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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#20 TF2 update for 6/2/15 in TF2 General Discussion

As long as everyone else is:
http://steamcommunity.com/sharedfiles/filedetails/?id=454164220

posted about 9 years ago
#21 cp_craneway in Map Discussion

So it's been a while since I last updated this thread, but I've been working on and off on this map since I last stopped. So here is cp_craneway_b5

Download
BZ2

Changs:

b5:
-Redid spawn.
-Redid last.
-Redid lobby.
-Changed detailing on last and in lobby.
-Changed some detailing on second.
-Tweaked health ammo placement/values.
-Raised height of buildings on second (forward spawn area).
-Raised height of beams in house.
-Added tiny prop to pillars on mid allowing scouts to double jump onto it.

Screenshots:

http://i.imgur.com/57l1RBz.jpg

http://i.imgur.com/ukYEqW8.jpg

http://i.imgur.com/YPIs7yz.jpg

http://i.imgur.com/YPIs7yz.jpg

http://i.imgur.com/p6yTXhk.jpg

http://i.imgur.com/oSVclhe.jpg

http://i.imgur.com/iSTmKKj.jpg

http://i.imgur.com/VpBfdRJ.jpg

http://i.imgur.com/Wm1pATe.jpg

http://i.imgur.com/ZW15K8Z.jpg

http://i.imgur.com/dujwvpz.jpg

posted about 9 years ago
#142 ESEA-IM S19 Happenings/Predictions in TF2 General Discussion
PurpleShirtwho said subspace is dead ;)

1:54 PM - Noble: I'm not sure if we're playing yet this season
1:54 PM - Bereth: i understand
3:13 PM - Noble: Yeah we're not playing this season

posted about 9 years ago
#65 How did you come up with your name in Off Topic

.

posted about 9 years ago
#13 Crit-Fail Pugs in TF2 General Discussion

Nice bump chugs.

posted about 10 years ago
#13 Twitch changes archiving, 14 days for free users in Off Topic
infernoHDWhats stopping me from just uploading my VOD as a Highlight, like the whole VOD highlighted.

2 Hour limit for highlights.

posted about 10 years ago
#18 please help jaguar in Off Topic

http://i.imgur.com/fI6lPmJ.png

posted about 10 years ago
#122 cp_logjam (5CP) in Map Discussion

This door is too small. If you shoot a rocket at the center you will get a free juggle. It should be big enough that you can at least hang to one side to take half damage or so.

http://i.imgur.com/P8LedqA.jpg

Add a lower-ground area similar to gullywash here or a prop or something so that scouts can win a 1v1 against a solder without having to 2-shot them.

http://i.imgur.com/dCIm2Wq.jpg

Compare this fence to the one on badlands spire. It doesn't protect you from spam from the choke (whereas on badlands you have to push towards pride rock to be able to spam the spire.

http://i.imgur.com/dBYzNlO.jpg

posted about 10 years ago
#19 Update 7/8/14 in TF2 General Discussion

The new gamemode is mirrored where both teams try to kill enemy robots (with a control-point unlock style order). After you kill all three stages of robots it resets a timer to spawn more. The robots drop something which adds to your score. You play to a certain score (something like 300).

Hud and stuff (also crown):

http://i.imgur.com/jL4eygg.jpg

Map overview:

http://i.imgur.com/uorWZQa.jpg

Robots pop into dispensers (also the things they drop):

http://i.imgur.com/YDGo5oh.jpg

Lasers!

http://i.imgur.com/g6tVSqq.jpg

posted about 10 years ago
#2 Help with bots on new servers in Q/A Help

http://i.imgur.com/8bub6uI.jpg?1

http://i.imgur.com/YINKRWu.jpg?1

http://i.imgur.com/6Dhd6Kb.jpg?1

posted about 10 years ago
#14 weather thread in Off Topic

.

posted about 10 years ago
#19 cp_craneway in Map Discussion

cp_craneway_b1 is out!

Download

Changelog:

-Tweaked detailing.
-Added highground to last.
-Changed displacements on mid and last.
-Opened up dropdown.
-Tweaked house.
-Tweaked area under mid.

Screenshots:

http://i.imgur.com/2A3Kql5.jpg

http://i.imgur.com/HnQgcjy.jpg

http://i.imgur.com/cV3qRlL.jpg

http://i.imgur.com/60lmGf5.jpg

http://i.imgur.com/3bceV2T.jpg

http://i.imgur.com/wNlPp5S.jpg

http://i.imgur.com/k8ijoMl.jpg

http://i.imgur.com/PWdKVSm.jpg

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

Apparently you need me to explain exactly how you detailing is bad so here goes:

Align the dark bit of the texture, and only one set of vents. Those models look terrible stacked like that.

http://i.imgur.com/E2C3JVI.jpg

Fix door texture, rotate printer so it faces away from wall.

http://i.imgur.com/ZtfB47Q.jpg

These lights look terrible, this room ends up being a bit too bright, they look bad, and the particles plus the light color makes the room yellowish.

http://i.imgur.com/jIb0Hnt.jpg

The lighting on these crates versus the stuff inside/behind looks awful.

http://i.imgur.com/yZdnJ6v.jpg

This texture looks terrible aligned like this. Also the roof texture looks wrong (with metal ceiling), and those lights belong inside not outside.

http://i.imgur.com/cu4We3n.jpg

These textures are misaligned.

http://i.imgur.com/sjuAnMK.jpg

The textures on the stair faces look bad. The wall textures don't match the cleanliness of the floor texture. The computers on the back right need a backing. The vent boxes are just... unusual...

http://i.imgur.com/fhFX1TY.jpg

Doors need trims (not just border textures).

http://i.imgur.com/tQYB6it.jpg

The metal roof goes through the side wall.

http://i.imgur.com/9WBrtMT.jpg

Maximum of two of those fat pipes next to each other to look not terrible. Also put a bit of space between them. Wood door in brick texture? Seems wrong. Also wood trim on the outside of brick building is wrong. Also little pipes sticking through floor near the door.

http://i.imgur.com/YpgZMhN.jpg

Use a different texture for the catwalk sidings and the chickewire trim.

http://i.imgur.com/yqE0D3L.jpg

Two blue overlays on red side? WRONG!

http://i.imgur.com/adqKhHI.jpg

Different pipe colors.

http://i.imgur.com/jI8W6mo.jpg

Reduce the map file size by replacing the dev textures (and other out of map textures) with nodraw.

http://i.imgur.com/zeShD33.jpg

This wood thing straightup looks terrible.

http://i.imgur.com/zW4dou1.jpg

Align your textures. God damn.

http://i.imgur.com/a8F6Epk.jpg

Z-fighting.

http://i.imgur.com/Nmu0x2f.jpg

This texture looks terrible, is super repetitive and looks like 2 different parts which shouldn't be mixed.

http://i.imgur.com/856UPOf.jpg

This trim looks terrible, so do the 4 vents so lose together. Also the strange and bizarre line of the transition.

http://i.imgur.com/nRvbi7u.jpg

This fence and its shadow. Hyce please.

http://i.imgur.com/s6brVhZ.jpg

Align door with wall.

http://i.imgur.com/cl3NgOq.jpg

Put a metal trim around these computers.

http://i.imgur.com/aHUoa45.jpg

Forward spawns on most maps are more visually interesting than this.

http://i.imgur.com/qSIA5sT.jpg

Align light models with ceiling, use less yellow particles, and put some more appropriate detailing in this room (the wood makes no sense and it's otherwise very plain.

http://i.imgur.com/EsZnALd.jpg

Fix door model alignment.

http://i.imgur.com/FIYzOYx.jpg

These side textures make no sense, wood with concrete, wrong metal texture (beam? really???).

http://i.imgur.com/wceodwv.jpg

Did they cast the metal pipe inside the concrete?

http://i.imgur.com/gAQWy82.jpg

3D skybox casting shadows onto world.

http://i.imgur.com/Mdw26Jx.jpg

Door trim on these doors, too.

http://i.imgur.com/3fh9Uy0.jpg

Different texture on those bands IMO, also bands on the bits facing the other direction.

http://i.imgur.com/4rcz4jC.jpg

DEV TEXTURES???!!!

http://i.imgur.com/ZalFJzZ.jpg

Too many windows.

http://i.imgur.com/3dqaLQN.jpg

Different texture for the catwalk side.

http://i.imgur.com/Ba4URjO.jpg

Light intersects with pipe.

http://i.imgur.com/vzzdSoR.jpg

That pipe on the right, and the light intersects with the pipes on the left.

http://i.imgur.com/VdIqCMF.jpg

Wood doesn't fit here.

http://i.imgur.com/zcgurof.jpg

The metal plates intersect. Also those models are notorious for causing lighting problems.

http://i.imgur.com/wVBaZR0.jpg

The floor texture looks terrible.

http://i.imgur.com/eNwO6Tr.jpg

Z-fighting in 3D skybox.

http://i.imgur.com/coAAM9n.jpg

This texture on the catwalk sides looks wrong.

http://i.imgur.com/yEMMqsn.jpg

This box goes through the floor.

http://i.imgur.com/WiQk65B.jpg

Wood ceiling? Come on, now.

http://i.imgur.com/O4K1VLj.jpg

Too red for blu side.

http://i.imgur.com/I1BFqJU.jpg

Don't even get me started on these trains and the hazard strips (same with the strips on 2nd).

http://i.imgur.com/J2ec5Gk.jpg

Mis-aligned textures.

http://i.imgur.com/WK6nkim.jpg

What is with this sloping wall? It makes no sense.

http://i.imgur.com/v2aSsKw.jpg

This texture is waaaaay too red for blu side.

http://i.imgur.com/gk5rbCc.jpg

Z-fighting with the power line.

http://i.imgur.com/8pmR0Yk.jpg

This wood texture is too red for blu side.

http://i.imgur.com/fjXhtpc.jpg

Red on blu side more.

http://i.imgur.com/RkiRfVx.jpg

Misplaced metal texture.

http://i.imgur.com/Y2Td6TQ.jpg

Red metal texture (looks bad anyways), and red looking wood.

http://i.imgur.com/rAHXZXn.jpg

Add trim to stair sides.

http://i.imgur.com/ztdCecf.jpg

Why is this light so bright for being outside. Also bad scaling on that sign.

http://i.imgur.com/GvsLFVB.jpg

See that nice trim on the top of blu side?

http://i.imgur.com/15PitwG.jpg

Add something like that on red side.

http://i.imgur.com/dCJ8zAG.jpg

AND FOR GOD'S SAKE USE A FULL COMPILE!

posted about 10 years ago
#15 cp_craneway in Map Discussion

cp_craneway_a19:

Download

Changelog:

-Added rock to mid.
-Changed terrain on second.
-Tweaked crates on last.

http://i.imgur.com/QuOYrAG.jpg

http://i.imgur.com/EGyStyX.jpg

http://i.imgur.com/v0TWW9f.jpg

http://i.imgur.com/sA83kqY.jpg

http://i.imgur.com/qLCYQdO.jpg

posted about 10 years ago
#34 cp_logjam (5CP) in Map Discussion

Feedback from the joke pug:

This spawn is dark (maybe blu, too):

http://i.imgur.com/u6jMzaE.jpg

http://i.imgur.com/1upn3o0.jpg

This area is a tad bit dark for my tastes:

http://i.imgur.com/J8BYANl.jpg

This flank is very disconnected (I think the primary problem of this is the exit into second), so it was almost unused.

http://i.imgur.com/lwO9dmk.jpg

While from this angle it seems like you can see a lot, people often seemed to miss things coming from the sides.

http://i.imgur.com/xYYa5Q0.jpg

Last caps almost painfully slowly given how easy it is to spam and how close it is to the highground.

http://i.imgur.com/I1rzfsG.jpg

posted about 10 years ago
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