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SteamID64 | 76561198108250545 |
SteamID3 | [U:1:147984817] |
SteamID32 | STEAM_0:1:73992408 |
Country | Belgium |
Signed Up | May 3, 2015 |
Last Posted | November 16, 2024 at 10:00 AM |
Posts | 1662 (0.5 per day) |
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In-game Sensitivity | 30cm/360? changes |
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Raw Input | 1 |
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alec_how does dxlevel affect the tab out time?
it takes a while to tab back in only if you have the -dxlevel command in your launch options. That's why it's recommended in fps guides to launch TF2 with the launch option once and then remove it, keeping the dxlevel but solving the tab issue
I don't know the technical aspect of it but it definitely solves the issue
I had the issue for a long time because I forgot to remove it from launch options. It also re-execd my class cfgs every time which caused issues with my viewmodel/crosshair scripts I was using at the time
MR_SLINfirst six letters of the alphabet
You're getting ahead of yourself. First you need a playerbase. Once you have that you can start thinking about monetization.
Like I said before: What you're going for is more suited with the general setup mixchamp already has. You don't even have to find programmers to start your entire plan.
You can start advertising this very second to players on your stream, on youtube that you want to do this. Tell them to start playing mixchamp.
Once you have a playerbase you can find programmers to further expand mixchamp to more suit your vision, those of Erynn and tsc and most important of all: the community.
And the monetization comes into play then as well I guess. I doubt anyone would mind if there'd be a way to donate for a chat badge and/or other benefits. works for tf2center/serveme/etc. But there's no point in adding it if nobody uses the site
f2s4x1oAlso, how can it detect which crosshair to use for a class from a single vtf and if we could just make a large vtf with all our custom crosshairs and associate them to each class
This thread contains the instructions to assigning crosshairs to your txt files
This thread has instructions for editing VTF files
Yes you can just make 1 big VTF file with all your crosshairs. I did that at first but I switched to using multiple VTF files. It's really impractical because you have to change the entire file and line the crosshair up correctly whenever you want to change a crosshair.
If you use seperate files and you want to change a single crosshair all you need to do is change the file names. 10 times faster than having to edit the file all over again
I think you might be focusing on the wrong site, Slin. If your intention is to make a better platform than tf2c/stadium/faceit then mixchamp should be exactly that. It would even do what you want it to already: balance the teams without captains.
I don't think it 'starting immediately' is an issue. Sure it's not perfect but 12 people shouldn't have to wait for another 12 people to add up just to have a bigger pool to balance with. That's impractical. I'd rather play 2 games with teams that might be less balanced than 1 game in that same timespan because there was no 4th medic for half an hour.
The only reason I haven't switched to mixchamp yet is because it's not alive when I want to play. This can be solved by promoting mixchamp more. The new map cups helped with that but it needs even more. Organize viewer mixes with the site when you stream, promote it in your videos, ask other streamers to do the same.
The newbie mixes could promote it as well. There's plenty of people there who'd be down to play more without having to rely on tf2center and aren't confident enough to add up to pugchamp
Mixchamp might not be 100% what you're looking for but it's still the best thing you can use by far to achieve it
sopssage-
what if the cheater takes sniper
or ambassador spy
or scout
also pubbers wouldn't know how to outplay a projectile aimbot so soldier, demo, etc are also still options for the cheaters
The HL casual idea is not a good one if you'd do it just to battle cheaters
And if you'd do it for the fun of it: Keep in mind pubbers are more braindead than most tf2center players and HL lobbies are still terrible. Imagine playing it with even worse players
https://clips.twitch.tv/DaintyBlightedCarrotDoritosChip
https://clips.twitch.tv/PleasantDifferentCodSoBayed
- Release somewhere at the start of July
- Improvements to the flame particles. Might make flames look differently and will look very goofy until we get used to it
- Pyro is rewarded for reflecting (something like the "new" heal for extinguishing). ammo gain on reflect damage?
- Airblast also removes Milk/Jarate
- Detonator no longer deals a ton of damage to yourself. You will have an additional opportunity to fail a gap jump
- Buffs to the Rift weapons (vulcano fragment and sun-on-a-stick). Still never used.
- Razorback skin of one of those long tribal masks. If not then I'm making one myself. copyright claimed pls no steal idea, its mine
- New unusual effects created by community members that were submitted to the workshop like 4 years ago
- Forced graphic settings will remain in comp MM making any improvements obsolete
format: 6v6
ruleset: best of 5. Current system is good but best of 3 is a bit too short.
class limits: 2
Medic rebalance would be needed. Perhaps medics shouldn't be able to overheal eachother
map pool: Honestly at this point I wouldn't care if they throw in random pl/koth/ad maps. Back when comp MM came out I grinded it for a while and the 5cp gets boring very quickly. It's not terrible but it needs some variation because in the end it's just a pub and I don't want to play scout 24/7
I just want them to remove the forced graphic settings. Sure I'll use viewmodels, sure I'll play some badwater, but please make it play at more than 8 fps.
Their explanation at the time was "we want streams to look good" but there's only like 5 people that ever streamed comp MM and they all quit playing it because of the terrible frames and nobody else wanted to play because of it either
CaptainZidgelsageausI can't really visualize turbine still being called turbine with how much you would have to change to make it a good enough map for competitive play.Ok but hypothetically what would those changes be?
Never played/watched comp turbine when it was played in EU but I've played 1100 hours on that terrible map so I think I somewhat have a sense of what's wrong with parts of the map.
Spawn:
- 2 easy to lock down exits. 1 uber can lock an entire team in spawn. A sniper can watch both exits from shutter stairs
Spawn area and corridor which both exits lead to would need a big rework to block the sightlines and make leaving spawn not a death trap
Spawn stairs:
- Stairs leading to flag room might seem like a good idea on paper to give the defending team high ground but it actually just locks the defenders in spawn because the stairs funnel the team and make it super easy to spam if an enemy combo with uber is in flag room
- Stairs leading to shutter are less of an issue compared to map room but still feel terrible for similar reasons except you're pushing against a sticky trap outside shutter so gl with that
Suggestion for both spawn and spawn stairs: remove the stairs completely. Put spawn at the same level as flag room. Rework the spawn area completely. Needs more exits, needs more space, needs to not be a death trap
Flag room:
- Probably the least problematic area on the entire map but also it's a bunch of flat ground with very minor elevation so there's not much good to say about it either. Probably the only part of the map that isn't in a need for a major rework
- The corridor leading from mid to flag room is an issue though. Sniper sightline from medium hp to spawn stairs
Suggestion for flag room and corridor: maybe a bit more elevation around spawn room (higher flag, slightly lower ground around flag? idk) or some props would help
Block sightline from corridor to spawn stairs. Maybe make the corridor curve around to the left. I'd be against removing an entrance because that'd only leave the teams with 1 entrance from corridor. Needs to be moved around more
Vents:
Dear god this is so bad.
Suggestion for vents: needs to be an actual area where things can happen. Would mean widening the entire map so there's room to move around and stuff. same style as mid-flag room corridor maybe. Could be interesting if designed well. Can potentially also solve the shutter issue
Shutter:
- A single demoman can sit on medium pack and lock down the vents-mid exit + shutter with traps
"suggestion": this all depends about how spawn area and vents would be changed. Could add some glass to the sides to spot a demo if really needed or remove shutter. Would prioritize spawn/vent changes and then decide for shutter.
(Might continue this tomorrow if people actually agree on this. Have to leave literally right now to something)
still to do:
-bats
-mid (turbines, crates)
-mid steel stairs
edit: Here I am
Bats: Might not need any changes depending on what you change with vents and mid. Pretty ridiculous sniper sightlines but then again no matter how much you'd change mid there'd still be at least 5 better spots to have your sniper stand
Turbines and crates: I actually like the turbines as a prop. Though having 3 of them might not be needed. What you'd change about those depends on if you're making it koth/cp or keeping ctf. If there's be a cp you'd probably remove the middle one. I'd rather have there be only 1 in the middle for ctf.
This would leave the sightlines from corridor to corridor quite open but that's where the crates come into play. The crates aren't the absolute worst but it's not good map design.
I'd like to think people prefer ground elevation changing instead of having a bunch of flat ground and putting a bunch of props on it (It's always been my theory that's a big reason why granary is so disliked).
Steel stairs: Snipers can shoot through it. Not that big of an issue though imo. Could look into the turbine_pro maps that exist already. They add an extra connector from steel stairs to corridor which I think is pretty nice.
Suggestion for mid: Make mid bigger, mess around with the props. Add some if needed. Mess around with the elevation (if koth/cp slightly elevated cp?) I'd personally try to move the crates diagonally to block the sightlines between the 2 corridors completely and maybe mess with the amount of turbines and their placement. This is just a first idea I had though. I have no clue if that'd be an improvement but it'd be a start if you want to find something that is. Maybe add turbine_pro connector from corridor hp to steel stairs.
Also maybe add some tiny ammo packs at mid. For pub turbine it'd be terrible because of engineers but in a comp setting a sentry at mid won't be effective
sawester: i have 300 hors so im open
WRwhy do people dislike him so much that they don't even want to click his video?
I personally don't mind him too much, but I believe a lot of the frustration comes from him getting a front seat in communication with one of the least communicative gaming companies out there.
He arranged an interview with Gabe Newell and now also the TF2 team apparently and in the meantime the TF2 comp community (seemingly) doesn't get listened to. I can see how that frustrates some people, especially on TFTV.
Also his videos obviously attract that hiveminded circlejerk that freaks out whenever Valve says or does anything. So some people probably see his retarded fanbase and assume that VNN must be the same type of person.
From what I've seen people say who know him personally he's a really cool guy though and puts a lot of effort into what he does
there's a lot of people that don't want to watch VNN so I'll make a tl;dr
Valve was playtesting the new jungle map on a private Casual server along with some of the Saxxy winners from this year. They were invited to come to Valve HQ.
VNN interviewed the TF2 team and will be making a video on that soon (I doubt this'll include questions about comp. Will probably be more centered around the pyro changes/jungle map)