Abriss
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SteamID64 76561198040951651
SteamID3 [U:1:80685923]
SteamID32 STEAM_0:1:40342961
Country Canada
Signed Up August 14, 2013
Last Posted May 1, 2016 at 7:45 PM
Posts 137 (0 per day)
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#29 HUD editing: short questions, quick answers in Customization

Ok, I have another short question, I want to edit the color of this text, since it is hard to see on a light background! I don't know which file to look in...

http://puu.sh/ao8s3/d7c6514dd3.jpg

posted about 10 years ago
#28 HUD editing: short questions, quick answers in Customization
f_blueAbrissMost custom HUDs show health in numbers as apposed to just the cross image when you are killed by somebody and you can see their health. Is there a way to make the numbers appear on the default HUD?This might be something for you. If you only want that one thing though, take the resource/ui/freezepanel files from that HUD.

Thanks! Worked perfectly!

posted about 10 years ago
#26 HUD editing: short questions, quick answers in Customization

Most custom HUDs show health in numbers as apposed to just the cross image when you are killed by somebody and you can see their health. Is there a way to make the numbers appear on the default HUD?

posted about 10 years ago
#15 dorm room internet in TF2 General Discussion
KapowwI had like 10 down/4 up in dorms at waterloo. You should have enough to play tf2.

Thanks, I'm hoping that I would have something similar to this since its only like 30mins away...

posted about 10 years ago
#1 dorm room internet in TF2 General Discussion

In September I am heading off to university, and I have really no idea what to expect. One thing I am wondering about is internet speed. Does anybody have any experience with residence internet, and if it is fast enough to enjoy playing tf2 still? I will be going to the university of guelph, I doubt anyone here has gone there, but if you have and have experience with the internet, let me know!!

posted about 10 years ago
#4 Invis Watch TF2 Name in TF2 General Discussion

"wow u r invisible hacker noob"

posted about 10 years ago
#763 World Cup in Off Topic

Throughout the tourney Germany has shredded teams that get carried by a single player. The best player is no match for the best team.

posted about 10 years ago
#4 Demo 6s in Recruitment (looking for team)
KevinIsPwnhttps://www.youtube.com/watch?v=jAPOMKtMrBo

um

"can we get a celebation pls"

posted about 10 years ago
#7 best csgo stream here in Other Games

This is the best thing I've ever seen. He will become a legend.

posted about 10 years ago
#10 New Map Ideas (KOTH) in Map Discussion
Reminixe god damn thats a wall of text. you probably understand my suggestions.
also dont be discouraged by this list of problems. they are all not-that-difficult of fixes, and at least you haven't started mapping yet.
i wouldn't have typed this up if i didnt care about the result, keep going

Thanks for all the feedback Reminixe, it was very helpful. You took into account lots of things that I didn't at first.

http://puu.sh/9TC51/8ce2908ae8.png

V2 is done, here are some of the changes I made:
-I liked your advice about the diagonal map, and looking back on other successful comp KOTH maps,all of them are diagonal. I fixed this by butting the spawn in the middle and moving around the other components.
- Choke: There is still a main choke, but this design is borrowed for a lot of other maps with "S" shaped choke points. The aim was to stop the demoman from dealing damage when spamming into choke, the health/ammo in there could sustain a team if the demoman did become aggressive and risk his life by entering the choke.
-House: I added this house to protect the team that is leaving the tunnels. I don't know if this area would provide cover, or just become a death trap because of the lack of movement room (if this was the case it could be prevented by adding sliding doors)
-Smaller Choke: This choke has no health/ammo, and is straight as opposed to "S" shaped. The goal behind this was to pressure players that could be spamming choke, or that could be spamming the house. I designed this choke with it being a secondary entrance way in mind. I didn't want it to become the main point of entry so that is why it would be easier to spam out.
-High Ground: Relatively unchanged. Added a barricade near the health and ammo which is now on the cliff, so you can be protected from most spam from the CP while grabbing it.

http://puu.sh/9TCKU/01ce56d5ee.png

-------

http://puu.sh/9TCZJ/0900fbbd9c.png

I think this covers most of the areas at fault in my first drawn up version, let me know if anybody sees any other game breaking unbalances.

posted about 10 years ago
#9 New Map Ideas (KOTH) in Map Discussion
HyceSounds like you've got good ideas, and if you can get experienced comp guys to give you solid feedback things can go really well.

That being said, Hammer is a bit of an obnoxious program to learn. There are many things in it that are just not intuitive at all, and troubleshooting when you haven't wasted a billion hours in it can be awful.

Feel free to add me (hyce777) on steam if you have any mapping questions.

Also. DOWNLOAD THIS. http://forums.tf2maps.net/showthread.php?t=4674&highlight=resource

Comes with a .vmf with every single major gametype already entity'd out for you, so you don't have to go through the trouble of putting it together.

Hey Hyce, thanks for the response! One of the reasons I decided to start trying to make a map was because I downloaded cp_logjam, and ran around on it a bit, looking at all the important features. I watched a youtube video where the guy downloaded the pack so I have that done.

Hammer reminds me of a program that I have used a few times called Rhino. Very similar layout, and it is also used for 3D modeling. Hopefully experience with this program will speed up development a bit.

posted about 10 years ago
#5 New Map Ideas (KOTH) in Map Discussion
Reminixea good koth map should ideally have:
multiple entrances to mid
some way to prevent spawncamping
viability for all classes
good spawn/cap timers

thats all i could think of

-I was thinking of having three, since most KOTH maps that are played in comp generally have 3.
-I made sure there are no clear sight-lines to the spawn, and you would have to cover some dangerous ground to get there by foot.
-The stairs I added would be a good flank route, great for scouts. The high ground could be good for solly/demo (sniper also). And the choke would be the fastest route to mid, where all classes could be useful.

nickplusDon't have a single choke leading to the point, thats basically a rule of thumb and generally means a disaster for any pushing teams.

Don't have a sightline from spawn(or near it) all the way to a point so a sniper can't get free picks without putting himself in danger of getting fragged and leaving his team at a disadvantage.
Just off the top of my head

- There are going to be 3 routes to spawn (ideally)
- I made sure a sniper cannot see from one choke to another, with the use of 2 barricades.

Here is the first version of a floor plan I have created (the map will be symmetrical and this only shows one side!) :

http://puu.sh/9SUR8/045db2430b.png

Just to clear things up a bit, the stairs down will lead to an underground passage thing, like the one in coalplant, it would be interesting to see a flank route that could be used from just out side of spawn (might need re-balancing later)

Let me know if you have any feedback!

posted about 10 years ago
#1 New Map Ideas (KOTH) in Map Discussion

Hey guys, for the past few days I've really been wanting to start learning how to make maps! I was thinking that a KOTH map would be easiest to start because of their size, and general openness. The thing is, I am not very creative, nor do I have enough comp experience to say "This is what we need in a comp ready KOTH map". That's where you guys come in. Is there anything that you think is crucial to have in a KOTH map that's built with competitive in mind (Raised CP, ect.)? First I will draw a plan with some ideas that I come up with or are provided to me by you guys!

Thanks!
Abriss

EDIT: Link to first ideas pic: http://puu.sh/9SUR8/045db2430b.png (you can also look at it down below)
EDIT 2: I will be streaming my progress @ www.twitch.tv/abrisstf2 if you would like to see what the map making process looks like!

posted about 10 years ago
#29 [stream] alle in Requests

massive troll, loves memes, and always sounds like he has a shit ton of saliva in his mouth.

posted about 10 years ago
#15 How i do this? in Customization

Just stop thinking that filling in a little part of your crosshair will make you better.

posted about 10 years ago
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