wareya
Account Details
SteamID64 76561198009358827
SteamID3 [U:1:49093099]
SteamID32 STEAM_0:1:24546549
Country United States
Signed Up August 23, 2012
Last Posted April 22, 2020 at 6:24 PM
Posts 2041 (0.5 per day)
Game Settings
In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
Headphones Generic
Monitor Generic
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#3 What Would You like to See On: Pyro in TF2 General Discussion

Remove the reserve shooter from the class entirely and replace it with something that isn't obnoxious gimmicky selfish bullshit
Degreaser getting the flamethrower's pre-buffed airblast
Flaregun raising weapon switch time or actually any change at all that would make it not be a viable axtinguisher replacement/alternative
Give airblast some kind of falloff so that scraping a scout with the tail end of the blast doesn't give the same kind of blast as destroying them at point blank with it
Fix the double jump airblast airstall bug
Fix the class's weight/mass so that they can't surf rockets literally better than scouts can into my medics and demomen
Buff the escape plan so that the powerjack isn't literally absolutely better in every single way other than a fraction of a second of rollout time
Third degree can't crit or be crit boosted

Any buffs or nerfs that you shoehorn into the flame damage from flamethrowers themselves will only make the class even more obnoxious to play against. The status quo of flame and afterburn damage is the way it is for very finnicky balance reasons. It's one of the few aspects of the class that valve actually managed to get right after tinkering with it for long enough.

posted about 10 years ago
#87 Cp_Warmerfront in Map Discussion

what about medics or even spies

posted about 10 years ago
#85 Cp_Warmerfront in Map Discussion

what about the props that you could climb on

posted about 10 years ago
#81 Cp_Warmerfront in Map Discussion

cp_goodfront

posted about 10 years ago
#5 cp_craneway in Map Discussion

- I'm worried about spies decloaking on last on a place on the point that people can't see. Maybe make the walls shorter (horizontally) or transparent?

- The lobby into last is one big thing and it means that I can't tell what entrances are flanks or not

- I think you should make the doorways right by (-700, 1060, 200) much thicker (their walls), it would help the sightlininess going through the two a lot I think. same with the similar pair between mid and 2nd right downhill from there.

- A lot of the displacements on mid are REALLY steep. I know you kind of got yourself into a corner here, but if you can figure out a way to make them shallower, it would be a lot better.

- There's a hole between the displacements and the wall right near (225, -360, 80) -- you can snag on the outcrop from the displacement that goes inside the wall

- Your bloom factor is a bit too bright

- Where can I find people willing to pug dev texture maps ;_;

posted about 10 years ago
#12 cp_gulge in Map Discussion

:3

posted about 10 years ago
#10 cp_gulge in Map Discussion
If trains were not random, but rather a defensive feature that could be toggled by players to block off a route momentarily would it still be too gimmicky?

that would be even more gimmicky

posted about 10 years ago
#26 GabeN ama in TF2 General Discussion
AJwareyathis is the highest rated competitive tf2 question right now -
http://www.reddit.com/r/IAmA/comments/1zkfmv/wearea_videogame_developer_aua/cfufrtz
http://www.reddit.com/r/IAmA/comments/1zkfmv/wearea_videogame_developer_aua/cfufc06

This one is. The one you linked in ~170 and the one I linked is ~250.

That one is being ranked lower because it was posted earlier. Reddit doesn't just count the score alone unless you sort with top mode.

Either way, UPVOTE EVERYTHING.

posted about 10 years ago
#24 GabeN ama in TF2 General Discussion

this is the highest rated competitive tf2 question right now -
http://www.reddit.com/r/IAmA/comments/1zkfmv/wearea_videogame_developer_aua/cfufrtz

posted about 10 years ago
#10 GabeN ama in TF2 General Discussion

RUWIN WHAT DID YOU SAY

posted about 10 years ago
#5 cp_gulge in Map Discussion

;_;

posted about 10 years ago
#1 cp_gulge in Map Discussion

this is a 5cp map entry in the tf2maps.net two skillsets contest part one, where the goal is to make as good of a layout as you can.
as such this map has almost no art/detail done at all, unless it's necessary for gameplay. even the lighting is all temporary.
because of the nature of the contest, you might see similar maps detailed and with different names in the future.

download a6: https://dl.dropboxusercontent.com/u/1811521/cp_gulge_a6.zip

Screenshots:

https://dl.dropboxusercontent.com/u/1811521/aerfsd234e.jpg

https://dl.dropboxusercontent.com/u/1811521/sadfhertfd.jpg
https://dl.dropboxusercontent.com/u/1811521/trgredf.jpg

Information:
Any given part of the map takes inspiration from many several comp 5cp maps. I have no idea if the map itself is good, though.
The train on the 2nd point follows a schedule. As long as its point and mid are being contested, it will run every 40 seconds, starting 10 seconds after the point and mid are available.
I don't remember the spawns or cap times or anything.
It's not badlands.

known bugs:
- The train can grad you into things in general
- The train can drag you underground and get you stuck
- The train might be a little too frequent, please tell be if this is the case.
- The spawn and cap times are almost definitely not balanced.
- Mid has water!!!!11

tf2maps tends to be great at testing maps, and for some gamemodes they give good feedback too, but ive found that the feedback for 5cp maps tends to be sore ambiguous lacking etc. i don't know what the reason is, and i don't mean any foul. the contest deadline is coming up and I haven't changed the map enough from the original version to feel like I've made it any better. please respond.

posted about 10 years ago
#15 Sniper zoom sensitivity ratio in Q/A Help

i've always used 1 or 0.7, it just depends on my mood. i have a little muscle memory for either of them, but 0.7 is better when i'm unreasonably edgy and can't control myself.

posted about 10 years ago
#615 Do you like the song above? in Music, Movies, TV

Relaxing, good writing, a bit muddy because of the pedal tone like thing though -- I like it
https://www.youtube.com/watch?v=INWrNt_7Gk8

posted about 10 years ago
#97 cp_intermodal (5CP) in Map Discussion
http://i.imgur.com/xNq1I64.jpg

Yo you should texture the large side of that metal ramp's trim with an ibeam texture instead of the textured metal texture. The ibeam textures are used for fat thick hunks of metal like in this screen: http://i277.photobucket.com/albums/kk59/Schwaa1147/hoover_spawn.jpg
The textured ones are used for huge flat floors with support beams under them like well mid: http://media.moddb.com/images/downloads/1/15/14531/cp_well0016.jpg
it doesn't really make much sense to interchange them, so if you swap it out with the one that makes more sense, it'll look a lot better :)

posted about 10 years ago
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