the people i know from that team are cool and itl be hard to get most of the lineup from scratch and an lft thread but you should join them because they are cool
Account Details | |
---|---|
SteamID64 | 76561198036273512 |
SteamID3 | [U:1:76007784] |
SteamID32 | STEAM_0:0:38003892 |
Country | Benin |
Signed Up | May 25, 2013 |
Last Posted | June 30, 2024 at 11:58 PM |
Posts | 297 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | yes |
Windows Sensitivity | no |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
239.940 |
Hardware Peripherals | |
---|---|
Mouse | Cooler Master MM720 |
Keyboard | a bed of nails |
Mousepad | lenovo charity handout |
Headphones | BLON BL-03 |
Monitor | Dell S2522HG |
You might want to try converting the custom HUD files to a .vpk when you install it next time. It makes the game read the HUD files faster instead of having to go through Windows's file system to get to them.
You can make vpk files with this http://tf2.gamebanana.com/tuts/11256
The teleporter out of spawn on Asteroid is really badly set up. There's no way to get to your own base from the teleporter exit like there is from spawn itself, so someone who takes it during setup time is stuck there and has to kill in console to get out.
It's also way too easy for both teams to stalemate by setting up turtley sentry nests at robot A and ignoring everything else, which is also a huge problem with stock ctf mode. And 300 is too high of a cap limit, it takes forever to get to. Maybe add a time limit, with whoever has the most points at the end wins?
Edit: Apparently rounds end after 15 minutes, although I don't see any timer for them. (possible issue with custom HUDs?)
Could blossom into his beautiful potential with a dedicated and supportive team.
I went to bed at 10 am and woke up at 6 pm yesterday. I regret sleeping in that one time and letting it snowball into this.
http://i.imgur.com/RDLrIp5.png
What a great way to represent this website.
brownymasterDoes money even matter when you're basically incapable of buying anything?
Most of them think that they need to save up for more attempts in the safari zone.
There's also a notable minority that want to buy a water stone for a vaporeon instead of getting lapras, even though that strategy needs ridiculous luck with menuing.
Red is currently stuck running around in circles because the chat can't decide whether to heal by suiciding in the gym battle and wasting half their money, or wasting 10 hours trying to cut the tree to get back to the Pokemon Center.
This is exactly like the ESEA vs CEVO debate.
roody has smart gamesense and great dm, his comms are sometimes a bit spotty because of the language barrier but he's improving there too, would be a good fit in open+
Edifice is alright from what I've seen playing it, could possibly be an improvement over GPit.
Never heard of Coalplant and I doubt it's been playtested enough to make an informed decision.
Viaduct is fun, we should keep it.
Gully might need to go with all of its stalemates lately.
http://pastebin.com/JsvKh7BV - settings.cfg from broesel's switcher (all the other files from the crosshair switcher are left the same)
http://pastebin.com/29zAaFKG - autoexec.cfg
http://pastebin.com/vTS0DTTb - config.cfg
http://pastebin.com/CTrkJ4ia - medic.cfg (my other class.cfgs just disable my medic cfg and exec broesel's switcher)
edit: nevermind fixed it wow I'm dumb
I know this sounds ridiculous, but when I try to bind mwheelup and mwheeldown to anything other than invnext and invprev, it doesn't work.
I'm using Broesel's crosshair switcher, but they still show up as bound to invnext and invprev in my config.cfg and the in-game bind menu, even when the script should bind them to aliases that change my viewmodels and crosshairs along with the active weapon.
All the other binds in the script besides the mousewheel work fine, oddly.
Any help with this would be appreciated.