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  1. Karington

    Winger jumps

    Source: http://teamfortress.tv/forum/thread/10334-30-winger-jumps
  2. Karington

    7/10/13 Enormous Update

    You can still shoot through the window, but stickies will get stuck on the frames... sorry for the error. Still can't jump through it.
  3. Karington

    7/10/13 Enormous Update

    RIP scout v soldier mge
  4. Karington

    7/10/13 Enormous Update

    Update released, post edited.
  5. Karington

    7/10/13 Enormous Update

    tl;dr escape plan nerf, badlands "fixed", map fixes, flying scouts, hats Update is live, see here: http://www.reddit.co...date_for_71013/ Notable changes highlighted below: Maps: Added cp_standin and cp_process Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town cp_badlands Fixed jumps being ruined by small rock ledge near spiral Fixed prop collisions Fixed clip smoothing Undocumented: Can no longer jump through window at mid. Edit: You can still shoot through it, stickies get stuck on the frames though, a pain for demomen. Undocumented: Cracks on mid are gone. Undocumented: Can no longer climb into vents on last. Undocumented: Can no longer place stickies in door frames on last. cp_dustbowl Fixed players building in Blu's first spawn Fixed players shooting through rocks in stage 2 Fixed collision in tunnels in stage 2 Fixed textures not displaying properly in Pyrovision Fixed lighting on cliff faces Fixed skybox error in stage 3. Fixed players getting killed through the ceiling under stage 2 cap 1 Adjusted ceiling height in stage 3 tunnel for better clearance Cleaned up prop collision cp_egypt Fixed clip brush exploits Players can no longer build on top of arches and high ledges cp_gorge Players can no longer build in Blu's first spawn room Changed scale of water texture cp_granary Fixed improper orientation on arrow signs Fixed players getting above red forward spawn Fixed players building on cargo containers inside spawn room Fixed holes in skybox geometry Removed collision from hanging lamp over Red spawn Removed collision from security cameras above Red and Blue spawns Mirrored fence alcove from Blu final cap arena to Red side Balanced collision of rocks in final capture arenas Re-ordered spawns in the first spawn room to be consistent between Red and Blu cp_gravelpit Clipped roof of building over cap A Removed helthpack under terrain Added decals under health kits and ammo packs cp_gullywash Fixed players getting out of the map near the middle capture point Fixed collision exploits near middle capture point cp_mountainlab Fixed collision issues on the ladders and hill that lead to the first point Fixed static prop lighting cp_steel Fixed players blocking Blu's spawn exit door leading to capture point B Fixed collision on ledge near capture point B Players can no longer build inside Red spawn room. Blu spawn point over grate removed. [*]ctf_2fort Fixed building inside of spawn doors Fixed clipping exploits on battlements Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser Cleaned up prop collision Smoothed clipping on wagon wheel and other props [*]ctf_well Fixed players jumping out of the map [*]koth_king Health and ammo packs now match on Red and Blu sides of the map Players can no longer build in spawn doors [*]koth_lakeside Fixed rockets passing through terrain near the capture point [*]koth_viaduct Players can no longer build in spawn room rafters [*]mvm_bigrock Fixed players building on rock in cave section pl_badwater Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls Fixed player clip smoothing Fixed fence collisions Fixed floating rocks in skybox Fixed lighting on props Fixed lighting on canyon vista Handrails no longer collide with bullets and projectiles Performance increase through poly reduction, model collision reduction and model fade distances Players can no longer build inside Blu spawn room Players can no longer be trapped with teleporters under the sign by the first capture point Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured Players will now be crushed by closing doors upon the capture of point 2 pl_barnblitz Fixed building in the skybox above Red's final spawn Teleporters will no longer self destruct when used on the battlements near Blu's first spawn [*]pl_frontier Fixed spawn doors not working properly after second capture. Players can no longer build inside kill volumes Players can no longer build inside of Blu's second spawn room Red players can now enter the Blu team spawn upon round win [*]pl_goldrush Fixed collision on props and clip exploits Fixed buildings being prohibited from construction in the garage near the end of stage 3 Players can no longer block the cart through the wall in stage Players can no longer build in spawn exits Players can no longer build on the shack roof near the end of stage 3 Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap Players can no longer build on the perch in stage 1 Handrails no longer collide with bullets and projectiles [*]pl_thundermountain Fixed gate visible through ceiling in stage 3 Fixed clipping in stage 3 Blu spawn Prevented players from building in the cliffside kill zone in stage 1 pl_upward Fixed exploit where Blu team could be trapped in their final spawn room Fixed gap in collision which allowed Blu players to be shot in their first spawn Fixed fade distances on props in Blu spawn Fixed players building under catwalk on the ledge of the final pit Fixed clip brush exploits Players can no longer be trapped by teleporting under stairs near final capture point Players can no longer build inside of Red's final spawn room Players can no longer build inside of spawn room doors Players can no longer be trapped inside of the capture point sign Prevented Blu team from entering final spawn room while it is neutral Smoothed clipping collision Collision performance increases Handrails no longer collide with bullets and projectiles Replaced floor texture in Red team final spawn room [*]plr_hightower Fixed clip brush exploit above building on cliff edge [*]plr_nightfall Fixed players jumping outside of the map Reduced prop collision [*]plr_pipeline Fixed invisible faces Handrails no longer collide with bullets and projectiles [*]tc_hydro Fixed clip brush exploit where players could get out of world Fixed players getting on top of monument. Items: The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI Cursed Soul items (Halloween zombie skins) are now renameable Strange Bacon Grease can now be gift-wrapped Added LODs to the Airborne Armaments set items Fixed Bison/Pomson projectiles getting stuck on doors Fixed Baseballs and Jars sometimes going through thin geometry Crit-A-Cola Removed: Damage taken mini-crits Added: Damage taken increased 25% [*]Shortstop Added 20% bonus healing while deployed Added 80% vulnerability increase to all push forces while deployed (Apparently you can now rocket surf with this from gray bridge to choke, unconfirmed) Winger Added +25% Jump Height bonus when active [*]The Special Delivery (set) Removed: +25 max health on wearer Added: Leave a calling card on your victims [*]Battalion's Backup Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active) Rage is now generated from damage dealt instead of damage received Black Box Rocket explosions now use correct sound [*]Beggar's Bazooka Fixed an exploit that allowed players to hold a set fixed number of rockets (reload canceling) Misfired Rockets now remove one loaded rocket from the clip (No more stupid overload jumps) [*]Concheror Rage is now generated only from damage dealt Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect [*]Cow Mangler 5000 Reduced clip size (from 5 to 4) Removed -10% damage attribute Removed 5% slower reload attribute Added missing "sets players on fire" description text New particles and sound Escape Plan Players receive the Marked-For-Death effect after deploying, and for a short period after holstering. [*]Liberty Launcher: Removed: 25% reduced clip size penalty Added: 25% reduced damage penalty [*]Original Rocket explosions now use correct sound [*]The Tank Buster (set) Removed: +20% Sentry damage resistance on wearer Added: Leave a calling card on your victims [*]Phlogistinator Fixed "Mmmph" progress resetting after touching a resupply cabinet [*]Powerjack Added: 15% increase move speed while deployed Added: 20% damage vulnerability to all sources Apparently Valve messed up the patch notes for the powerjack, idk what the error is. The Gas Jockey's Gear (set) Removed: +10% faster move speed on wearer Removed: +10% bullet damage vulnerability on wearer Added: Leave a calling card on your victims. [*]Chargin' Targe Added: Afterburn immunity [*]Loose Cannon Range no longer affects direct cannonball impact damage Reduced charge time to 1 second Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects Double-Donk damage now mini-crits [*]The Expert's Ordinance (set) Removed: +10% fire damage resistance on wearer [*]Buffalo Steak Sandwich Removed: Damage taken mini-crits Added: Damage taken increased 25% [*]Dalokoh's Bar Increased amount of health restored per-bite from 15 to 25 [*]Gunslinger Fixed a bug that caused mini-sentries to heal while being constructed Rescue Ranger Minor increase in damage per bolt Increased building healing from 50 to 75 per bolt Short Circuit Ammo cost reduced when an attack destroys a projectile. [*]Wrangler: Slightly reduced accuracy of manually-controlled sentry at long range Protective shield now fades 1 second after the owning Engineer dies [*]Crusaders Crossbow Changed arrow projectile to a large syringe (CAN be reflected) Added new trail effects Undocumented: Removed Medieval Medic Set Bonus Smoothed out reload animation (DPS unchanged) Fixed being able to heal players that are using items that block healing (Can't heal soldiers holding escape plan with the crossbow) Quick-Fix Added 50% Overheal Über now affects the medic when there's no heal target Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix's Über (Ubercharge also overheals medic) Vaccinator Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented [*]Bazaar Bargain Fixed the starting charge rate being -40% instead of -20% Capped the max charge rate to 200% [*]Cozy Camper Removed movement penalty. Added: Damage taken increased by 20% [*]Darwin's Danger shield Added: Bullet damage taken reduced by 15% Added: Explosive damage taken increased by 20% [*]The Croc-o-Style Kit (set) Removed headshot immunity Added: Leave a calling card on your victims [*]Dead Ringer When under the effect of Feign Death, damage taken decreases the duration of the effect [*]L'Etranger Added: 40% increased cloak duration (Worth using now?) Spy-cicle Fixed a bug that would cause the charge meter to not reset when the spy was killed The Saharan Spy (set) Removed: Reduced decloak sound volume Removed: 0.5 sec longer cloak blink time Added custom particle effects when taunting General: Added over 60 Gold Star community-submitted Workshop items Summer Claim Checks can now be redeemed for Summer Coolers Summer Cooler Keys are now available in the Mann Co. Store Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store Reduced intensity of Bleed and Jarate screen effects under DX8 Added text search functionality to the backpack and the store Added tf_hud_show_servertimelimit to display the server's per-map time limit on the in-game HUD In MvM, if all team members unready, the pre-round countdown will stop In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect Double-clicking a crate will now take you to the appropriate key in the store By default, items with non-standard qualities (ie., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection. Unusuals and Stranges no longer stack in loadout equip pages Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies Fixed a bug that would cause the popular items page in the store to not always update correctly Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck Fixed a bug where crouch animations would not properly play while in humiliation state Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community Fixed level 3 dispensers missing geometry Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones Fixed characters in the loadout page sometimes appearing as if they were cloaked Weapon attributes will now show in the same order in-game and in Steam Community Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed Undocumented: You can now see damage dealt on critical headshots. -- Valve has posted a series of blogs addressing the upcoming update: http://www.teamfortr...st.php?id=11023 Old maps will be fixed up, Process and Standin will become stock. http://www.teamfortr...st.php?id=11024 Upcoming changes to *dozens* of weapons, including the Dead Ringer and the Battalion's Backup.
  6. Karington

    Possibilities for an Asia-Pacific Sixes Tournament

    Also consider the relative skill level. As someone said over on the ozfortress thread, Austrailian teams would definitely have the upper hand. Would this be entertaining to watch? That aside, players will underperform with high ping, which is unfair and unenjoyable for them and the viewers. Of course these ideas are good like Caldoran says, but unfortunately there are issues.
  7. Karington

    Possibilities for an Asia-Pacific Sixes Tournament

    Wouldn't ping be a major issue.
  8. Karington

    6v6 Free Agent List 2013

    Name: Karington Class: Scout, Roamer Country: China (Shanghai) Available Playing Times: Weekdays, all day thru evenings. Language: English, decent Japanese, some Mandarin Skill Level: Division 3 Steam Community Page: http://steamcommunit...m/id/KaringtonJ Other Information: My DM is alright, have played pickups, lobbies, etc. in NA but never joined a team.
  9. Karington

    Looking For Team: HL/6s

    Highlander team found. Name: Karington Preferred Classes: Highlander: Team found. 6v6: Soldier, scout. Available Playing Times: Weekdays, all day through evenings (+8 GMT) Preferred Skill Level: Division 3 STEAM COMMUNITY PAGE: http://steamcommunit...m/id/KaringtonJ Other Information: I know quite a bit about HL and 6v6, played many pugs, lobbies, etc. but never really joined a team. Moved here from the US. (edited again)
  10. Name: Karington Class: Heavy, pyro. Spy secondary. Country: China (Shanghai) Languages Spoken: English, some Japanese, some Mandarin. Available Playing Times: Weekdays, usually all day. Skill Level: Uncertain: I know quite a bit about HL, played many pugs, lobbies, etc. but never really joined a team. Steam Community Page: http://steamcommunit...m/id/KaringtonJ Other Information: Looking for a team that is willing to have fun and improve together! Edit: Team found
  11. Karington

    Introduction thread!

    I'm Karington and I'm a tf2 addict.