skaz
Account Details
SteamID64 76561198061316177
SteamID3 [U:1:101050449]
SteamID32 STEAM_0:1:50525224
Country Australia
Signed Up September 2, 2015
Last Posted June 20, 2026 at 4:22 AM
Posts 149 (0 per day)
Game Settings
In-game Sensitivity 1.2
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144
Hardware Peripherals
Mouse gpro superlight
Keyboard Ducky browns
Mousepad Qck +
Headphones audio technica ath-m50x
Monitor  
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#12 cp_soursob in Map Discussion
flickMap looks cool. My main complaint in each iteration I've seen is scale. Just feels like u take fall damage from everywhere.

Yeah you're right, thanks for pointing that out, it had actually not crossed my mind. Will fix this.

posted 4 hours ago
#10 cp_soursob in Map Discussion

a11 - Valley rework + Small bits
I was aware valley felt awkward but I couldn't figure out where I wanted to go with it till now.

Changes
- Valley has been reworked. It is now shorter and curvier with new geometry and detailing.
- Small changes to gameplay on last.
- Minor texturing and clipping edits.

Still looking for playtesters/artists.

posted 23 hours ago
#9 cp_soursob in Map Discussion

a10 - Major changes
Cheers everyone for the feedback.
This update sees major changes to last, mid and some other bits.
If anyone is into graffiti and wants their artwork displayed on the map, hit me up.

Changes
- Reworked choke/mid lobby.
- Secret on last has been shortened.
- New hallway on last.
- Moved catwalk on last forward.
- New perch on second.
- Moved lobby pack to assist pushing out of last.
- Lowered walls on last to give scouts more highground.
- Added cover on second+last to nerf sightlines.
- Under mid now has two small health packs and one med ammo pack.
- Moved ramp on mid to allow for slightly faster flanks.
- Made ramp on last flush.
- Heightened shed on second.
- Some ramps have a gentler angle.
- Opened up roof above balcony on second.
- Cleaned up some details.
- Texturing/Detailing (still mostly dev textures)

Did a quick edit of some rollouts. They aren't the best but give you an idea of what a better jumper might be able to do.

posted 1 week ago
#8 cp_soursob in Map Discussion
flatulencemap looks sick but damn it is giant 0_0

Thanks for the feedback. You are not the only person that has said this.
Are there any areas specifically that feel too big? Are the doorways too tall? Are the ceilings too tall? Does it take too long to get to places? Do you feel like fights happen at too long a range? Rollout too long? Distance from last to mid?

I want to address this but I need a bit more information.
For the sake of the discussion, this is a size comparison between Reckoner, Granary and Soursob in hammer (with most OOB areas removed). The pocket rollout is roughly the same as Granary's
You are right that its quite large, but I am trying to decide whether the size is causing gameplay issues or whether it simply feels large.

https://i.imgur.com/jRFMnLo.png

posted 2 weeks ago
#6 cp_soursob in Map Discussion

a9 - Gameplay/Refinement

Hi all, thanks to everyone that downloaded the map. (Nearly 50 downloads!)
I am currently looking for moderately skilled teams (don't have to be prem/invite) that would be happy to test the map. I'd like to avoid pug testing and focus on scrims for consistency sake. If the map looks interesting and you have friends that like to play video games, reach out!
The name Soursob was initially a placeholder, but it stuck. I also considered: Sourgrass, Avenue, Streamline, Underpass and Overpass (lol). I am still open to changing it and I'll take ideas.

Changes:
- Added a ledge to help players jump to the health pack on last.
- Removed large construction light prop from forwards.
- Spawns are closer to shutters to help stop beam disconnecting from demo on rollout.
- Moved ramp by choke forward to help players using it to slide on rollout.
- Lobby pack is now medium, as the previous update moved the pack on second further from lobby.
- Elbow mini pack is now moved to balcony. (mid)
- New window in spawn.
- Removed perch on second.
- Removed clipping on light-posts
- Blocked off OOB sight-line on last.
- Cleaned up clipping and geometry across the map.
- Cleaned up rough terrain.
- Removed some obnoxious detailing.
- Added some lovely detailing.
- Reworked lighting across the map.

I lost my notes as I just did a clean install of my os so I'm probably forgetting some things.

posted 2 weeks ago
#1 name change in Requests

skaz to rach
remove stream from sidebar if not already

ty <3

posted 2 weeks ago
#1 cp_soursob in Map Discussion

Hi, some of you may recognise me as the creator of Mannbase, well I am working on a new map.

Cp_soursob is a 5cp 6s map set in an Australian suburban industrial district, under a bridge, bordering a nature reserve. It features unique areas and interesting height differences to separate it from the rest. It has been described as "cool" and "better than your other maps" by my friends. I like reckoner, sultry, metalworks, gullywash and tf2 and I think it shows.

Most of the map is still using dev textures, ready and waiting to be pulled and prodded. Visual/texture bugs are to be expected, please keep feedback related to gameplay or layout unless those bugs affect gameplay.

Latest version: cp_soursob_a10
TF2Maps+Screenshots
Rollouts

What is a soursob?

https://i.imgur.com/RL2Ojn7.jpeg

If anyone is into graffiti and wants their artwork displayed on the map, hit me up.

posted 2 weeks ago
#2 cp_nile (5CP) in Map Discussion

this map rocks

posted about a year ago
#1 name change in Requests

from skaz to skrachel
thx

posted about 2 years ago
#64 Mannbase Alpha (5cp) in Map Discussion

RC2b

Screens
Download

Gameplay:
• Opened up choke to allow for more creative jumps.
• Fixed one sided hp/ammo packs.
• A few new spots around the map to allow for some interesting opportunities. Most notably the new platform in lobby to help hero shot into last.

Detailing:
• Yuh there is.
• New 2d skybox for those that turn off the 3d skybox.

I have probably not mentioned everything here, many of these changes were done over a long period of time when I felt like loading up hammer.

posted about 2 years ago
#62 Mannbase Alpha (5cp) in Map Discussion
poyhttps://imgur.com/leSsTl4 erm...

Should be fixed in latest version RC2a

posted about 3 years ago
#60 Mannbase Alpha (5cp) in Map Discussion

RC2a

Screens
Download

Coupla thingos innit

Gameplay
• Added mini hp and ammo on last further forward to help defenders
• Added jump pad on mid to assist rotates
• Made ceiling flush in some areas for mobility
• Removed pimple on last for mobility
• Simplified lobby for mobility
• Lowered door into second and detailed
• 2 Medium hp in lobby now
• Removed the pocket area from choke
• More cover on last for def
• Crate near the back of second to help meds onto the high ground

• Skybox is not buggy
probs some other stuff too that im forgetting including details

everything is broken hang on

posted about 3 years ago
#59 Mannbase Alpha (5cp) in Map Discussion

RC1b
This is likely the last version of Mannbase where I go out of my way to update it. That doesn't mean it won't get future updates. If the map gets played in a league or receives sufficient feedback I will be more than happy to update it.

Screens
Download

There are many small refinements and a few very large refinements. There is one change that might not be the best for competitive play (this being the back door to quake room being added back in), but it is a feature that to me is very key to Mannbase.
So here are the changes.

Gameplay
• Removed small ammo and HP pack red side second. Didn't realize this wasn't symmetrical, my bad.
• Adjusted the ramps up to the point in mid. I feel this improves movement in this area.
• Added back the back door to the quake room. Should help attacking into second from middle.
• Removed window in quake room. Hoped it would be used to sac into second but this was just a bad idea. Window was too small + scouts could just sit in there and deny soldiers.
• Split up lobby slightly. The wideness of lobby was always a complaint from players, this doesn't directly fix this but should make fights closer range.
• Moved one of the spawns doors at last back. Nerfs resup binds.
• Added a cart on last next to a wall. It's a tiny change, but should help attackers a tad.
• Removed no-builds on last.
• Flattened last slightly.

Details
• Adjusted lighting in dark areas.
• Replaced brush details with props.
• Detailed shutter door frames.
• Removed the buggy textures mentioned above.
• Detailed various places all over the map.

posted about 3 years ago
#2 The Top 20 Oceanic Players of the Past Five Years : #20-#16 in News
lizrd-wizrdwheres alt?

alt?

posted about 3 years ago
#36 cool album covers/art in Music, Movies, TV

Get to Heaven

https://upload.wikimedia.org/wikipedia/en/d/d4/Get_to_Heaven_Everything_Everything.jpg

posted about 4 years ago
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