IceCrystal
Account Details
SteamID64 76561198022298676
SteamID3 [U:1:62032948]
SteamID32 STEAM_0:0:31016474
Country United States
Signed Up December 15, 2013
Last Posted July 26, 2014 at 6:40 PM
Posts 22 (0 per day)
Game Settings
In-game Sensitivity 1.6
Windows Sensitivity default
Raw Input 1
DPI
1100
Resolution
1920x1080
Refresh Rate
60hz 132fps limit
Hardware Peripherals
Mouse SteelSeries Rival
Keyboard CM Storm Quickfire Rapid w/ MX Blue
Mousepad SteelSeries QcK
Headphones Bose AE2
Monitor ASUS VS248H-P
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#18 cp_whitefrost (3CP) in Map Discussion

I'm pretty sure I've seen other symmetrical 3cp maps but none come to mind. This one was tested nightly with 4s so I dunno if you could do the same thing with 6s and make 3cp work. There just aren't enough 3cp maps existing now to get a good feel for it.

posted about 10 years ago
#15 cp_whitefrost (3CP) in Map Discussion

updated to RC1

download for warmfrost will also be added tomorrow

http://38.media.tumblr.com/5b88a1276e33dedcc35f6b33d154e9eb/tumblr_n9b7vsXNXO1rtvm6bo1_1280.jpg

posted about 10 years ago
#7 issue with moving my mouse too fast in TF2 General Discussion

The problem is usually a compound issue of low resolution, low fps and high dpi. Any one of them could be skewed to be the single cause, and similarly any one can be compensated to fix it. The limiting factor of the helpfulness of high fps is the refresh rate of the mouse. Lower dpi is usually the best solution followed by increasing fps once you get to 800dpi. 1080p, 120+fps and 800dpi should never have a problem.

posted about 10 years ago
#10 New game mode idea in Map Discussion

this is how I understand it

http://i.imgur.com/8SXGugZ.png

I can see it fixing stalemates as we know them, but make stalemates by endless back and forth more common. The times also shouldn't be symmetrical, like 10 seconds to hold last on offense and 30 seconds for defense, or something like that.

posted about 10 years ago
#7 New game mode idea in Map Discussion

Yes, it's possible, but it'd be much easier to do as part of the map than as a plugin.

posted about 10 years ago
#22 Pushing in 4v4 in TF2 General Discussion

oh no I'd better not say anything remotely negative about 6s at teamfortress.tv

nataponain't soap dm just for that?

no
There's a very specific way 6s is played, and that's fine, but not everyone wants to do that. 4v4 is fast and pretty dynamic in comparison to either 6s or highlander, and it's different from soap dm because there are actual teams and objectives.

posted about 10 years ago
#16 Pushing in 4v4 in TF2 General Discussion
snowblindi really dont understand why people are trying to make 4v4 a thing - having players spread between 6v6 and highlander is bad enough, and people want to split up tf2's small competitive playerbase even more????

4v4 is for people who want quick games with fewer people, but find 6s too formulaic. And it's not like you can only play one.

posted about 10 years ago
#117 Stalemates Revisited in TF2 General Discussion

If you're defending second you'll be as far back from mid as the first forward spawn, so that's about even. If you're defending last you have a longer walk back to mid than the other team, but you can anticipate it since the timer will be running out and maybe get a scout ahead. It's also arguably fair since they were on the defense. It'll obviously need to be played to see how it pans out.

posted about 10 years ago
#115 Stalemates Revisited in TF2 General Discussion
HiveMindClose, but the round would reset. As in you would have to rollout again and have another mid fight, not just go back to the mid point to cap it.

What if the team previously holding mid gets transported back to their first forward spawn while the defending team is left alone? I feel like sending both teams back to the beginning 5 minutes after every cap would get redundant.

posted about 10 years ago
#111 Stalemates Revisited in TF2 General Discussion

Is this what a couple people had in mind?
the point can also be disabled for a few seconds after going neutral, I just didn't bother

http://www.youtube.com/watch?v=BKZ5DyQOFNI

posted about 10 years ago
#19 4v4 in TF2 General Discussion
r4pture4v4 on sd_doomsday

Make it happen.

admittedly much better in 4v4
mostly a dm-fest though, medic is almost irrelevant
sniper+scout+jumping classes to win

posted about 10 years ago
#14 4v4 in TF2 General Discussion

I've been doing pugs about every other night. We've found that koth_badlands is one of the worst koth map for it, and even coalplant is sub par. Viaduct whitefrost and airfield among the best.

Funny to see the quick fix banned. It was pretty much the only used medigun with kritz being the tactical alternative to overcome it.

posted about 10 years ago
#14 cp_whitefrost (3CP) in Map Discussion

updated to B2
fixed some sticky placement exploits
also added cubemaps and falling snow
I optimized it some more before I added the snow, and it's at 1% volume, so don't complain about fps

posted about 10 years ago
#96 Stalemates Revisited in TF2 General Discussion

I thought about it a bit and it'd probably be better if the defending team got only 1 point and capping to last gives 4. The defending team would then always want to cap back to at least mid. The attacking team could want to hold second until the time runs out, but they'd get one fourth the points of a full win and the defending team would still get 1.

posted about 10 years ago
#94 Stalemates Revisited in TF2 General Discussion

What if the round ends while you hold mid you get 1 match point, the round ends while you hold mid and second you get 2 match points, and capping until the end gives you 3 match points. The defending team gets 2 match points at the end of each round, unless their last is captured and they get none. Winning team is first to, say, 9 match points, and if they get to 9 at the same time it'd just be first to take the lead after that.

That way ending a round at mid gives the enemy a 1 match point advantage, and you need to cap to second to at least break even. Capping to last has the huge incentive of breaking away your score. The only downside I can think of is that defending team wouldn't cap mid back unless they thought they could push all the way through to the enemy second.

Just an idea.

posted about 10 years ago
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