#33 Not speaking for Arnold, but IIRC it was too useful as a flank.
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 | |
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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 |
Beta 1 now!
- Did a bunch of art stuff
- Filled in useless areas that people kept running away into and then dying
- Added an extra route to the upper level, in the furthest apart pair of corners on the bottom of the map
Download: https://dl.dropboxusercontent.com/u/1811521/koth_bunkalow_b1.zip
Pls play this and get feedback to me, I kept playing it the past couple days and we're still having a lot of fun doing 3v3 (ultiduo + scouts) on it. This should be a really stable version, so don't worry about learning stuff that's just going to be changed later.
rofl hooky your map
doesn't solve the fact that it's a happening problem
#45
It means that the ingame acceleration depends on your framerate. The lower your framerate is, the more effect it has. So 60fps accel is more extreme than 120fps accel with the same settings. This is because it runs it on the mouse data every frame, and doesn't compensate for higher framerates giving smaller slices of mouse data (up to a point: if the framerate is above your mouse's polling rate then there's a chance what will happen is effectively the same fps as your mouse's polling rate, but staggered across more game frames)
mouse smoothing kills at low framerates :(
I do absolutely no prefer stock or custom maps over the other. They're broad groups with their gems and plenty of what I consider to be crap. A false dichotomy like that should not be a mandatory question.
On a side note, obliquely relevant is the mapping meta for GG2. They focus a lot more on theoretical layout design than TF2 mappers seem to. It's absolutely worth checking out, though do heed that a lot of things don't take direct reflection into TF2 (like the crates). http://www.ganggarrison.com/forums/index.php?topic=23193.msg642714#msg642714
When I played Quake I learned my item timing by counting bunnyhops
What's the equivalent for TF2?
#bringbackturbine2013
gpit was nice for a long time but I think it's kinda at the point where the ideal meta in terms of risk/reward has been figured out, and that meta is annoying as hell.
For some reason TF2 takes up a lot of CPU processing power for me regardless of video settings (even the viewport stuff) and entirely because of resolution. I made it 720p and then I could stream fine at 48FPS regardless of my video settings. It's shitty that a game from 2007 is being bottlenecked on a CPU from 2007.
There will never be a cards stash :(