This always comes down to the fact that no one fucking plays maps long enough pre-map voting to actually know if it's good or not. Tell me again, how long was koth_ashville played before cp_ashville, which was never played seemingly, was thrown into the vote?
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 | |
---|---|
Mouse | Deathadder 3500 |
Keyboard | Dell |
Mousepad | Puretrak Talent Large |
Headphones | Panasonic |
Monitor | acer 75hz |
I remember playing in TWL for one season and for the Turbine matches, it was whoever had the most caps at the end of the game, if I remember correctly. As long as there wasn't only 1 team that's way better than the other, then it was mostly interesting. But I definitely think CTF would be a lot more interesting with either touch return or 3-5s returns and movement gimmicks like TLR mentioned.
I know for a fact ESEA wouldn't agree to go with the idea, but I mean there is a working bunnyhop mod that could be implemented into the necessary servers during the CTF week. I don't know what happened to that one public server a guy set up for us that was ctf+bhop+instagib, but man that was some real fun.
just as things were starting to look up
are we going to see a lot of new invite teams next season because of this?
Using STVs to "smooth" is an unreliable method. If you're planning on getting anymore fancy than single left/right or up/down camera movements, then it would be better for him to re-enact the scene and use that POV instead. A little bit of more work for a better outcome, unless he's only going to use the STV for a single camera placement and not necessarily move it anywhere, then that's not a smooth and none of this matters.
gl
but i'm wondering how you'll get better smooths with stvs
we need pro like chro and insane like train
deathanchor, please remove my team from the honorable mentions. that wasn't our record until recently when esea decided to overturn half our matches, so no point in keeping us in there.
i still don't understand how people can't like this amazingggggg game
I was given this config below for jumping, but I've never used it and have no idea what any of the commands or whatever are, but if you wanna try it anyway, go ahead.
//Personal portable regen for offline jumping!
sv_cheats 1
wait 5;ent_fire !self addoutput "targetname player_me"
wait 5;ent_fire func_regenerate addoutput "classname func_regenerate_temp"
wait 5;ent_fire trigger_hurt addoutput "classname trigger_hurt_temp"
wait 5;ent_fire info_target addoutput "classname info_target_temp"
wait 10;give info_target
wait 10;give func_regenerate
wait 10;give trigger_hurt
wait 20;ent_fire info_target addoutput "targetname mytarget"
wait 20;ent_fire func_regenerate addoutput "StartDisabled 1"
wait 20;ent_fire func_regenerate addoutput "mins -100 -100 -100"
wait 20;ent_fire func_regenerate addoutput "maxs 100 100 100"
wait 30;ent_fire func_regenerate addoutput "solid 2"
wait 30;ent_fire func_regenerate addoutput "spawnflags 1"
wait 20;ent_fire trigger_hurt addoutput "StartDisabled 1"
wait 20;ent_fire trigger_hurt addoutput "mins -100 -100 -100"
wait 20;ent_fire trigger_hurt addoutput "maxs 100 100 100"
wait 30;ent_fire trigger_hurt addoutput "solid 2"
wait 30;ent_fire trigger_hurt addoutput "spawnflags 1"
wait 30;ent_fire trigger_hurt addoutput "damage -500"
wait 30;ent_fire info_target setparent player_me
wait 33;ent_fire func_regenerate setparent mytarget
wait 35;ent_fire func_regenerate enable
wait 33;ent_fire trigger_hurt setparent mytarget
wait 35;ent_fire trigger_hurt enable
because 90 doesn't look too bad on some weapons
yesterday i just realized how short salvador is and it's kind of ridiculous
welcome a small portion of the tf2/comp tf2 community
I think there are more people joining 6s than leaving. There are various reasons people could stop playing 6s, like work schedule, school, bored of TF2, the reason you mentioned (if this were the case), and others. I don't think 6s is dying, and I'm not implying you said that, but I think 6s is actually increasing, just slower than people would expect/want.
As for HL, I feel that's more "popular" because there are a shit ton of TF2 players who just think it's better to play a game with all of the classes available and with more weapons. That and Valve seems to mention HL more than 6s. It's easier to get into HL than 6s, and it's easier to get people interested in HL than 6s.
In a way, I feel like I can almost guarantee that if the 6s community were as into growing the community so much back when it started as we are today, then it would be a whole lot bigger.