Hyce
Account Details
SteamID64 76561198007577013
SteamID3 [U:1:47311285]
SteamID32 STEAM_0:1:23655642
Country United States
Signed Up October 25, 2013
Last Posted September 13, 2021 at 2:48 AM
Posts 753 (0.2 per day)
Game Settings
In-game Sensitivity 2.06
Windows Sensitivity
Raw Input 1
DPI
1250
Resolution
1920x1080
Refresh Rate
144 Hz
Hardware Peripherals
Mouse G400s
Keyboard 1986 IBM Model M
Mousepad Steelseries Mass
Headphones Sennheiser HD280/AT 2020 Mic
Monitor The 144hz BenQ everyone has
1 ⋅⋅ 30 31 32 33 34 35 36 ⋅⋅ 50
#1 Hyce and Thintri LFT Demo and Roamer in Recruitment (looking for team)

Hey guys.

My best buddy Thintri and I are LFT as a pair. Roamer-Demo pair is kinda odd and we're only going to play together so I know that's difficult but in the magical case that there is a low open team out there in need of a demo and roamer we'll try out for you.

We've both been playing for about a year and a half competitively.

Experience:
UGC Steel S11: HOBOSTIX, didn't play over half the matches, disregard.
UGC Steel S13: HOBOSTIX, made it to playoffs, 5-3 if I recall, last first playoff round.
CEVO-O S4, Bacon Lettuce and Testosterone, didn't quite finish the season with a losing record.
CEVO-O S5, HOBOSTIX, made it until I had to quit because bad internet of sadness, almost had an even record.

Thintri and I should be available for scrims most nights from 8 EST until 11:30 EST.

We're both pretty chill and love playing the game. We're not the best by far but we'd like to get better and have fun doing it.

posted about 9 years ago
#66 Lange's thoughts on the state of competitive TF2 in TF2 General Discussion

I've been playing TF2 since early 2009. That's not the beginning, but it's a good chunk of time ago.

2,200 hours in this game (that's not much compared to some of you) and yet today during a pug I was still losing it giggling uncontrollably about some stupid play I made. This game is fun. It doesn't have to be the biggest thing in the world if you've got your friends and some good times.

Whatever happens I'll stick to trying to create content for the community whether or not they want it.

posted about 9 years ago
#87 MAJOR TF2 update for 12/8/14 (12/9/14 UTC, End of in TF2 General Discussion

I'm even a train nerd and the new melee is stupid

posted about 9 years ago
#335 cp_sunshine (5CP) in Map Discussion

As I said in steamchat, this new last is really really beautiful. It's really detailed and interesting, but it's also clean and smooth for 6v6. An excellent design.

posted about 9 years ago
#238 cp_logjam (5CP) in Map Discussion

Welp fuck.

b11f inbound.

cp_logjam_b11f

Download:https://www.dropbox.com/s/vgdo5jxp7n31x35/cp_logjam_b11f.bsp?dl=0

Changes:
Fixed a clipping issue at red last
Doubled the height of the wood piles on mid
Swapped the spots of the healthkits and ammopacks on mid

posted about 9 years ago
#236 cp_logjam (5CP) in Map Discussion

There's always something else, haha. B4nny suggested that I make the wood plank piles a good chunk taller so that you can't just crouch jump on them as any class, which would offer better height advantage and block a few views. Your point on switching the kits is probably a good idea, it would be more likely to make the demo get into the fight more (kinda like process' positioning).

As far as sneaky goes, in b11pre3 that entrance was way too spammable from last and they (I think it was sideshow) wanted it to be opened up a bit to give scouts a way in that's not pushing in ubered from the upper right shutter. I haven't played it either so I don't know, I can always chop it back a bit if necessary.

The tunnel can get a lot smaller, particularly if I make the wood plank piles taller. If those are taller, they block sight from house to the tunnel, so I could make it smaller. I'd have to keep a bit of it for the sake of protecting the cave door as it always has been, but I could just do a fence or something instead or a small cover over the door and leave the walkway. That's probably what's going to wind up happening if the consensus is the tunnel is nice but not quite right.

I appreciate the feedback, if it's a big enough deal I can probably get a b12 or b12pre out soon, although it may be too late for that to be the version for CEVO, although TheFragile never messaged me back so I don't know if they are aware b11 is the one to use. Oh well, haha.

posted about 9 years ago
#14 PDX vs SEA in TF2 General Discussion

Dammit boys, I get back home to Seattle for winter break on the 15th.

I'm sad. I'd love to school eXtine some more. :)

posted about 9 years ago
#10 Top 10 TF2 plays - September 2014 in Videos

Lovin' the logjam going on, although I'm really fucking glad I changed respawn times since #1, that's bullshit.

posted about 9 years ago
#234 cp_logjam (5CP) in Map Discussion

cp_logjam_b11 is here! This will be your version for CEVO S6 and likely ETF2L S20.

DOWNLOAD:https://www.dropbox.com/s/fshqerjlnakddv5/cp_logjam_b11.bsp?dl=0

Changes from b11pre3:
Altered the area by sneaky/secret a bit to help flow
Moved a fence at 2nd to block a sniper sightline
Raised a roof at 2nd to block a sniper sightline
Modified the geometry of the platform in lobby to block a sniper sightline
Seriously snipers are the worst thing ever
Fixed clipping on the ramp from logroom to mid on the blue side

Screens:
LAST:

http://i.imgur.com/LQDUv1R.jpg

New sneaky/left entrance to last

http://i.imgur.com/dMrw0YH.jpg

Lobby:

http://i.imgur.com/l442SFj.jpg

2nd:

http://i.imgur.com/cqzU7uD.jpg

Cave:

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

Mid:

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

Thanks for all the great feedback, and thanks to ETF2L and CEVO for letting the map get tested in season!

posted about 9 years ago
#223 Premiership Playoffs Previewed: ETF2L Season 19's Dramatic End? in News

Still can't believe Logjam was the deciding factor in this final. Made me shriek like a little girl.

Great fun to watch, looking forward to next season!

posted about 9 years ago
#232 cp_logjam (5CP) in Map Discussion

The idea is the corridor allows players arriving from choke or cave to have a safe route to a high ground on mid that is not the house or bridge, allowing more than one good way to approach the mid. Before the only good option was going to house and then across the bridge.

posted about 9 years ago
#230 cp_logjam (5CP) in Map Discussion

Here's beta11pre3.

Changes:
Made the new corridor on mid less obstructive
Re-arranged sneaky and the left entrance into last to make more sense and play better
Swapped the health and ammo in lobby

Screens can be seen here: http://imgur.com/a/9jSpo

https://www.dropbox.com/s/gs31cmlrpfpl1df/cp_logjam_b11pre3.bsp?dl=0

posted about 9 years ago
#227 cp_logjam (5CP) in Map Discussion

Removing that hood doesn't give you cover to cross over. I suppose I could try something smaller, but I'm not sure if the way it is in the picture is the best way to deal with it.

posted about 9 years ago
#215 cp_logjam (5CP) in Map Discussion

You can decompile the map using Vmex, if I recall. It is pretty much perfect, the only issues I've ever seen with it are with some entities, never level geometry. If you want to decompile the map and edit it to make your ideas work, good luck. Hammer is a really frustrating program and if other map devs would look at my map they would know how crappy things line up in some places, haha.

I do appreciate all the feedback. Some of it looks good, some of it might not be necessary. I'll be looking into a lot of what has been said and hopefully have b11pre3 or beta 11 official out late late late tonight or tomorrow.

posted about 9 years ago
#206 cp_logjam (5CP) in Map Discussion

If this map is as solid as intermodal is I should honestly go cry myself to sleep.

Rock arch? Hmm. Perhaps, I'll take a look at it. I seem to remember having more than one reason for it being there and I'm not certain if it hinders anything (let me know if it really bugs you!)

posted about 9 years ago
1 ⋅⋅ 30 31 32 33 34 35 36 ⋅⋅ 50