you could very easily get spammed out here as the high ground on the mid side is so close and dominant. You can also get stuck on the signs here. I think the alleyway is also good, it looks cool aesthetically and I can imagine it would play quite nicely but its a bit tight horizontally so I would just extend it out a fair bit. Continuing on to the valley that connects to the back end of mid its a similar situation. It just looks too tight to play around and very easily dominated by spam classes. You can hide stickies inside the rocks by the forward spawn which are impossible to clear.

Mid
I see what your trying to do with the high ground, its sort of similar to metalworks mid but I think the whole area is just way too small. I'm trying to theory craft ways to play the mid and there is no way you can play rotational (maybe intentional) because of how small it is and how all the upper entrances are so close together and connected. You would essentially just have to bot forward every mid or get spammed on the low ground. From the middle valley route there is basically no reason to play there because the height difference is fairly big and there is no routes from that lower area to the upper area (you have to walk around to the other side to get up).The high ground around point and the upper entrances to mid being really close together and the fact all the high ground is connected means there isn't really anywhere else to play. To give some examples on sunshine you have tetris, the cafe roofs and bell tower and on process you can go above sewer, above forward spawn or on the crates around point. So I would imagine soldiers would just be forced to bomb while your team walks across or try to sneak around in the far valley area to bomb (ill touch on this area more later).I like the snow mounds to get to the high ground, I think that's cool but I'm not a fan of how you bump your head on the platform above it so I think just increasing the scale of the mid in general and moving the mounds a bit further back would be better. The routes to mid are really committal, its hard to rotate between any of the entrances because they are so far apart. The far valley route isn't really an option for midfights because its so slow to rollout there, I assume its inspired by cp_badlands, but the reason that works is because you can get there quickly through dropdown and house. The upper entrance next to the far valley also looks quite hard to get through, you have a room-tunnel-room system going on with a sort of lobby at the end. I would suggest to move the far valley to connect to that space. This would also drop the routes from 4 to 3, which generally flows better for 5cp 6v6. Maybe just remove that entire building which would add some much needed space to second and have the other route connect into the space created, could work well with some tweaking to cover.

posted 11 months ago
#5 poLANd.tf 2025 Group B Preview in News

How will this affect theos legacy

posted about a year ago
#24 koth_govan in Map Discussion

before and after photos
https://imgur.com/a/3X5cQmO

posted about a year ago
#23 koth_govan in Map Discussion

koth_govan_b9 update

General

  • Tidied up some brushwork
  • Fixed missing overlays
  • Clipping improvements
  • Minor optimisation improvements

Mid

  • Replaced pipes with archway
  • Added a curved building at upper area
  • Adjusted lighting around upper area
  • Restructured beams on blu steel/red iron buildings
  • Fixed missing cable on blu side

Staging Area

  • Improved clipping on right route to point
  • Added new route to mid

Spawn

  • Adjusted bucket
  • Added door to spawn
  • Extended spawn building
  • Adjusted hedge
  • Added a wall
  • Adjusted pinkerpaw packaging building
  • Added bicycle
  • Added house
  • Fixed misaligned respawn room visualisers
  • Made respawn room doorframes non solid
posted about a year ago
#4 post your favorite default profile picture in Off Topic

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

posted about a year ago
#2 ultiduo_culvert in Map Discussion

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posted about a year ago
#10 Invite players who upload match POVs to YouTube in Videos
siyoi upload povs regularly but cant find any etf2l streams for prem scrims/matches

https://www.youtube.com/channel/UC_QADQ4qm4RAHE_8T7uN__w

https://www.youtube.com/@tf2comppovs

posted about a year ago
#22 koth_govan in Map Discussion

koth_govan_b8 update

Mostly with bug fixes and qol improvements but also making some changes that should improve the worst parts of the map, fingers crossed. I am very thankful to kafri for running around on b7 with me for almost 2 hours, I wouldn't have spotted half the issues without him. I'm not going to upload new screenshots for this version as most of the changes aren't visible to the naked eye so you'll just have to download and see for yourself.

General

  • Minor optimisation improvements

Mid

  • Fixed one-sided eagle spot
  • Lowered cap zone height to prevent capping on crate
  • Reduced cap zone size to inside hazard marking
  • Reduced beams at upper area to improve movement
  • Removed right house and extended upper area
  • Reduced size of right tower and extended catwalk
  • Adjusted clipping in middle tower
  • Adjusted clipping by ledge
  • Adjusted walls by ledge to fix awkward movement
  • Reduced size of roof trims
  • Fixed wallbug above upper area
  • Adjusted lighting around point
  • Added light to upper area

Staging Area

  • Removed cubby hiding spot on left side
  • Adjusted fire place
  • Adjusted clipping in upper entrance room
  • Removed more hiding spots
  • Clipped ceilings to same height as trims
  • Added new way to get to upper entrance to spawn
  • Adjusted lighting around drop down
  • Adjusted clipping around right route to upper area
  • Added a new light to kill the shadow creature

Spawn

  • Fixed railings being hit by splash
  • Fixed eagle spot above right spawn door
  • Added fence to right exit of spawn room
  • Fixed pallet clip at right exit of spawn room
  • Adjusted clipping at left exit from spawn
  • Adjusted clipping on tree
posted about a year ago
#21 koth_govan in Map Discussion

koth_govan_b7 update

Apologies for the length of time between updates, I have had a busy few months. Thanks of course to UGC for using the map during season 45 and to RGL for using the map in an experimental cup. Thanks to everyone who gave me feedback over the last 7 and a half months, everyone who played the map and everyone who kept interest even during slow development. This version should address most of the issues and concerns previously raised however I'm keen to continue improving the map and I know this certainly is not the final product. As always you can read the changes below and updated screenshots are available on the tf2maps website.

General

  • Clipping adjustments
  • Optimisation improvements
  • Fixed "game-breaking" cone glitch (credit to kafri)

Mid

  • Adjusted clipping on the red iron/blu steel buildings which should make the area slightly wider (credit to gedu)
  • Fixed sticky trap behind crates (credit to gedu)
  • Fixed clipping in tower building (credit to gedu)

Staging area

  • Fixed stickies bouncing off scaffolding (credit to gedu)
  • Fixed all classes being able to reach the conveyer belt
  • Fixed hedge clipping by small pack behind point
  • Made the archway on the left ramp to point solid
  • Added a pillar to the platform by upper entrance from spawn
  • Relocated the health and ammo pack on the right side
  • Fixed grass clipping into lower middle entrance from spawn
  • Fixed clock not animating

Spawn

  • Redesigned spawn area
  • Decreased overall size of spawn area
  • Fixed sign pointing the wrong direction
  • Decreased size of left door
  • Fixed decal not showing up in game
posted about a year ago
#1 crazy invention disrupts the STALE META of team fo in TF2 General Discussion

so imagine this there is a game thats really old and people play it competitively the same for like idk 20 years at this point so imagine if this generations einstein created a new gamemode
okay so here is my ideas let me know what you think

1. bear grylls survival challenge - you have to teach bear grylls how to play competitive 6s while surviving in the wild
2. this isnt really related but cool idea for a lan, go on a plane or a boat or something and have a lan party in the air or ocean :P
3. invite super challenge - so in this one you have to assemble a team of 5 basketball players (past or present) to beat the invite/premiership/asiafortress champion team (area dependant) in a game of basketfortress (like chessboxing but basketballs and team fortress 2)
4. the white rapper cup - crazy idea so basically you have to freestyle battle someone else while playing mge and you have to win the mge aswell or you lose, its a knockout format and the winners have to battle eminem together
5. competitive man - its a 100 player free for all lan deathmatch you can use any weapons and the last one to survive gets onto the BONUS ROUND where you have to fight another 100 people who also won a lan and then if you win that you go to the MEGA BONUS ROUND where you have to discover a new element then once you did that you have to fight the other 100 people who got to the mega bonus round and also found a new element then you just fight them and the winner takes all.

discuss

posted about a year ago
#1 critics call it the next process in TF2 General Discussion

here is my ideas for a new 5cp map
1. you start on opposite sides of a train like a cowboy movie
2. there is water
3. there is like crocodiles or sharks or something cool in the water
4. there is a big pit around mid and mid is spire or maybe 2 spires on top of each other
5. there is a button in spawn that you can press that would launch 1 of the spires (or both) into space
6. there is saws like in sawmill and maybe there is a button somewhere that launches the saw like a homing missile at the enemy medic, or your own medic it could be like 50/50 desperation play idk
7. there is a tunnel from each spawn all the way across the map
8. there is a parkour section and if you complete it you can get like ak47 or uzi maybe
9. there could be a boat somewhere and you could go fishing and drink some beers and stuff
10. there could be a bonus round if both teams have equal score at the end of the map and they have to fight robots like in mvm

open to new suggestions thx for reading

posted about a year ago
#10 na & eu combined league in TF2 General Discussion

i only see americans complaining, seems like europeans are willing to fund the server and travel to flores for the lan trip but the americans arent. cmon guys put some work in...

posted about a year ago
#1 na & eu combined league in TF2 General Discussion

there is island in the middle of atlantic ocean called santa cruz das flores
it is owned by portugal
what if.. someone set up a server there and then eu and na could play vs eachother on equal ground.
its like a bit more advantage for europeans because its like 500 miles closer
so we can go to like bermuda or something as option 2 idk
what do you think guys can we make combined league?

we could also have lan here would be better than birmingham or poland

https://imgur.com/a/I4HYnk4

posted about a year ago
#20 koth_govan in Map Discussion

I am proud to announce that koth_govan_b6 has been included for the upcoming UGC 6v6 Season.

Thanks to everyone who has played the map and supported development over past few months. I wont forget the time I spent with players after games discussing the map and collecting feedback.
Feel free to signup and play OFFICIAL games of govan

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

posted about a year ago
#17 Explosion in TF2 General Discussion
hgdownload links are outdated except for script, anyone got it still or? also where should i put script? sorry for dumb questions

https://file.io/Exr1vbLgO24M

posted about a year ago
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