rock-
Account Details
SteamID64 76561197979949546
SteamID3 [U:1:19683818]
SteamID32 STEAM_0:0:9841909
Country Italy
Signed Up July 4, 2013
Last Posted August 10, 2015 at 10:53 PM
Posts 337 (0.1 per day)
Game Settings
In-game Sensitivity 1.5
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
60hz
Hardware Peripherals
Mouse Zowie EC2-A
Keyboard Qpad MK80 CherryMX Brown
Mousepad SteelSeries QcK+
Headphones Sennheiser PC350 SE
Monitor Samsung PX2370
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#6 Best Power Supply? in Hardware
cabinhttp://www.newegg.com/Product/Product.aspx?Item=N82E16817151094&cm_re=seasonic_psu-_-17-151-094-_-Product
Bam, you can go higher wattage if you want.

Here's a very thorough review of it.
http://www.jonnyguru.com/modules.php?name=NDReviews&file=print&reid=185

ye just go for this, it's great

posted about 9 years ago
#3 Best Power Supply? in Hardware

Or just get 500/550W so you won't fear future upgrades, otherwise 450W for that config will do just fine. pretty much any Antec, Corsair, Xfx, Cooler Master, you should be able to find a nice ass 550/600W psu with that budget

posted about 9 years ago
#20 chairs in Hardware

Ikea Markus, GG

posted about 9 years ago
#3 Cobrastyle by Herr_P in Videos

GEGE :>

posted about 9 years ago
#12 Zowie FK2 in Hardware
dippidyThat's like the 4th FK they've released in a row, I mean its a fantastic mouse and all but what about a 3310 EC1 or a 3310 AM?
posted about 9 years ago
#10 cp_lowtide (5CP) in Map Discussion
obsidiianMake it not snow. Some people have a hard time differentiating between players and environment in the snow.

what?

Anyway i'm trying the map, there seems to be a small problem with the spawns' doors. When you come out from the door both sides, there's like a stutter, prolly the doors are a lil too short, try and make them taller, just a little, or you may try and enlarge the trigger block, to make it open a little earlier, you can notice it better if you exit from the spawn as medic.

Also both here

http://i.imgur.com/C0Kv2g0.jpg

and here

http://i.imgur.com/m82Lh1i.jpg

you should replace those ladders with better and easier climbable ramps, those small ladders could be a bit tricky.

Overall i love this map, i like the setting, i like the fact that it's probably a fast map, rarely we'll see stalemates, i guess it just need some little improvements, and maybe some decorations :D
I'm proposing it next doublemix for sure...

posted about 9 years ago
#233 cp_logjam (5CP) in Map Discussion
HyceThe idea is the corridor allows players arriving from choke or cave to have a safe route to a high ground on mid that is not the house or bridge, allowing more than one good way to approach the mid. Before the only good option was going to house and then across the bridge.

that house only have one way to exit on mid (both from choke or cave push) which ends in a pretty blind spot

http://i.imgur.com/nhJpMRo.jpg

honestly, who would push from here? roamers could do slaughters if combos come out from here, it's a trap, and also if the rest of the team can't hold house and/or the bridge, you'd be flanked easily, in case you push all the way out from cave, there might be a chance to accomplish the push, still, but if you come from choke, there's no way on earth you could go inside that without getting destroyed, or in any case there's no way to win the push, unless the opposite team is blind or have some kind of handicap

edit: well actually, my fucked up mind translated "The idea is the corridor allows players arriving from choke or cave..." players as players who are pushing, combo, etc. If that's supposed to be a flank, used by scouts or roamers, it's not a bad idea, but as a flank it's kinda too exposed and visible and ends pretty much in the opponent team's face

posted about 9 years ago
#231 cp_logjam (5CP) in Map Discussion
HyceHere's beta11pre3.

Changes:
Made the new corridor on mid less obstructive
Re-arranged sneaky and the left entrance into last to make more sense and play better
Swapped the health and ammo in lobby

Screens can be seen here: http://imgur.com/a/9jSpo

https://www.dropbox.com/s/gs31cmlrpfpl1df/cp_logjam_b11pre3.bsp?dl=0

nice, i really like the change you made in lobby, and surely the corridor is much better, but i still don't see the point in leaving such huge thing there

posted about 9 years ago
#229 cp_logjam (5CP) in Map Discussion
HyceRemoving that hood doesn't give you cover to cross over. I suppose I could try something smaller, but I'm not sure if the way it is in the picture is the best way to deal with it.

yeah, should be something smaller than the one in b10pre1 or at least put in a better way, so that there can be a wide corridor, and also i guess removing everything it's not that good yeah.

wareyaYou might have to expand that part of mid a little if you want both the cover (fences, boxes) on the tunnel choke and the hood right next to it, Hyce. It's too cramped.

i did some modifications in the lobby :> but i'm not happy with the lower right passage, you can see all the way to the right side of the lobby, and it's definitely too much

http://imgur.com/a/Owq95

posted about 9 years ago
#225 cp_logjam (5CP) in Map Discussion
wareyaYou can use "x" to enable moving stuff in 3d mode, but it's not too easy.

i see, thanks for the tip :)

posted about 9 years ago
#223 cp_logjam (5CP) in Map Discussion

i was able to apply some of the things i suggested, but for some reason run map thing makes the program crash and if i try the compiled map manually, tf2 crashes :D but i was able to do this:

http://i.imgur.com/Iqu9myL.png

http://i.imgur.com/2RuJ2bG.png

http://i.imgur.com/VrDNyMo.png

simple things, but not that simple for me :S it took me at least 30 minutes to realize the other views are essential to move things, lol

posted about 9 years ago
#222 cp_logjam (5CP) in Map Discussion
wareyaYou're running it with a .bat file, right? The command line should be >javaw -jar bspsrc.jar

It might just be running with the wrong java executable (needs to be "javaw", not "java"), or without the -jar parameter.

actually i didn't extract all the files :D

posted about 9 years ago
#220 cp_logjam (5CP) in Map Discussion
wareyaMake sure java's up to date, and if you're on a 64-bit OS with a 32-bit java, try 64-bit java. Make sure to be using official java as well, if you're on linux, instead of the open source implementation, for compatibility reasons.

i'm on W 8.1 64bit i double checked everything, i've got java 8u25 64 bit, but it doesn't start up

edit: nvm i'm totally retarded...

posted about 9 years ago
#218 cp_logjam (5CP) in Map Discussion
wareyaYou should use bspsource, not vmex. Link: https://github.com/ata4/bspsrc/releases

lol i was looking for the 1.3.18 version, couldn't find it, i thought it wasn't out yet, thank you!!
edit: actually i don't know why but it doesn't start :(

posted about 9 years ago
#216 cp_logjam (5CP) in Map Discussion
HyceYou can decompile the map using Vmex, if I recall. It is pretty much perfect, the only issues I've ever seen with it are with some entities, never level geometry. If you want to decompile the map and edit it to make your ideas work, good luck. Hammer is a really frustrating program and if other map devs would look at my map they would know how crappy things line up in some places, haha.

I do appreciate all the feedback. Some of it looks good, some of it might not be necessary. I'll be looking into a lot of what has been said and hopefully have b11pre3 or beta 11 official out late late late tonight or tomorrow.

Thank you

posted about 9 years ago
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