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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#125 AG Supports CEVO in Expanded League in TF2 General Discussion

Will there be a linux client / linux support for the league? This is important to my decisions in the near future.

posted about 11 years ago
#6 OLD CROSSBOWS BACK in TF2 General Discussion

It's okay as long as you recognize you're doing something wrong and mean to change that fact.

posted about 11 years ago
#83 Pros and Cons of NA League choices in TF2 General Discussion

Earth TF2 League

posted about 11 years ago
#248 Why do so many people bash 9v9? in TF2 General Discussion

are we bumping downhill shitflinging threads again

posted about 11 years ago
#13 REMOVE HORROR in Off Topic

JOHN HELP

help me understand what's going on and why ;_;

posted about 11 years ago
#11 cp_limited in Map Discussion

woah, that's a lot more feedback than I expected. thanks, time to go through it all.

Hyce:
Er... whoops. I totally forgot those were custom, because I ripped them off the security fence props.
Gonna think really hard about what I could do to make sticking the spawns from C more difficult. I don't know if I want to block the upper door yet, though, because I feel like it might be interesting.
Thanks for the suggestion, I'll use some crates.
I thought it would be fun to have a really close spawn exit and one further away. I just need to see how it works.
I haven't decided what to do for that door yet. I could move its wall firmly under the platform, I could put a ramp in front of it, I dunno. I have to think about it.

Phi:
1) They're the same size as most of the shutter door props. 128... If I get any more complaints about it I'll make them bigger.
2) I haven't figured out what to do with that yet, but if it's so bad I'll make it a priority to figure out.
3) Got it.
5) Doesn't it? Going through A's far left and upper door leads you to a gound door behind B, or you could drop down from the C shack / A-C transition courtyard connector (the bridge on the inside of the A/B connector) to get on the same route.
6) I imagine people going through the left A door into the room instead of out the long way. I just imagined that as a place you could fall back to or bring your medic if you don't like them going into the lobby. I can tell it's too complicated and cramped now though, so I'll work on it.
7) Got it.
8) Opening up the C shortcut to red should help that a lot, I think.
9) @ dropdown: whoops. I accidentally made it above 72.
10) I honestly don't remember how to think about adding sentry spots. I'm going to figure something out about the further red spawn exit, though.
11) I guess I'm so used to how 5cp maps use shuttersthat it's a bad thing for A/D. And I did go a bit overboard, anyway, I have at least five that are entirely unnecssary.
12) You mean left, right? That door's just supposed to be the A/B connector. the bridge going through it for C was an afterthought, because I couldn't figure out another way to connect the courtyard-thing to the shack.
13) Got it.
I'll take up that offer some time.

cp_limited_a2 with stuff from feedback and stuff.

changelog:
- Packed the fence texture this time
- Moved the C shortcut respawnroom visualizer back to next doorway. This means that RED can get into the area exposed between the fences just like BLU could. I'll see if I need to add a shutter on it later (it seems like I might but I'm not sure).
- Did some very little height variation stuff at B. I really don't like the way it looks, but I'll figure out something better later.
- Added a stack of crates in the corner of B's bottom
- Went and deleted a bunch of unnecessary shutters. Left ones that I still think are appropriate or don't have what they need to not exist yet. There should only be three aside from setup gates and spawn doors left. (six if you count the C shortcut gates)
- Added a thing on C to cut off the distant further spawn door from the point's sightline. it's more of a chore to sticky it, and it can't see the B->C door directly. not totally content with it, would love suggestions on what else to do there. The best I can do is the far corner.
- Simplified blu's back of the A area a bit (the part with both the overhangs)
- Moved the pickups on C and changed the lunchbox to a pills
- You can crouch-jump up to C shack from C now, it's the least I can do.
- Lowered A's cap time from 30 to 20 (for two people), just in case it's harder to attack because of the connectors.
- Fixed some fence clipping.
- Added two more small ammos on last on the spire structure
- Replaced most sniper fences with gray brushes

Download alpha 2: https://dl.dropboxusercontent.com/u/1811521/cp_limited_a2.7z

Screenshots:
https://dl.dropboxusercontent.com/u/1811521/cp%20limited%20a2%205.jpg
https://dl.dropboxusercontent.com/u/1811521/cp%20limited%20a2%204.jpg
https://dl.dropboxusercontent.com/u/1811521/cp%20limited%20a2%203.jpg
https://dl.dropboxusercontent.com/u/1811521/cp%20limited%20a2%202.jpg
https://dl.dropboxusercontent.com/u/1811521/cp%20limited%20a2%201.jpg

posted about 11 years ago
#6 cp_limited in Map Discussion

They should the the same as gpit right now, assuming that's what the ABS pack used for the timers in its gpit gamemode. I want to turn them down but I have no idea how much I want to turn them down so I decided I'll leave them how they are until I see the map played a couple times.

posted about 11 years ago
#4 cp_limited in Map Discussion

I tried to place doors as little as possible while blocking what would be bad through-sightlines without them. I know that doors aren't the best way to solve that, and messing with geometry is better, but there's something to be said about walking up to a door and getting in the doorway before the people on the other side know you're there. I'm going to cut down on shutters later after I figure out which ones I really don't need.

I'll keep your advice about flanking people coming through doorways in mind, though, and see what I can do about it in the places where it would be a problem (like that far right B door in the first screenshot). I don't know which doors make sense "thematically" yet, at all, because I've only come up with a handful of places with some kind of world building attached to them.

posted about 11 years ago
#1 cp_limited in Map Discussion

a5
it's a gravelpit style ADCP map
it has a bridge instead of a house for A
and the connectors are totally different
there's a setupgate like thing that's unlocked when A+B are both capped, it's a shortcut to C but it's fairly exposed and passes through the AB connector.

Download (Alpha 5):
https://dl.dropboxusercontent.com/u/1811521/cp_limited_a5.bsp.bz2

posted about 11 years ago
#6 ultiduo_nature in Map Discussion

so flat textures

posted about 11 years ago
#148 TF2 Update just hit in TF2 General Discussion

i'm still mad about the crossbow

posted about 11 years ago
#192 cp_sunshine (5CP) in Map Discussion

You could just cover massive areas in horizontal hint brushes like valve maps and TFC maps do. I mean it might not literally be that simple since a lot of your geometry is funky, but there are still leaves going above where they're useful, so they destroy the point of the wall between them and another leaf. https://dl.dropboxusercontent.com/u/1811521/asdfawegfadsf.jpg
And ones going way to far sideways to be useful. https://dl.dropboxusercontent.com/u/1811521/asdfawergaf.jpg https://dl.dropboxusercontent.com/u/1811521/asdfaerhsdfge.jpg

it's good to get in the habit of pretending that vvis doesn't even split leaves and that you have to make the important ones yourself with hints in terms of segregating areas from eachother

EDIT: Saved an incomplete post on accident, went and finished it.

posted about 11 years ago
#190 cp_sunshine (5CP) in Map Discussion

The rocks at mid are still really gay because they let scouts come over from obscure angles and destroy the demoman easy with a soldier bomb at the same time. I haven't gone through a single mid where neither demo died yet.
@ framerate issues: I get framerate issues standing around random places outside because they render so many parts of the map. I can turn on wireframe or reverse depth, and... I can "see" mid or the enemy 2nd all the way from the middle of the upper lobby in front of last. You need more hint brush optimization and un-func_detailing things that would help with that to make it so that you can't literally "see" all the way into the enemy 2nd point from inside your own base. I guess it's hard because there are so many tall structures but why is the grass on the ground drawing too when I increase the detail distance.
https://dl.dropboxusercontent.com/u/1811521/asdfawefasdfqwefagf.jpg

posted about 11 years ago
#57 New Map Weekends happening in TF2 General Discussion

Can we not do stupid gay 24/7 offclassing shit well after we already know that it's a problem for that map
It kind of ruins the pug and makes it so that you can't notice or deal with other problems
Thanks

posted about 11 years ago
#2 Kingdom Hearts Timeline in Other Games

I always thought the chronology of the games was fairly obvious, but the details were the hard part. I know this video covers that, though. I just wanted to say.

posted about 11 years ago
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