BLoodSire
Account Details
SteamID64 76561197972382063
SteamID3 [U:1:12116335]
SteamID32 STEAM_0:1:6058167
Country United States
Signed Up August 8, 2012
Last Posted February 24, 2022 at 10:54 AM
Posts 963 (0.2 per day)
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#19 b4nny interp in Q/A Help
ukmhe calls bloodsire before every match to find out what the day's optimal interp is, which bloodsire determines from a complex algorithm involving weather patterns and the alignment of the heavens

It's a proprietary technology, but I'm willing to sell for for $$$ . . . hit me up.

posted about 10 years ago
#96 CEVO Whitelist Poll in TF2 General Discussion

I think Smaka's point is that expanding the meta is great, just not during matches. Unless of course maybe we want to use CEVO as a sandbox for unlocks . . . but that is something else.

posted about 10 years ago
#10 No Hats Mod in Customization

When I played competitively I couldn't play without this, I couldn't play very well with it either, but that is neither here nor there...

posted about 10 years ago
#64 CEVO Whitelist Poll in TF2 General Discussion

pourin' out a 40 for my homie, cozy camper

posted about 10 years ago
#15 Gabe Newell speaks about VAC conterversy in TF2 General Discussion

Squinting, I see Bill Gates...

posted about 10 years ago
#1 True Detective in Off Topic

Is anyone else watching this? I had no desire to watch it, caught the first episode, and have been hooked ever since. Each week I'm blown away.

Tonight's episode (5th) was incredible. If you are a fan of The Wire, Breaking Bad, Se7en, metaphysics, nihilism, philosophy, etc... you owe it to yourself to invest in this series. What they are doing with the narrative is masterful storytelling. Seriously, check it out...

posted about 10 years ago
#7 ESEA Map Rotation in TF2 General Discussion

Brace yourselves.

Viaduct scrims are coming...

posted about 10 years ago
#133 ESEA PROMOTION in TF2 General Discussion

For the love of all that is paying me money to write articles, please play in ESEA. Seriously . . . I am not kidding. You do this to me and I WILL have to sneak into your house at 3AM and steal your cheerios and milk. Gotta eat somehow.

#savebloodsire

posted about 10 years ago
#562 rayshud in Customization

like a ninja

posted about 10 years ago
#15 TF2Pickup.net - the easiest way to play pickup in Projects

I want it. Daddy, buy it for me.

posted about 10 years ago
#71 cp_intermodal (5CP) in Map Discussion

I think the raised mid is better—but that is just from thinking about how it will play, I haven't actually played on it yet. At first I liked the lowered mid because of reduced visual clutter and the appearance of more room, but jumping around as a scout I couldn't really imagine how a mid-fight would play out without more geometry to work around.

posted about 10 years ago
#45 ESEA Map Vote in TF2 General Discussion
toothMainline should get another look since it's kind of hard to evaluate a map when teams run two old-style-super-OP Natascha heavies.

Sunshine is a really beautiful map that looks like it could play well, but it has yet to be tested by actual teams as far as I know(although that's the problem with almost every custom map :/ ). For real though, a TF.TV sponsored tournament to test new maps would go a LONG way toward choosing quality maps for the season instead of rolling the dice like we do now.

That is a good point about Mainline, in addition to the updated version I posted above, the version we played that season (rc5) is here: https://www.dropbox.com/s/8583xypkkqy5egq/cp_mainline_rc5.7z

EDIT: though from just looking at the two myself I would say rc6 is better

posted about 10 years ago
#43 ESEA Map Vote in TF2 General Discussion
thrasherSomeone needs to make cp_well_pro

I miss well

We were, (prowell/prowl) I was headlining the project with Swaty, but then 9 million people convinced him to make this change/that change and it became a Frankenstein map . . . I'll link you the last version he worked on before leaving the community.

https://www.dropbox.com/s/v5n7iviby3dzx7q/cp_prowell_b4.7z
Changes:
Last:
- Removed Clipping on Railings
- Reworked geometry of ceilings heading into last from bottom left and right
- Consolidated Top entrance from level (3) at 2nd into 1 flat level
2nd:* Major Changes*
- Consolidated Attic with Level 2 via Ramps
- Raised Ceilings all over the area
- Locked forward Respawn
- Added Health and Ammo to accommodate defense
- Expanded left (defense) fighting area leading from previous "well room" into main CP room
- Greatly Reworked right (defense) fight area: Raising ceiling drastically, adding ramp, incorporating window rooms
- Clipped All Windows on level 2. (think this was fraggas idea, but in junction with the ceiling on the right, it makes for really awesome skip jumps from forward spawn to middle— making a previous difficulty for soldier to move around on the map null)
- Well Room altered to be a hub for offense/defense
- Rethought Water Routes: Pool located in main ramp room is enterable/exitable leading to river in yard
Yard/Middle:
- Route from river to Middle REMOVED. The River only leads into 2nd, but a player cannot swim from Mid to river anymore, preventing annoying sharking and backcaps.
- Pool added under Middle battlements to retain that entry into middle.
- Medium Amm0 added to train car in yard
- Geometry added to allow all classes to climb onto battlements for opening Mid Fight.
- All clipping removed around middle: Light fixtures in battlements, wires around point
- Train bed removed from under point to encourage a more fluid fighting area/Medium HP + Medium Ammo repositioned here
- Small HPss put on both sides between doors
-Small ammos underneath cap on either teams side (in effort to solve maps ammo issues)

This only ever made it to beta4, and could stand for some more editing. For instance I imagine the altered water pools in/out of mid are superfluous, and the major changes to 2nd likely needs playtesting and it's accompanying tweaking. But if anyone wants to take a look at it and maybe edit it, go right ahead.

Also, most people never played or saw the "fixed" version of Mainline that was whipped up to address many of the concerns voiced during the season. I'll post that too for the hell of it: https://www.dropbox.com/s/unslnnfynjlu8k4/cp_mainline_rc6.7z

posted about 10 years ago
#2 Insight into how e-relationships affect TF2 pugs in TF2 General Discussion

The pug was almost as bad as the song

posted about 10 years ago
#85 2/7 tf2 update in TF2 General Discussion
fsXD
i dont think anyone has ever died to a random crit and gone

"wow i'm so glad thats in the game that was funny"

I'd prefer crits always be off. The pub I play on most happens to have crits on. There have been times when I was a soldier that I shot a crit rocket when I was surely dead and killed 2-3 people. Those times always make me laugh histerically. However, the times in which I was sure to frag a player, only to have him random crit and kill me, far outweighs that experience. It is always annoying.

That is the inherent flaw with crits. At any moment the players on the other team (particularly in a full server) have a better chance of critting you than you have critting one of the players.

posted about 10 years ago
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