Updated lists again.
Remember to post when you pay!
Account Details | |
---|---|
SteamID64 | 76561197960453871 |
SteamID3 | [U:1:188143] |
SteamID32 | STEAM_0:1:94071 |
Country | United States |
Signed Up | October 24, 2012 |
Last Posted | October 19, 2014 at 2:22 AM |
Posts | 1207 (0.3 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
Updated lists again.
Remember to post when you pay!
my prediction for the final 2 episodes...
episode 15 is going to jump ahead 6 months or so to where we saw walt in those flash forwards earlier in the season. Its going to either open with "6 months later" or its going to jump early on in the episode. I cant see them ending the show only doing 1 episode in the flash forward time frame.
As for the story... Jesse is still a slave meth cook for jack and todd. The czechs have been mad about the poor quality of the meth, and maybe jesse isnt cooking as well so the czechs finally get fed up and threaten to kill everyone if the meth quality doesnt improve. Jack goes after Walts family to force him out of hiding to cook (maybe they kill Skyler, and or junior/holly) Walt wants revenge agaisnt Jack for everything and goes after them. Walt kills everyone, finds jesse still alive and rescues him. As soon as hes freed, he turns around and kills walt. He walks outside and get shot in the back of the head by Todd.
Im calling it now... breaking bad will end like the departed lol
its a new unlock from valve. they felt the heavy needed a buff.
ColeI remember this one time Bopper got airshot into an airshot and then got airshot AGAIN on granary middle.
We remind him at least once a day about it and he gets super pissed. =D
Job well done cole. Job well done.
More people paid, and more possibles just added.
Keep digging mustard! You are almost out of that hole!
im pretty sure im older then that entire team... combined.
rooooooooooooooooooooooooody
awesome guy, been to a few lans with him. super fun to play with, and hes also quite good. pick him up!
"No extensions"
25 teams paid for at the time of this post.
17 open, 8 IM, 0 main, 0 invite
invite still only has 7 teams listed altho it's going to be 9.
4 hours left. LOL. extension incoming.
StealthyTwilitlordUpdated The Sticky Jumper to only allow 2 active stickybombs at a time
RIP Fun.
sv_cheats, addcond 5, normal sticks
Fun returns
Use "airborne". It's great if you are going to be at an event with a lot of people or on a plane or something. I also usually take it as soon as I start to feel sick. If I already am sick I tend to double shot the stuff. Knocks the cold out pretty quick
Updated the paid list again.
Please remember to post when you get paid up, and if you know of someone who isn't on the list that is paid please let me know
Sorry if this has been mentioned or suggested before, I couldn't find any existing threads so I decided to make one.
I hate playing jump maps. I am not knocking them, I'm just pretty bad at them most of the time. I understand that they help develop fundamentals, and ill be honest, when I'm actually hitting my jumps they can be kind of fun. Personally tho I prefer to practice map specific jumps that apply to match situations instead of syncing 3 rockets into a wall pogo.
What I normally end up doing is going into a server, loading a map, turning on sv_cheats so I can do hurtme -9999 and impulse 101 as I need them. It works well enough but say I'm practicing the process rollout... Once I get to mid I've gotta go all the way back to spawn to do it again which can get a little annoying. If I want to practice a different jump on a different map I've gotta change the map and setup everything again.
My idea is for a 6s based jump map. It would have a bunch of practical (and some less practical, but still useful) jumps/rollouts from various comp maps. Have the ground send you back to the start of the jump you are on if you mess up. I don't know if an !add system like MGE would be possible, but if not a main room with doors to each jump (like many jump maps have) would work fine
Some suggestions for jumps/rollouts
- process rollout (for roamer and demo)
- badlands choke to enemy spire
- snakewater lower to ramp/cheese
- metalworks fast flank to enemy flank
- process sewer side door to spire
- process fast mid to enemy spire
Those are just a couple I thought of quickly, and some are easy, others a little tougher. Each jump could be designed so that you can only touch the ground/walls where you would need to jump/pogo and anything else you touch sends you back.
I dunno I thought it was a decent idea so I figured I'd throw it out there. If it seems to be a somewhat popular idea maybe someone with map making skills could build something like this if they are bored and looking for a project.