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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#92 cp_intermodal (5CP) in Map Discussion

This bug is really obscure and rare and finnicky and happens in stock tf2 maps so don't be worried about not knowing or getting told it.

posted about 10 years ago
#90 cp_intermodal (5CP) in Map Discussion

Source's problem with angled walls is like if you have stacked brushes with even vertical angled sides, even if their edges line up perfectly, you can get clipped on those edges. You can surround the entire brush structure with a thin playerclip to fix it, or make the wall straight.

posted about 10 years ago
#3 2/19/2014 Update in TF2 General Discussion

bold the sv_pure part too

posted about 10 years ago
#87 cp_intermodal (5CP) in Map Discussion

-staticproplighting

posted about 10 years ago
#5 ultiduo_hardwater in Map Discussion

I'm pretty sure the white lines going everywhere is a TF2 bug. I get it all the time, I have no idea what causes it. It happens a lot more than normal on custom maps.

Water fixed: https://dl.dropboxusercontent.com/u/1811521/ultiduo_hardwater_a1-3.zip
I made a mistake writing the water's vmt so it broke on dx8. If that wasn't it then the texture didn't pack correctly. I always get the kinds of mistakes that I won't notice until someone else runs the map. fml

posted about 10 years ago
#3 ultiduo_hardwater in Map Discussion

Fixed: https://dl.dropboxusercontent.com/u/1811521/ultiduo_hardwater_a1-2.zip

posted about 10 years ago
#1 ultiduo_hardwater in Map Discussion

ultiduo_hardwater is a simple ultiduo map set at a totally incompetent waste management facility.

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

https://dl.dropboxusercontent.com/u/1811521/afgh34reds.jpg

download a1: https://dl.dropboxusercontent.com/u/1811521/ultiduo_hardwater_a1-3.zip

I never liked the thing with using ultiduo_ as the prefix for ultiduo koth maps, but who really cares?

posted about 10 years ago
#22 why does my pc run everything like ass in Hardware

-1 Frags

posted about 10 years ago
#14 how 2 put black bars in windowed mode? in Q/A Help

like i'm sure you know if you do borderless windowed with a smaller resolution you'll get a letterboxing effect with everything behind the game being the letterboxes.

So you could have something black covering everything behind your game, or minimize everything with a black desktop and a hidden taskbar.

posted about 10 years ago
#28 koth_airfield in Map Discussion

I played it for 4s as well and the biggest problem was the placement of the connectors into mid. It kind of sort of worked well because there were so few players but it would be terrible in 6s.

Also make the aerial blockbullets that benroads found a brush entity so stickies bounce off it

posted about 10 years ago
#35 koth_bunkalow (ultiduo map) in Map Discussion

koth_bunkalow_rc1 has no gameplay changes. It just adds a 3d skybox and a soundscape.
There's also a totally incomplete animation thing that happens when a round is won. If it's annoying, or someone can do better, I'm sure it could be changed real easily. Disabling it is a piece of cake in particular.
https://dl.dropboxusercontent.com/u/1811521/koth_bunkalow_rc1.zip

https://dl.dropboxusercontent.com/u/1811521/aerg3efd34.jpg

https://dl.dropboxusercontent.com/u/1811521/aertsghfd34.jpg

https://dl.dropboxusercontent.com/u/1811521/456gwrf45rf.jpg

This should be the final release. I might make another ultiduo/ultrio map in the future, but who knows. Here's the VMF, since I don't intend on maintaining this map any more:
https://dl.dropboxusercontent.com/u/1811521/koth_bunkalow_rc1.vmf.zip

Credits to possiblylethal for doing a little work on the map in alpha when I was sick, once.

posted about 10 years ago
#27 2/11/14 update in TF2 General Discussion
pharaoh__damnit you beat me to the screen shots.

launched normally, knobs don't show up in dx91
launched in dx95 knobs showed up

LODs

posted about 10 years ago
#238 cp_sunshine (5CP) in Map Discussion

The sightlines are about the same as badlands
DO YOU HATE BADLANDS

posted about 10 years ago
#106 2/7 tf2 update in TF2 General Discussion

The difference is that icefrog understands a vast majority of the aspects of dota and the implications arising from changing things around. Also, dota is a game with "perfect imbalance" - the mechanics are the game, not the meta or the flow or anything. Sure, there are a few underlying concepts that shouldn't change ever, like the fact that denying exists and rosh's role in map control, but there's nothing remotely to the order of "The ENGIRE GAME revolves around one specific mechanic of this one specific hero and if it changes or gets subverted in the wrong ways the game is FUCKED" like TF2 has.

posted about 10 years ago
#58 Cp_Warmerfront in Map Discussion

have fun hitting that speedshot consistently
at least it's an early one so when you inevitably miss it you can do a normal rollout no harm

posted about 10 years ago
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