When will koth_highpass join the maplist
Or, what maps are they potentially looking at including in the next season?
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SteamID64 | 76561198049798322 |
SteamID3 | [U:1:89532594] |
SteamID32 | STEAM_0:0:44766297 |
Country | Canada |
Signed Up | December 25, 2012 |
Last Posted | July 8, 2016 at 9:30 PM |
Posts | 221 (0.1 per day) |
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When will koth_highpass join the maplist
Or, what maps are they potentially looking at including in the next season?
csxkatttLiterally I'm pretty sure my boyfriend and I are going to be playing tf2 all day until we have to go to the movies to see die hard.
much love to all you guys <3
nightwatchI'm going to spend tonight playing our UGC Viaduct Match. I love you, team. You're more important than my girlfriend! <3 VF$
is your match being casted? i really really wanna watch a match tonight!
I doubt it ... #UGCSilverProblems
Not to mention that our roster's been shaky recently so we're unlikely to be playing very well.
I'm going to spend tonight playing our UGC Viaduct Match. I love you, team. You're more important than my girlfriend! <3 VF$
The scale and size seem to be pretty good, and not too far from other popular maps like Badlands and Granary. However, the number of flanking routes throughout the map is simply too high. After rolling out to mid as demoman I laid 8 stickies down on potential entrances for the enemy team and I still couldn't cover all of them.
Here's a picture of the entrances to the middle area and the paths that can be taken by the enemy team:
https://dl.dropbox.com/u/48151262/cp_wetcoal_current.jpg
Now look at Badlands:
https://dl.dropbox.com/u/48151262/cp_badlands_compare.jpg
Notice how the area to concentrate on is much smaller and there are fewer routes.
He wanted heavy, not engineer.
This map was updated quite recently. A few pugs might be a good idea to see if it is ready for the competitive scene or not. Changes from the changelog:
- Increased width on platforms at Last cp. Added a high see-through fence/cover and also connected the right and left bridges together for easier movement overall.
- Added a second floor to the small house next to the first spawnroom.
- First spawn moved back 256 units. Makes it harder to duck into the spawn for cover when defending last.
- Spawntimes reduced by .5 seconds
- A lot of new textures, and subtle variations of shades on all red/blu textures. Less wood and more concrete and metal.
- General detailing and clipping, the usual stuff.
- Less geometry 'popping' though weird areaportals, I hope. This is really hard to eliminate completely and still keep a good framerate.
I just got my first headset and I'm having a few problems. I used to run a small microphone on my desk and just used some regular headphones when I played and everything worked great, but now that I've set up my headset I've noticed that in-game volume is reduced quite a bit whenever I talk on my mic, and it lasts for almost a whole second after I stop talking.
I've tried playing around with volume settings on Windows 7, in TF2, and tried leafing through the headset manual (it's a really simple Windows Lifechat LX-3000, nothing fancy at all, just the bare minimum) and I can't find anything. What software do you think is causing this problem and what can I do to fix it? I'd rather have all sounds be the same volume all the time. Could it be a hardware issue built into the headset?
Thanks in advance!