jump maps
Account Details | |
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SteamID64 | 76561198019690502 |
SteamID3 | [U:1:59424774] |
SteamID32 | STEAM_0:0:29712387 |
Country | United States |
Signed Up | March 9, 2013 |
Last Posted | December 26, 2018 at 8:11 PM |
Posts | 275 (0.1 per day) |
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In-game Sensitivity | 5 |
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Raw Input | 1 |
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1920x1080 |
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Mouse | Steelseries Kinzu V2 |
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missing an individual spawn for each team after you cap mid. I think because you spaced out the main spawns between 2nd and last there is only one, but most 5cp maps have 3 spawns for each team depending on which point is capped. 2nd point is pretty nudged into a tight space and is extremely easy to spam. moving it out into the open and replacing the old spot as a flank leading from mid might make the flow and defense much better.
besides all of that, very excellent map. I really like how mid changes after it is capped, and I think the changes should be a bit more jarring(paths opening/closing). There was another map on here that played with that idea called cp_convolve. it was a ton of fun being denied a whole entrance/route after capping that you had to really strategize when it closed.
Hello. Can you make this look sharp and fresh? and add a kurwa! in front of it? Thank you.
https://upload.wikimedia.org/wikipedia/commons/8/86/Polandball.PNG
pet your cat when you feel the urge to jerk off
Have they added any competitive cvars?
truktrukhttp://puu.sh/e6QF5/9a74dd2a73.jpg
Squad
mustardoverlordI'd be absolutely fine with no nerf, but if there were to be a nerf I think it'd have to be in ammo count, nothing else proposed would help balance or even be neutral to balance in 6v6 (which is the only thing that really matters, for reasons I can go into if you are incredulous of such a view)
Can you go into that real quick? I want to hear it.
fatswimdudeWhat do these people do instead of comp to avoid any toxic players?
Trade