albaReinstall windows is what I would do
that's your answer to everything
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SteamID64 | 76561197987691103 |
SteamID3 | [U:1:27425375] |
SteamID32 | STEAM_0:1:13712687 |
Country | Sweden |
Signed Up | May 23, 2014 |
Last Posted | April 30, 2020 at 3:35 PM |
Posts | 85 (0 per day) |
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albaReinstall windows is what I would do
that's your answer to everything
great post! i've always despised logs for their inability to show overall effectiveness
diamond0wnerwhy do people still play this game
diamond0wnerflawed gamemode
0 people playing competitive matchmaking
200 viewers in online tourneys/matches
150 people signed up in leagues per continent
300$ prizepools
0 sponsors
0 real esports orgs
uncommitted top level players
no developer support
LOL
It's not like there are any other choices if you're looking for a team based shooter with the utmost mechanical skill and strategy. You could move to Quake CPMA for something harder, but that has no team work and TF2 is a flourishing active game by contrast. Any "popular" game you'd like to mention tends to suffer by being simple in order to appease people who don't like to try, thus resulting in becoming precisely that: "popular".
On top of that, how exactly would the game become more enjoyable by having larger price pools and more active players; my and hopefully others enjoyment of the game will and should remain regardless. The question "why do people still play this game" is superfluous and useless as it's palpable: An enjoyable game is preferred over a shitty one with a high price pool.
i mean every class should have a consistent way to finish people off, both roaming soldiers and demo's are lacking in that regard; when is extra weapon slot? I can handle more weapons that solely an RL
Badlands
Gullywash
Gravelpit (hush)
Granary
Snakewater
Process
Product
Reckoner
Sunshine
Flower_Shop_GuyOh, I get it.. I designed this map for a public servers, i mean not for 6v6. So that explains the feedback. Anyway, thanks for that.
Despite this, I'd love to see a workable version of this for competitive. I mean, what exactly does designing for pubs really entail? It seems to me that almost anything works in pubs. I've now played two 6v6 games on this and I'd like to offer some quick competitive feedback regardless, you can therefor take this with a grain of salt, or perhaps into consideration.
It's difficult for demos to rollout as there seems to be a lack of 50% hp kits in reasonable places. Perhaps put one in the three shutter door house.
Forward holding from second to mid is quite strange with the two double shutter doors to house, like somebody mentioned, pushing would force a really early uber pop right at the entrance; it'd be really difficult to get a hold of their combo standing on the mid point who would just drop down to their house for safety. This might be solvable by doing something similar to gullywash's big door.
Overall the mid point seems quite one dimensional, lacking any dynamic play, going into the cave should mean that a demo can lock them out from the fight and flanking from under won't work well most likely since it's too compact. A soldier can just sit there and wait for a free frag.
The sniper sightline from window in lobby right before the second point is too strong, you can see all the way to "choke" and "resup" all at the same time. Similarly the sightline is problematic from last (blu right) through the door which goes straight into lobby.
And as mentioned, the jump pads may be quite gimmicky.
I find the last point to be the most intriguing, since you can hold on the top at opposite side of the point. Overall, great work and quite fun and different!
sage78anyone want to try b1 out?
https://www.tf2stadium.com/lobby/6466
need 5 more!
this map looks absolutely incredible, the structure of the map is quite interesting, differing from the typical badlands/granary structures we see all the time. Interesting flank routes behind the last point, seems easy to do a forward hold in lobby etc
Configure->Shortcuts-> untick supress to the far right
RipTideinstead of selecting items that you'd like to be allowed it should be select the items you want banned
because less clicks
I agree! At the same time, I wanted people to properly evaluate each weapon and come to terms with whether they really think something should be allowed; rather than work on assumptions that all items were made in a way that offers interesting, balanced, skillful mechanics and strategies etc
Yes. Very philosophical.
I'd like to see what people actually think. Select the weapons/items you want. Not selecting an item assumes you want to ban it.
Vote here: https://goo.gl/forms/fucYdpZff0PTQeaS2
Results: https://docs.google.com/forms/d/e/1FAIpQLSeXCa30NAaNwFuTpbIx4PZnzxmeep71hEecppMb63FLfWnPfg/viewanalytics
In response to http://www.teamfortress.tv/38637/philosophical-question-about-whitelists-blacklists
I had to move the pre-loading manually to the custom/cfg autoexec, the valve cfg autoexec isn't executing.
Phoenix21it's not unique to this config right?
if it happens with every config that's because of the nvidia inspector lod tool, don't know if there is a fix to that except for reverting to the normal lod.
hm, yeah; that seems right. I can't seem to revert the LOD in inspec anymore tho. oh well, guess ill have to live with it.