to make damage breakpoints inconsistent
which is kinda gay imo
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 |
to make damage breakpoints inconsistent
which is kinda gay imo
You can find an abyssus for $30 if you're just willing to spend the extra 10. Wonderful mouse for the price point, but if you get one that's too old it'll have firmware with jitter issues; just return it and get a different one in that case.
move pistol health buff to BFB
put set health buff on shortstop
profit
Are these any good? I came up with a more specific suggestion as well.
https://dl.dropboxusercontent.com/u/1811521/gwash.jpg
https://dl.dropboxusercontent.com/u/1811521/cp_croissant_rc80005.jpg
https://dl.dropboxusercontent.com/u/1811521/cp_croissant_rc80000.jpg
https://dl.dropboxusercontent.com/u/1811521/cp_croissant_rc80001.jpg
https://dl.dropboxusercontent.com/u/1811521/cp_croissant_rc80000-2.jpg
https://dl.dropboxusercontent.com/u/1811521/cp_croissant_rc80003.jpg
https://dl.dropboxusercontent.com/u/1811521/cp_croissant_rc80002.jpg
Got b2 up.
https://dl.dropboxusercontent.com/u/1811521/koth_bunkalow_b2.zip
- Made spawn exits into mini-highground
- Added one-way window to look out of spawn
- Added a cover thingy to secondary spawn exit
Everything was requested from playtesting. Not content with my window texture; does anyone have a good one for the wrong side of a one-way window with the chickenwire in it? I can make my own better, but it would be nice to use a good one if there already is one.
Will update screenshots later.
One of the apparent problems with cp2 is that there isn't a proper flank into it.
Gullywash has the hallway, and if you really don't want to come out right onto the minispire, you can go into the lunchbox room in their base and come up out river into the minibattlements.
On Badlands, you can go down valley and pop around a corner, then go above or below the bridge or jump up into battlements; As well, there's a kind of flank through house into a popular forward hold position.
On Process, you can come out onto battlements or below battlements or out of sewer.
On Granary, you can come up dropdown or out of yard and come up on the minibats or just pop out the lower back right corner (description is oriented facing mid), or just pop through that little Z connector on the yard side of the point.
All these flanks are useful: the short ones are dangerous and the long ones are safer and easier to have engagements inside fof.
On Croissant, the main choke into second is the bridge; under the bridge isn't especially useful, because the exit ends of its pathway are simply too far out of the way and parallel to the choke path to begin with. That's OK because it's so short. Then for the "long" flank you have this massive sightline on the beach. A sniper can see all the way to the chokepoint that comes out into the beach. Now, with the addition of this cover, it should be significantly harder for an offensive snipe down beach, giving it pure flank status. This is bad because it's a massive defensible sightline.
EDIT: freudian slip, fixed
a couple people are upset the maps got in while others didn't because standin and especially process are "not polished" and don't "innovate" at all
:V
or
he could have had previous knowledge that stabby's fps config is not in fact topical
in which case stopping reading at "stabby" would be perfectly 100% legitimate in no bad blood.
Dear Valve:
The #1 best thing you could do for competitive mappers (IMO) is give us Some Way to make solids that block bullets, rockets, pipes/stickies, flames, etc normally, have splash and bullet decals made on them, and yet let splash damage through. Let me make an ms paint diagram explaining what we can do for stairs right now in TF2, vs. what I want:
https://dl.dropboxusercontent.com/u/1811521/afwd12.png
Should we put together a "splash damage" github bug, with explanations for why mappers are doing things either way and how there isn't a particular middle ground? To shoot down certain potential alternatives, ie: invisible displacement clips with ray collision turned off; rockets still go right through those.
yes he was asking if there's a new maintainer for chris's fps configs
Up to a point, and depending on server settings.
https://dl.dropboxusercontent.com/u/1811521/fov.html
#5 not real gamma :(
#30 more like "if we're fucked we have to be ready to do something about it" then "lol let's all quit esea"
95+ WPM
made some mistakes but went to fix them, probably a problem
i type faster on well formed normal sentences than this though, on a per key rate, probably not a per word rate though because longer words