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Account Details | |
---|---|
SteamID64 | 76561198032857178 |
SteamID3 | [U:1:72591450] |
SteamID32 | STEAM_0:0:36295725 |
Country | Pirate |
Signed Up | July 23, 2012 |
Last Posted | March 25, 2019 at 7:24 AM |
Posts | 5130 (1.1 per day) |
Game Settings | |
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In-game Sensitivity | 1.6 |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1280x1024 |
Refresh Rate |
75hz |
Hardware Peripherals | |
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Mouse | Deathadder 3500 |
Keyboard | Dell |
Mousepad | Puretrak Talent Large |
Headphones | Panasonic |
Monitor | acer 75hz |
Spawn Room:
Spawn room is pretty good. Only problems are the health cabinets. They're not in terrible spots necessarily, but they're really inconvenient for people who don't get the better spawns. If you don't make your spawn jump correctly, you'll slow yourself down by getting the health (for demos, soldier doesn't matter). This only applies if you plan on purposely jumping out of your medic's heal range.
Rollouts:
Going left side for rollouts with soldier seems to both a) take too many rockets and b) take too long. Now I don't know the exact left side rollout, but I went with what I thought was obvious. As for the right side, it seems more convenient to go that way, especially with the brief chance to water jump on your way there.
I'm going to assume these rollouts are fine for demo since they're basically fine for soldier.
Mid Point:
On mid point, around the point itself, I don't see much room for good scout mobility. It's all flat ground around the point. There is the area above mid, but there's only one effective way of getting up there. Technically there are two ways, but one requires pixel landing basically (the barrel on the far left side) with two jumps after, while the other way of doing it, if you rollout on the right side, only takes two jumps and is 100% easier.
Rolling out left side with scout takes a lot longer than right side, and the left side is also the side with the harder jump to above mid. So there's no real point in taking left over right with scout (or soldier). But taking longer to get to mid isn't the problem, it's the lack of usable props around mid that allows scout to use its double jump effectively.
tl;dr almost pointless rolling out left side with soldier or scout. no useful props for scout to use its double jump properly. only area mostly safe for scout, if used right, is above the point. can only reach above the point from the right side unless you want to slow yourself down a good amount by coming from the left side. left side takes too long to get to mid compared to right.
Second Point:
After thinking about this for a little bit, it seems like unless your team has uber, then defending second while the other team is on it is kind of hard. Pocket will need to waste a rocket jumping to the point if not already right by it (which he won't be if he's positioned well enough because the other team is capping it). It's fine for demo for the most part. Medic can't get back up on point without going too far up, which can be dangerous, or going through that tiny hallway, which can also be dangerous if their demo is on the point. Flank can't play by the point because of the whole right side and the many flank possibilities. So really, the edge/cliff needs to be shorter IMO.
Last Point:
I like the last point. Wide open but not too wide open. Multiple entrances/exits.
Extras: On second, you can hide inside of that tree trunk with the banana on it. Prop isn't solid. Also you can shoot stickies from second to one of the spawn doors at the last point.
If you shoot from here - http://i.imgur.com/5gx9IMM.jpg - it will land here - http://i.imgur.com/aXITe7K.jpg
So taking everything into consideration, I feel as if this map has really good potential. I haven't actually play tested it, so I can't so it's definitely a contender for ESEA/ETF2L rotation, but if you fix a few obvious problems up that I mentioned, I can definitely see it being a decent/good map.
bump
Only have working stuff from 6 people. Gonna need a lot more stuff. If you guys have multiple stuff, please do send more than one demo.
I enjoy scrimming their team. It's never a roll for any side and it's a fun experience. Like Zigzter said, I feel like I learn something a lot easier against them than I do other teams in open.
That guy gets some pretty nice airshots in the frag video he links.
That's why you make back ups, man. Do what Marxist said and set POVs to read only before watching them. You can try going to your autoexec's properties and searching for an older version.
vanillaDave__AlwaysChampion©
vanilla: i don't see a copyright anywhere
elena: it's there
elena: in the fine print
vanilla: don't care, i'm stealing it
u son of a bitch
Open input devices and go to your microphone's properties. Find the tab that has a bunch of effects like noise cancellation for example. Uncheck all of those, or whichever number of them are checked if any. Make sure the volume for the mic is on 100% and if it's still too quiet, try using mic boost. You can also try different jacks.
bsc is a cool guy. my former turbine and swamp people buddy.
what happened to the love man? good luck in your search anyway!
ompkirbyCouldn't you make the TF icons available for non-subscribers so people aren't paying to have content owned by someone else?If copyright law worked that way, piracy would be legal.
good point
Couldn't you make the TF icons available for non-subscribers so people aren't paying to have content owned by someone else?
Actually, I dunno when I'll be starting this. I forgot pre-Christmas update demos don't work. I'll need more people to send demos that are new.
If you send any demos after this post, please make sure they are working demos (post-xmas update). If anyone who has already submitted in this thread and reads this, please let me know which demos are post-xmas if any are.
I thought the metal sheets being placed there were supposed to be the sniper counter, not the splash hitting through it.
There are only so many jumps that are useful* in ESEA maps, and only so many ways to do them. When people say that you can only take so much from jump maps into scrims/matches, it's because of that very reason. You won't find many opportunities, if any at all, to do a double wall jump leading to a skip jump without it affecting either a) your ammo count when it's probably needed since you're bombing, b) your health count even with gunboats or c) both.
* When I say useful, I mean jumps that are effective and aid you in whatever it is that you're doing (in this case, bombing). Something like jumping from the first badlands forward spawn to valley entrance into house is a nice think to be able to do consistently, but it's not necessary let alone effective or useful for roamer bombing or bombing in general.
It's better to learn how to consistently make those effective and useful jumps in ESEA maps than it is to learn how to consistently make those cool, pretty looking jumps you will find exclusively in jump maps.
To be honest though, I think it's more of a problem with you being nervous about messing up. There's always that chance you will screw up your bomb or won't but will fail to do what you were going for (dropping/popping medic or whatever), but what's important is that you tried and the more you try the less nervous you will be and ultimately the better you will become at doing it.
Clank Pyro is useful with the degreaser?
What? So being able to switch to your axtinguisher quicker and deal typically quick and easy crits isn't useful for the class when compared to stock or backburner?