this is what I want for tf2: https://youtu.be/u9SBFF7nuV4?t=88
I want to be able to acccurately find out when I get burnt out and when I'm at my peak and some other things. Does this exist already? And if not, would someone care to make this or link me to a guide that will help me make it? I have 0 experience with map making.
this is what I want for tf2: https://youtu.be/u9SBFF7nuV4?t=88
I want to be able to acccurately find out when I get burnt out and when I'm at my peak and some other things. Does this exist already? And if not, would someone care to make this or link me to a guide that will help me make it? I have 0 experience with map making.
Also the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones
Also the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones
tf2 has much more different skill type than cs go
->tyler_rocket_shooting_v3_d
tf2 has much more different skill type than cs go
->tyler_rocket_shooting_v3_d
STOGEAlso the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones
Aiming isn't the same though, just sensitivity and looking. Weapons have kickback/recoil in CSGO, they don't in TF2. Big difference in aiming.
[quote=STOGE]Also the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones[/quote]
Aiming isn't the same though, just sensitivity and looking. Weapons have kickback/recoil in CSGO, they don't in TF2. Big difference in aiming.
Mankytf2 has much more different skill type than cs go
->tyler_rocket_shooting_v3_d
for this map I strongly recommend
bind mouse1 "+attack; bot_refill; impulse 101"
basically infinite juggling (or rather, as long as you can hold them up)
[quote=Manky]tf2 has much more different skill type than cs go
->tyler_rocket_shooting_v3_d[/quote]
for this map I strongly recommend
bind mouse1 "+attack; bot_refill; impulse 101"
basically infinite juggling (or rather, as long as you can hold them up)
yttriumSTOGEAlso the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones
Aiming isn't the same though, just sensitivity and looking. Weapons have kickback/recoil in CSGO, they don't in TF2. Big difference in aiming.
but it's mostly just flicking to a spot and tapping the dot, the recoil and spray doesn't really factor into the aimingi
[quote=yttrium][quote=STOGE]Also the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones[/quote]
Aiming isn't the same though, just sensitivity and looking. Weapons have kickback/recoil in CSGO, they don't in TF2. Big difference in aiming.[/quote]
but it's mostly just flicking to a spot and tapping the dot, the recoil and spray doesn't really factor into the aimingi
weapon_recoil_scale 0
weapon_accuracy_nospread 1
weapon_recoil_view_punch_extra 0
Disables recoil and spread.
weapon_recoil_scale 0
weapon_accuracy_nospread 1
weapon_recoil_view_punch_extra 0
Disables recoil and spread.
Medusaweapon_recoil_scale 0
weapon_accuracy_nospread 1
weapon_recoil_view_punch_extra 0
Disables recoil and spread.
Anyone know of a way to make the AWP/Scout feel like the Sniper rifle in TF2?
[quote=Medusa]weapon_recoil_scale 0
weapon_accuracy_nospread 1
weapon_recoil_view_punch_extra 0
Disables recoil and spread.[/quote]
Anyone know of a way to make the AWP/Scout feel like the Sniper rifle in TF2?
yttriumSTOGEAlso the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones
Aiming isn't the same though, just sensitivity and looking. Weapons have kickback/recoil in CSGO, they don't in TF2. Big difference in aiming.
But you're mosty just flicking and shooting once, regardless there are commands to disable recoil.
[quote=yttrium][quote=STOGE]Also the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones[/quote]
Aiming isn't the same though, just sensitivity and looking. Weapons have kickback/recoil in CSGO, they don't in TF2. Big difference in aiming.[/quote]
But you're mosty just flicking and shooting once, regardless there are commands to disable recoil.
STOGEAlso the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones
In csgo there is a mouse delay with me for some reason so it's not nearly the same.
[quote=STOGE]Also the sens and stuff is the same in both games, it wouldn't exactly hurt if you just played the CSGO ones[/quote]
In csgo there is a mouse delay with me for some reason so it's not nearly the same.
Mankytf2 has much more different skill type than cs go
->tyler_rocket_shooting_v3_d
They have the same aiming style. Put your mouse where you want it as quickly and accurately as you can and then click. Also it's about the bechmarking which you can't do in tylers map
edit: Can anyone tell me what's different in tylers map compared to the normal tf_rocket_shooting?
[quote=Manky]tf2 has much more different skill type than cs go
->tyler_rocket_shooting_v3_d[/quote]
They have the same aiming style. Put your mouse where you want it as quickly and accurately as you can and then click. Also it's about the bechmarking which you can't do in tylers map
edit: Can anyone tell me what's different in tylers map compared to the normal tf_rocket_shooting?
When I put this map in my maps folder, it doesn't show up in console when I type "map tr_a"...
When I put this map in my maps folder, it doesn't show up in console when I type "map tr_a"...
there already are tr_newbots, tr_aim, tyler_rocket_shooting, tr_walkway which do the job as good as scripted bot training can do. the problem with bots is that they can only help you to learn to aim, and not predict human movements to hit actual human players. but it's still helpful to be at one with your sens and whatnot.
there already are tr_newbots, tr_aim, tyler_rocket_shooting, tr_walkway which do the job as good as scripted bot training can do. the problem with bots is that they can only help you to learn to aim, and not predict human movements to hit actual human players. but it's still helpful to be at one with your sens and whatnot.