Account Details | |
---|---|
SteamID64 | 76561198053275216 |
SteamID3 | [U:1:93009488] |
SteamID32 | STEAM_0:0:46504744 |
Country | United States |
Signed Up | April 11, 2013 |
Last Posted | November 19, 2015 at 11:45 PM |
Posts | 109 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1.0 |
Windows Sensitivity | Default |
Raw Input | 1 |
DPI |
3200 |
Resolution |
1920x, ingame: 1600x |
Refresh Rate |
60 hz |
Hardware Peripherals | |
---|---|
Mouse | Mionix Naos 3200 |
Keyboard | Logitech G510 |
Mousepad | Random cloth/felt one i think |
Headphones | Audio Technica M50s w/ an Antlion Modmic |
Monitor | Some asus 60hz one |
downpourspeaking of zowie:
http://zowiegear.com/index.php?i=news&p=51
Cooller was/is my favorite quake player, should be cool
SmytherOh and before you complain about me not knowing the map, go wander around cp_yranarg_ozfortress or cp_sdnaldab_ozfortress (mirror maps of granary and badlands). You'll feel lost or even sick, but your eyes will be drawn to the exit, so you think "this isn't the exit I expected" rather than "wait, that wall used to be an exit, and visa versa". Also, see some of the dev commentary about the importance of lighting.
SmytherOK, just wandered around it again, and it's much clearer now that I ignore everything and run forward. I was going to blame the layout, but actually the layout's not to confusing. It's the lighting, props and textures that make me think "that way looks important", when really the way forward is a gloomy slope to the side of second that doesn't look like it leads to mid until you walk around it, or it's a gloomy side garage that looks like it's just a side room, but actually down those stairs and through that door is a wide entrance to 2nd. My eyes were drawn to the fake door and the small health, not the large door to the right.
Smyther- Snakewater syndrome! The map's too gloomy in the shadows. Looks great as a piece of atmospheric design, not great to play in. Metalworks has a similar problem.
- Related, 2nd is visually confusing, especially with all the similar shades of grey. Red side isn't quite as bad as blue side. My eyes don't get focussed to the exits, so they just look like uninteresting building corners, not the way out of this area and onto the next.
- Spawns have to point out onto the point. You've got a unique design here, where attackers in lobby and defenders in spawn can look over the point at one another. If you're worried about people not finding the door, just paint arrows on the floor, or put little signs just below the window.
All in all, you're not using the lighting and colouring to point my eyes in the right direction.
When one post just isnt enough :p
I do agree with the visual cues not pointing towards exits and directions enough, but it is a fairly straightforward map so its not the biggest problem.
Also, thanks for nerfing the monitor spot
Hi, I am a mid-open demoman LF a mentor to help me play video games
My main problems are positioning and pushes, but i could improve at a variety of things, including mids, when to back out etc.
I would add the CM Storm Spawn to the looser budget options. Very nice quality mouse.
Khirgoops I DDoSed open grand finals
go away
i demo for this team and i support this message
bump, thanks for adds so far, guys.
3 tryouts currently. we are est based and scrim nightly 9-11
spot open, need a pocket once again.
spots filled, thanks everybody
Bump & Edit
Hi, we are a new open team looking for a pocket who wants to play and get better in the ESEA open division!
Add me on steam and we can discuss tryouts etc... Thanks!
Thirteen year old Lansky
he's finally in his teens?
no way he is that old....