Scoffer_
Account Details
SteamID64 76561198041304841
SteamID3 [U:1:81039113]
SteamID32 STEAM_0:1:40519556
Country United Kingdom
Signed Up April 17, 2013
Last Posted April 16, 2016 at 2:36 PM
Posts 136 (0 per day)
Game Settings
In-game Sensitivity 1.5
Windows Sensitivity 6/11
Raw Input 0 
DPI
1050
Resolution
1920X1080
Refresh Rate
60
Hardware Peripherals
Mouse g400
Keyboard  
Mousepad steel series qck heavy
Headphones  
Monitor  
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#216 post your desktop in Off Topic

http://i.imgur.com/gLnzfE0.png

http://i.imgur.com/gLnzfE0.png

just throw stuff onto desktop and click on it

posted about 11 years ago
#3 Ban Stock Weapons in TF2 General Discussion
Bonkersoriginal
gunboats
escape plan

let's go

boring

posted about 11 years ago
#1 Ban Stock Weapons in TF2 General Discussion

I think as tournament with no stock weapons, (maybe except medi gun) would be really fun. Maybe it wouldnt work out, but would be interesting to see what strats people would come up with. Buff banner pocket soldier. Black box roamers. Force of nature scouts.

posted about 11 years ago
#46 cp_badlands_pro in TF2 General Discussion

I think with v1 we will only change the door frames, and SOME splash elements. I dont think the cracks in the train, or the cracks in the bridge will be changed.

posted about 11 years ago
#44 cp_badlands_pro in TF2 General Discussion
KalkinScoffer_At no point have we said we want to integrate this map to ESEA, its just a project to revamp the map, fix a few things, and test tweaking a few roofs.
I'm killing the bad ideas before people have them. If people want to have minor things changed the better avenue would be to go through Valve.

Pls remember, this is a project for fun. Yes it would be nice for valve to change a few things. But would they really do it?

I think if we do it for them, show them what we have done, show them there are alot of people who would like it to b changed. MAYBE they might change it.

posted about 11 years ago
#43 cp_badlands_pro in TF2 General Discussion

So yeah. Decided. We will send a version of the map with the glitches fixed.

posted about 11 years ago
#41 cp_badlands_pro in TF2 General Discussion
PlatinumWell there are some fundamentally fucked up items on badlands.. And just because it's 'the best' doesn't mean it's perfect. Mid point absorption of splash is a minor item... The major one I think needs correcting is the invisible door frames in lobby/last. If there were broken textures on any other map where you could hide stickies (Yukon, old gully) it would be bitched about constantly until it was changed.

Thats why we plan to make 2 versions, one with just the few glithes like the door frames, splash damage, etc.

The second being actual big changes. (more of a project for fun)

posted about 11 years ago
#38 cp_badlands_pro in TF2 General Discussion
KalkinWe will not be changing out the normal badlands map from the ESEA rotation.

Any changes to badlands are just spinning your wheels and a total waste of everyone's time. There is absolutely no reason for the competitive community to use a different version of a standard map when there is nothing substantively wrong with the original. All that using a 'pro' version of badlands would do is make the comp community look even more elitist and have another map in our rotation that new comp players would have to download to watch or play in our games.

In a time when we're working hard to grow the game by attracting new pub and highlander players, adding more 'pro' versions of standard maps especially when said version doesn't do anything substantive is idiotic.

At no point have we said we want to integrate this map to ESEA, its just a project to revamp the map, fix a few things, and test tweaking a few roofs.

posted about 11 years ago
#32 cp_badlands_pro in TF2 General Discussion
mare theres still cracks/traintracks/rocks/spires/lines in the ground that eat my rockets?

In cp_badlands yes, in cp_badlands_ pro we are deleting them mother truckers!

posted about 11 years ago
#29 cp_badlands_pro in TF2 General Discussion
SideshowPlease if you're actually gonna fix splash damage on mid, fix the damn clipping on spire.

If you could outline the problem with the exact problem like yuki did, that would be helpfull. Might not be possible, but we will try.

posted about 11 years ago
#23 cp_badlands_pro in TF2 General Discussion
fsXDif it aint broke dont fix it

I think its nice to have a bit of change, maybe we could release a version with a few bug fixes.

But I kinda like the change. Playing the same old badlands over and over. Its like a old woman. :P (no insult intended to the older female tf2 players I know your out there)

posted about 11 years ago
#15 cp_badlands_pro in TF2 General Discussion
OOVOOVhard 4 me to see xhair on grassy textures
badlands super visible

Thats your crosshair then, badlands is the only map in 6s that I can think of with the sand colour.

posted about 11 years ago
#9 cp_badlands_pro in TF2 General Discussion
forksif you fix the splash problems or whatever on the traintracks at mid then i'm all for it

Will speak to him about it, might not be possible but will give it a try

posted about 11 years ago
#3 cp_badlands_pro in TF2 General Discussion

Will have some fps increase :D

posted about 11 years ago
#1 cp_badlands_pro in TF2 General Discussion

So, a friend of mine is working on a re texture for cp_badlands, thought you guys should check it out.

http://gamebanana.com/wips/42233

"I decided it was time to have a re-work of Badlands, because it was getting boring seeing the same old Badlands within fragmovies, I liked the textures, but I think something new and fresh could really revitalise the map, just like all the other RC maps had done. It's now 300% more pro with the new textures, following the trend of Barnblitz Pro, Viaduct Pro, Croissant, Process, and so on. I do however think that there could be a better blend grass texture availible, somewhere.

EDIT

There will be 2 versions.

1- a few changes with the glitches.
2- a revamp of the map (a project mainly for fun)

posted about 11 years ago
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