JackyLegs
Account Details
SteamID64 76561197998944560
SteamID3 [U:1:38678832]
SteamID32 STEAM_0:0:19339416
Country Israel
Signed Up February 17, 2013
Last Posted September 2, 2024 at 6:48 AM
Posts 481 (0.1 per day)
Game Settings
In-game Sensitivity 2.9
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
240hz
Hardware Peripherals
Mouse Razer Deathadder v3 Pro
Keyboard Mode Sonnet (Gateron Milky Yellow)
Mousepad LGG Saturn Pro
Headphones 7Hz Salnotes Zero 2
Monitor BenQ XL2540K
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#82 i52 Photos and Video in TF2 General Discussion

DSC_0031 = TF2 Mini-Stage
DSC_0041 = Production Crew - DavidTheWin
DSC_0008 = Awsomniac Merlin
DSC_0078 = iM bonobo
DSC_0075 = Awsomniac Stark
DSC_0015 = Admirable & ???
DSC_0038 = Epsilon Mike
DSC_0010 = Awsomniac Zebbosai
DSC_0044 = Lange
DSC_0061 = Awsomniac Zebbosai
DSC_0007 = Team Awsomniac
DSC_0051-2 = ???
DSC_0037 = Production Crew (left to right, dashner, david, lange, bones)
DSC_0036 = Production Crew
DSC_0081 = zappis (?)
DSC_0004 = ???
DSC_0089 = knutsson (?)
DSC_0064 = Ally
DSC_0074 = iM yuki
DSC_0001 = ???
DSC_0024 = zappis (?)
DSC_0082 = iM bonobo
DSC_0080 = iM termo
DSC_0052 = Awsomniac kaidus
DSC_0006 = Team Awsomniac
DSC_0003 = ???
DSC_0083 = Awsomniac Zebbosai
DSC_0057 = iM aporia
DSC_0095 = Ally

hope I helped.

posted about 10 years ago
#44 KOTH Sandstone in Map Discussion

Let me start off by saying, the map looks wonderful, we need more good koth maps, and quite frankly, we don't have too many, so I decided to hop on a local server and give this map a go, trying out the map a bit.

You can open the enemy spawn room, also the 'BLOCKED' signs are outside the spawn door, instead of behind the spawn door:

http://cloud-4.steampowered.com/ugc/568898774538381923/CA147B99A109AAE5CFF8B7EE07BE515A21FFDEF2/

Example of a blocked sign on an official map:

http://cloud-4.steampowered.com/ugc/589161283254227897/37507C6EE22A014D65DBF76D21CAE1A0FCD7A178/

A weird 'see-through' bug that I'm sure isn't supposed to be there, also the place where I'm standing on, probably shouldn't be able to stand on:

http://cloud-4.steampowered.com/ugc/568898774538385051/4F0DC6B1C1EE0DDCBE7988CC2BC61572D839835C/

Don't see the point of this height advantage that promotes roaming soldiers standing on it trying to hide/get an easy bomb on the enemy medic:

http://cloud-4.steampowered.com/ugc/568898774538387056/6D768E2A81A7226971ADBAA6847022FCCC7BECAE/

Another spot you can stand on, and probably shouldn't, if you walk left you can spam the enemy spawn really easily:

http://cloud-4.steampowered.com/ugc/568898774538391787/23C6586EC2022418C85C38D5281CCAA93B1B7298/

And another one where you can hide on right above enemy spawn:

http://cloud-4.steampowered.com/ugc/568898774538410184/51B1E15AE889E49E2F0100176D5D10F0C9F8F15F/

Another spot you can hide on, and you probably shouldn't be able to:

http://cloud-4.steampowered.com/ugc/568898774538389293/71D62893F3E52CCDFA77F00D3C3DBEC11EAD6E09/

Two Sniper sightlines that you would probably need to play around with the spawn doors a bit more to get them just right, you're giving the team that has the point captured a some big sightlines that allow them to know where the enemy team is going to push them from, unlike maps like viaduct and coalplant where you would have to get into enemy territory (in coalplant the lobby area or far left, on viaduct you would have to hold quite close in order to know where are they pushing from), sandstone allows the team holding the point to know from where the other team is pushing by just holding on the point with having eyes on left and right.

http://cloud-4.steampowered.com/ugc/568898774538399159/E14306D90C2A724C5DF6A71C11639D3DAA492FE9/

http://cloud-4.steampowered.com/ugc/568898774538397275/B56E6D9BCE008BBC704F78AB68AFA68A2A84AD30/

A couple more spam angles that should be fixed:

http://cloud-4.steampowered.com/ugc/568898774538393662/F3F15B9BF106B4310C93EEB11F3359AC908218F7/

http://cloud-4.steampowered.com/ugc/568898774538395314/5E1DC27FD19133039FF1C1BA066E23DCB2A11595/

The capture point is quite large and probably should be adjusted so only ones who actually stand on the stone part of it can cap it:

http://cloud-4.steampowered.com/ugc/568898774538400996/B92D80B266AF5245EA90B123104FB94A8245647A/

You can also cap while standing on the fire stand on point for some reason:

http://cloud-4.steampowered.com/ugc/568898774538404018/F3E83289A4771954D69F482D75774B00AAB63730/

These stickies can kill the ones behind the net, which is kinda silly and not sure if intended:

http://cloud-4.steampowered.com/ugc/568898774538406364/ACA6257C4ACFAB47ECF7D91B675F369C8C9229BB/

Weird texture bug, not sure if its from my end:

http://cloud-4.steampowered.com/ugc/568898774538408356/129DE7B8E3EC6A4F0E3B92356BAE64F31CE607BC/

And this to showcase how lit is the map, which is really bright:

http://cloud-4.steampowered.com/ugc/568898774538412293/A73E23C4C654FDA98F960B89A3FAF0FE44792E8A/

And that's all, I'm sorry for the wall of pics but I think this was needed in order to improve the map, gotta say, I can see this map work but it needs some more playtesting and fixing, so keep up the good work dude, really loving the style of it.

posted about 10 years ago
#2 How to make the AWPerhand look circular? in Q/A Help

r_lod 1

posted about 10 years ago
#1 Insomnia 52: Group Stage in Events

H Y P E[/u]

posted about 10 years ago
#2 What HUD is this? in Customization

ompHUD
edit: an edited version of (old) ompHUD
2nd edit: woops your title misled me to answering quickly, I'm afraid I am useless to you.

posted about 10 years ago
#13 maincall.tf in TF2 General Discussion
hashtagchanMetalworks: voted out by 50% of Prem, the map everyone loves to hate.
Sunshine: vicious response from EU after the One Night Cup
Glassworks: far too large from our playtests, definitely a contender for HL though.
Sandstone: not reached pro yet, will definitely have a look when Fantasmos releases that version.
Intermodal: didn't fare well in any of our doublemixes, as well as HL hate.
Grizzly: didn't fare well in any of our doublemixes.
Convolve: textureless, appears to have been abandoned, was actually a lot of fun.

Metalworks was taken out, and it wasn't right for it been taken out, since it was a great map, which look for example in the NA scene, it survived for couple seasons already, it only needed proper feedback to Scorpio so he could've altered it to make so it can be tested out a bit more.

Sunshine did not receive any vicious response, it got constructive response when we suggested the map maker changes that were needed in order to make it more fluent and playable, it was dropped by ETF2L however for some unknown reason, from my perspective after playing the map all the way to the finals, it felt very good, even though it was before Deer improved it.

Sandstone looks great, but it needs players to play so the final pro version would come out finally, the map maker won't just make changes on his own mind, he needs people to give feedback on it so he can finally release it so bringing it to the cup would make great sense.

Glassworks looks kinda nice, yet nobody ever made a move to give it a go, since it was never really tested I can't give my opinion on it.
Intermodal is more of an HL map than a 6's, after playtesting it somewhat.
Grizzly, never played it, can't give my opinion on it.
Convolve didn't receive much of a playtest so I can't give my opinion on that matter.

However, since you've clearly looked at some of the new maps I'll give you a couple more to consider:

koth_airfield, a very popular 4's map (yes I know, 4's isn't serious or w/e, but it was still really popular there) but this map has potential, and never got recognized as a legitimate possible 6's map.

cp_ediface, many people wished for the return of famous cp_gravelpit, yet nobody really gave this map a shot, only UGC in their pre-season week iirc, therefore playtesting this would also mean something, not many people love A/D on 6's, but this map deserves a shot.

posted about 10 years ago
#7 maincall.tf in TF2 General Discussion

Super excited for this, can't thank all of you enough for the work you're putting in to this.
I don't see the reason into testing old maps like obscure, warmfront, vanguard, tidal, bazillion.

You might aswell go ahead and add the new maps that might make the next season so they could also give somewhat of an insight on which map was played the best because ETF2L won't do a "one-day-cup" for every new map that is brought up.
Not only that, you would give active map makers that are working on those maps some more insight on the maps that didn't get a chance to play in a season.

Will still pay in and play no matter what, keep up the good work.

posted about 10 years ago
#43 Mike left Epsilon ? in TF2 General Discussion

there is no need

https://scontent-b-lhr.xx.fbcdn.net/hphotos-xfp1/t31.0-8/p417x417/10387123_10204105838108896_4351225126798928763_o.jpg

to be upset

posted about 10 years ago
#5 Stabby's stream graphics in Q/A Help

stabby posted this on reddit a while ago, you might find what you're looking for in here:
http://redd.it/2aoypy

posted about 10 years ago
#23 Easy way of finding scrims in TF2 General Discussion
• Steam group integration with team pages

This option is not necessary, not all teams have steam group pages, and not all steam group pages have all the active players in the team.
You should consider an integration with ETF2L, ESEA, CEVO and UGC team pages instead, will make things alot more clear when checking if the team is actually playing the same skill division as they wrote on the site.

One more thing about time zones, unless you're already working on it, if a team sets themselves as Europeans, the most common used time zone is CET, so anything other than that can be confusing to many teams, so perhaps make that the only option, I really don't think any other one is needed, ETF2L works by CET, European UGC works by CET (iirc), so might aswell do that to avoid confusions among teams

Overall looks promising, keep up the good work, it's looking really good.

posted about 10 years ago
#121 cp_intermodal (5CP) in Map Discussion
HyceGlad it works out okay- if you guys had any trouble pushing or defending an area please let me know, I can make some changes now before I finish polishing and a lot of detail is going to be deleted anyways so I need to hear soon if there are any flaws.

Well we didn't have that much trouble pushing last, pushing from last was like every 5cp map.
The whole map is a standard 5cp map with the exception of last being a bit bigger than usual, which imo fits highlander perfectly.
Found a few things:
These two spots, not sure if it's intended to be able to get there:

http://cloud-4.steampowered.com/ugc/589161283254215574/2FA1D7027AC25D50618256CC097BEA2162E28119/

http://cloud-4.steampowered.com/ugc/589161283254218375/99D4EC9B4D5F7F3DB37DA8C7AF16E581442DEF9D/

You can put stickies under it and it damages the players above it, not sure if intentional aswell:

http://cloud-2.steampowered.com/ugc/589161283254220229/806F47A66CA1BB470F1BD699C52B63107CF492B0/

You can place stickies in the train tracks on last and you can barely notice them, I'm upset I didn't know about this at the time of my matches on the map, could've abused it :).

http://cloud-4.steampowered.com/ugc/589161283254221994/310C5BEAC2DACE6113374F61F22B28014DC9AD00/

http://cloud-4.steampowered.com/ugc/589161283254223665/2ED4FFA8D059337B7E9B4D12F6EA801BB02E924F/

And these 'blocked' signs are outside the doors at last rather than behind them/inside them (not sure which one is it):

http://cloud-4.steampowered.com/ugc/589161283254226532/E73AD6F659A0B2B9B685CA69013EB2B2123215B3/

[/img]Compared to gullywash last:

http://cloud-4.steampowered.com/ugc/589161283254227897/37507C6EE22A014D65DBF76D21CAE1A0FCD7A178/

And that's about it, I couldn't find anything else, maybe change lobby to 2nd a little shorter since the fights there can get really awkward and catching enemies before they manage to escape is somewhat easier than normal 5cp maps.

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

After playing this map at the HLNC, the couple of issues I found with the map are that:
-The announcer voice is missing for some reason.
-The truck in 2nd is sometimes invisible when you join a server with intermodal, this bug also gave me a wall of errors which caused my frames to drop by half.

Overall the map flow was really smooth imo, it's a rather large map but because of that I think it could be one of the best hl-5cp-maps.

Great job Hyce, keep it up.

posted about 10 years ago
#3 Ruleset Discussion in TF2 General Discussion

Brazilians use the EU ruleset aswell afaik.

Pretty much everything you said is correct, however there are a few things I've found rather neat that ESEA/CEVO does:

•2 Halves, makes things even, allows both teams to have a break in the middle, switch sides, and take a break for bathroom or to go over strats/important game issues they are having, or just generally relax a bit.

•'.ready' System, makes things alot less complicated and will insure that nobody won't be ready at the start of the match, The 'live on 3' system is also a neat feature imo.

But if I'm not mistaken (not 100% sure) the Asians have created server plugins that does the above and other features like showing score and time on the beggining of every round, they did say they're going to release it soon enough to the public, so I hope ETF2L adpots their plugins.

I think that i49 gave us the best show that we've ever seen, every match there was incredible to watch and they were all played on EU rulesets, the NA players who have been to the Insomnia LANs should express their opinions on this.

One thing is for sure, a universal ruleset will be a great thing for the game.

Sorry if I got sidetracked from the topic.

posted about 10 years ago
#2 hud help in Customization

gmanghud

posted about 10 years ago
#42 tf2mix.com new tf2 website in TF2 General Discussion
casperrI'm not sure if anyone is watching this thread

You posting here is 100x better than posting on a steam group for example, since most of the competitive scene all over the world is browsing this site.

You should probably stick to tf2scrim just because tf2mix is sort of taken already, being a big pug system over in NA.

The site looks great so far, you should probably add CEVO as one of the leagues there aswell, which the divisions there are:
CEVO-Professional
CEVO-Main
CEVO-Open

Keep up the good work casperr, thank you for doing this.

edit: Also, are you considering making this available for Australians, South-Americans, Asians?, I don't think it's fair EU and NA get all the fun to themselves :).

posted about 10 years ago
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