The qtc one is quite comprehensive but a bit broken in places now, so I did a quick search to try and find some info on it (who made it, is it updated) but I could only find a different "qtc" hud. Are you sure the one you posted is definitely qtc hud?
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SteamID64 | 76561197993747326 |
SteamID3 | [U:1:33481598] |
SteamID32 | STEAM_0:0:16740799 |
Country | United Kingdom |
Signed Up | November 18, 2012 |
Last Posted | October 18, 2015 at 10:15 AM |
Posts | 97 (0 per day) |
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torritits one thing that he has shitloads of hat money
its another thing that he uses that money to revive competitive tf2
literally better than the entirety of the valve tf2 team
28002 viaduct
FantasmosThe public version of the map is released!
But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone?
Some things that come to mind are:
Make it daytime (or dusk/dawn).
Add an extra spawn exit to make dealing with spawn camping easier.
http://i.imgur.com/0pPeiwxl.jpg
:(
Make this a small ammo and small hp, there's currently too much ammo around mid and not enough HP on the left side (or maybe there's too much HP on the right side?)-
http://i.imgur.com/BfJSpzJl.jpg
Currently blu team has an advantage getting to this HP-
http://i.imgur.com/Fw0QUXXl.jpg
Replace these trees with something, maybe mid level platforms coming out of the walls to add some height variation to the mid. From a 6s perspective good mids are the ones with lots of height variation to play off-
http://i.imgur.com/4Lbe2DEl.jpg
Also have you considered adding a spire?
http://static-cdn.jtvnw.net/jtv_user_pictures/emoticon-2868-src-5a7a81bb829e1a4c-28x28.png
But seriously this map is looking awesome can't wait to play it.
Yep that worked, thanks!
jonazTaroAnyone know how to fix maps being shows as "[unknown]" on scoreboards?
I'm using Foster's scoreboard (http://teamfortress.tv/thread/1010/) with broeselhud_blue.
http://imgur.com/wZ5GYDA
delete mapname and gametype sections from scoreboard.res
Is there no way to get it to display the map name? That just removes it completely..
Anyone know how to fix maps being shows as "[unknown]" on scoreboards?
I'm using Foster's scoreboard (http://teamfortress.tv/thread/1010/) with broeselhud_blue.
it would be fun if this wall could be surfed :)
Zebbo, Cookye, Bybben or Ryb!
ヽ༼ຈل͜ຈ༽ノ raise your broders ヽ༼ຈل͜ຈ༽ノ
takramA few yA hud edits w/ZimHUD capture point icons.
Hey nice work i'm using this now! One question though, how do you change the low ammo colour from gray to red? The gray colour makes it kinda hard to see and isn't really different enough from the normal ammo.
Watching Epsilon without Knoxxx didn't feel right , you could tell their coordination wasn't as good. If they finally sort out their roster and Knoxxx maincalls I think the Epsilon we'll see at i52 will be completely different. Still won't be the same without Numlocked and Stefaaaaaan tho.
Regardless I'll be rooting for the Aussies, it is their turn to win after all!
smzi6s doesnt really evolve the skilllevel just drops heavily and divisions get filled with lower division teams
also season 13-15 were quite good tbh always roughly 4 teams battleling it out with epsi being ahead for first spot
You're right about the skill level dropping, but I believe it only applies to prem and will only be shit for 1 season. The summer season is always the worst because people have exams and then want to go on holiday instead of playing TF2. But I think prem will start to look like a new, different and potentially better beast in S19, some div 1 teams will have had a chance to prove themselves and some prem players will return.
There are some really motivated players that have been hovering around d2 and d3 for a while now because there is no room to move up. The average skill level of the whole ETF2L scene has been constantly increasing, I've played 3 seasons in div 3 now and the competition was better every time. Prem may be shit this season, but the rest of the scene is a step above what it was last season.
WARHURYEAHTaroIt's not a bad thing, it gives room for new talent to move up.
Not as easy as that, there has been VERY little new talent moving up and actually being worth anything, I think the most recent examples are probably Shadowburn & fl1p. There is quite a bit of dead weight in div1/prem where people have been able to get in a team around that level without actually improving or trying to improve.
In my opinion Shadowburn and fl1p are really interesting players, because not only have they improved every season, but they've improved at a much faster rate than everybody else - they really are the definition of upcoming talent.
I think there are players who have been improving (especially in div 1), just not at a fast enough rate to become stand out players and be let into prem - so instead they're in div 1 doing it the old fashioned way trying to beat everyone else in their division. I honestly think LEGO will finish mid d1 this season.
What I'm trying to get to is that people are confusing fewer good teams in prem and d1 as a sign the whole scene is shit. But actually the top teams in d1 and prem are no worse than in the past, it's only some mid/low d1 and prem teams that contain the dead weight.
It's not a bad thing, it gives room for new talent to move up.
Prem has been the same players in different configurations for a while now because no one ever quits this game. So imo this is a nice change, hopefully we'll see upcoming talent bring new play styles and a fresh perspective to the scene. This is definitely not the end, 6s needs something much bigger than just a few top players quitting to kill it. Top players have been leaving the scene for ages (some are mentioned in the article - Haza, Rebeli, Hymzi, Hocz, Jh, Shintaz, Cube, Agron, Darn, Exfane to name a few) but 6s doesn't die, it evolves.
Not trying to defend them but Valve definitely did something to try and fix this bug, as I haven't noticed an invisible player since the update last year. But evidently Valve only partially fixed it. Something to think about is that if I'm no longer seeing invisible players, maybe Valve haven't noticed the problem as well.
I know they don't always listen but if they notice several complaints about the same thing they should do something about it. This is probably one of the worst bugs to happen to this game and if Valve doesn't think invisible players is a problem and ignores complaints they aren't going to be doing themselves any favours, so I strongly recommend everyone who has noticed invisible players sends the TF2 team an email.
I also suggest re-installing and seeing if that fixes the problem, as this bug is definitely less common than it used to be.
EDIT: I've noticed a few invisible players the past week, I think the update on the 11th/12th fucked something up again. Only other thing is I installed a new HUD last week, but I don't see how changing HUD can cause invisible players?
I'm gonna reinstall TF2 in a couple days and see if that fixes it, I'll update this post again with results if I remember to.