Bereth
Account Details
SteamID64 76561198031558094
SteamID3 [U:1:71292366]
SteamID32 STEAM_0:0:35646183
Country United States
Signed Up September 14, 2012
Last Posted July 2, 2023 at 11:11 AM
Posts 114 (0 per day)
Game Settings
In-game Sensitivity 10 in/360
Windows Sensitivity
Raw Input 1
DPI
 
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Logitech G502
Keyboard  
Mousepad  
Headphones  
Monitor  
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#18 how did this sticky kill meyy in TF2 General Discussion
ondkajahttps://streamable.com/lfgd9s

good map

This only happens on stock metalworks. The refresh version fixed it.
I (foolishly) assumed they were using cp_metalworks_f5 (the latest refresh version) when I did my first testing.
This sort of thing is why refresh versions of maps exist, but obviously leagues and players can make their own decisions about what maps and versions they want to play.
If anyone finds any bugs in the refresh version of metalworks they can post in in the thread.

posted about a year ago
#8 how did this sticky kill meyy in TF2 General Discussion

1. It's not a refresh version of metalworks (whew).
2. https://streamable.com/3yadis

posted about a year ago
#4 how did this sticky kill meyy in TF2 General Discussion

https://streamable.com/hkby18
Can't reproduce, so probably not a map bug.

posted about a year ago
#2 MAJOR TF2 update for 10/5/22 (Scream Fortress XIV) in TF2 General Discussion

Bonesaw (hacksaw event) is payload race and Red doesn't even have a cart. Does Valve not test these maps at all?

posted about 2 years ago
#26 RGL announces upcoming Summer seasons and preseason events in News

Getting these new maps tested in a cup is a good idea and will help them develop. Turning this around into a full season of play.. well the community response to that is clear enough already. Do I think craneway is ready to be played in a quick cup? Sure, that's pretty low consequence if it sucks. Do I think it's ready to be played in a league for a full season? I don't know, which is probably too close to "no" for most people. Whatever map is chosen will probably voted out as a knee-jerk reaction next season, even if it has serious merit. That would leave it like cardinal, a map that was probably very improvable, but got screwed over by league decisions.

posted about 3 years ago
#2 Refresh: Koth Warmtic in Map Discussion

Over the past month this map has seen a fair number of changes and improvements. We at the Refresh team are pretty proud of how it's turned out so far.

Screenshots:

https://i.imgur.com/JL5Wt7s.jpg

https://i.imgur.com/O5Yldyf.jpg

https://i.imgur.com/6CX0f1C.jpg

https://i.imgur.com/BIx5nDl.jpg

posted about 3 years ago
#7 Sickest Pyro Plays in 6s (if any) in TF2 General Discussion

You young whippersnappers better not forget your TF2 history.
https://youtu.be/ndZoP4yctqA?t=168

posted about 3 years ago
#1 Refresh: Koth Warmtic in Map Discussion

DOWNLOAD

Subscribe on the Workshop

The map has been uploaded to serveme.tf and can be selected as "koth_warmtic_f10" when renting a server.
Latest update: 2022-3-17

INTRODUCTION

"Refresh:" is a series aimed at making maps more suitable for 6v6 and other gamemodes. We took the opportunity to use our experience to fix the issues with map geometry as well as minor aesthetic and performance improvements. We humbly invite you to try out these changes and offer your feedback, so that together we are able to increase the quality of the competitive map pool.

SUMMARY

Warmtic has been around a while in Highlander but we noticed it was getting quite low reviews from players in ETF2L's last poll. Most changes you'll see here aim to only improve gameplay, not change. Most hiding/perch spots have been left in.

CHANGES

F10:

Show Content
Detailing :
• Added a bit of team colors to the sniper nests.
• Various small texture changes.

Clipping:
• Fixed a few issues with mirroring.

Lighting:
• Improved lighting along several edges.

F9:

Show Content
Detailing :
• Thinned the pillars outside near the dropdown.

Clipping:
• Changed the invisible displacements to blockbullets.
• Changed some of the playerclips to blockbullets.

Lighting:
• Brigtened up some light around the pillars near the dropdown.

F8:

Show Content
Clipping:
• Updated the clipping so blockbullets are now visible with r_drawclipbrushes.
• Changed the clipping on the pillars near the point to help with splash.

F7:

Show Content
Gameplay:
• Changed the ordering of the spawn points.
• Fixed an issue with the point activation voice lines.

F6:

Show Content
Detailing :
• Fixed a misaligned texture.
• Added glass in front of the computer panels above the crates.
• Fixed a tiny hole in the fence by the tankers.

Clipping:
• Fixed the clipping around the fence on BLU side.
• Made a few props non-solid.
• Changed the fence type under the big ramp.
• Added a blockbullet for the openings of the elbow doors.
• Changed some clipping to blockbullets in the elbows.
• Changed some clipping to blockbullets on the floor entrance to yard.

Optimization:
• Fixed a barrel's fade time.

F5:

Show Content
Detailing :
• Changed the control point model.
• Minor visual changes.

Lighting:
• Brightened red side behind the crate doorway.

Gameplay:
• Fixed a hole in the fence on BLU side by the window.
• Removed many of the light poles in the spawn areas.

F4:

Show Content
Detailing :
• Added more consistent patches under health and ammo.
• Fixed some minor visual bugs with the ground textures.
• Closed a gap between the concrete area and the raised middle point.
• Fixed a bug preventing bullet decals on some of the concrete floors.
• Flattened out some of the ground by dropdown.
• General visual tweaks and improvements.
• Fixed some asymmetry.

Clipping:
• Updated the clipping on a set of boxes that looked climbable to be climbable.
• Moved the lamp and barrel near the left spawn route.
• Moved the crate next to the left stairs to not catch projectiles.
• Improved the clipping on some of the unuseable doors.

Gameplay:
• Removed a crack shot next to the crates and little dropdown on mid.
• Fixed a bug where you could use the resupply bind outside the enemy’s spawn.
• Made the point hologram invisible.

Optimization:
• Fixed a bug which allowed you to see through the flank wall from some positions.

An album of all the changes.

Older patchnotes.

WANT TO HELP?

We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Check out this thread for more information.

CONTRIBUTORS:

Hanz for Arctic, Popcorp for Warmtic, and Skaz for F1
Alistor for the control point skin.
Jackylegs, Roboprod, Harris0n and the Refresh Team

posted about 3 years ago
#17 how fast can u get all the maps in Other Games

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posted about 5 years ago
#6719 Frag Clips Thread in Videos

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posted about 5 years ago
#43 ESEA S30 Map Pool? in TF2 General Discussion

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posted about 5 years ago
#22 cp_craneway in Map Discussion

Thanks to a bit of necromancy by Lucrative this map is in-development once again.

posted about 5 years ago
#6 frenzy lft in Recruitment (looking for team)

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posted about 5 years ago
#1 Bereth LFT in Recruitment (looking for team)

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posted about 6 years ago
#1374 ESEA Season 28 Open Happenings/Discussion in TF2 General Discussion

Good season everyone.

posted about 6 years ago
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