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 Randoms Club Scrims

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Hawkins

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PostSubject: Randoms Club Scrims   01/06/12, 12:42 pm

First topic message reminder :





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CandyGirl
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PostSubject: Re: Randoms Club Scrims   20/07/12, 03:09 pm

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Hawkins

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PostSubject: Re: Randoms Club Scrims   20/07/12, 03:39 pm


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CandyGirl
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PostSubject: Re: Randoms Club Scrims   20/07/12, 04:36 pm

DOUBLE POSTER !!!!!!!!! affraid
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PostSubject: Re: Randoms Club Scrims   23/07/12, 01:15 pm




One slowrail & one fastrail game...

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PostSubject: Re: Randoms Club Scrims   31/07/12, 01:00 pm



Damn @ Ken... and a different kind of Damn @ me lol xd
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Hawkins

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PostSubject: Re: Randoms Club Scrims   02/08/12, 10:02 am



they're not all tagged as s2k, so deal with it.

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Hawkins

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PostSubject: Re: Randoms Club Scrims   02/08/12, 10:03 am



same deal

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PostSubject: Re: Randoms Club Scrims   21/08/12, 02:33 pm


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Dr@Gon!Z

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PostSubject: Re: Randoms Club Scrims   21/08/12, 02:40 pm

guys >Gogeta< is me xD
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PostSubject: Re: Randoms Club Scrims   21/08/12, 02:43 pm

Yeah you did a awesome job on dm13, im serious! GREAT teamwork!! Very Happy
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PostSubject: Re: Randoms Club Scrims   21/08/12, 05:55 pm

Ahahah thx <3 Very Happy
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PostSubject: Re: Randoms Club Scrims   08/09/12, 12:28 pm



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coRpse

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PostSubject: Re: Randoms Club Scrims   09/09/12, 08:13 am




GGs.

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PostSubject: Re: Randoms Club Scrims   09/09/12, 08:30 am



gg's, was a close one... it seriously made me sweat xD

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PostSubject: Re: Randoms Club Scrims   09/09/12, 06:20 pm

GG. Razz

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PostSubject: Re: Randoms Club Scrims   10/09/12, 04:08 am

nice new creepy sig clown

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PostSubject: Re: Randoms Club Scrims   10/09/12, 05:03 am

Thanks. Razz

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Imgay



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PostSubject: Re: Randoms Club Scrims   11/09/12, 12:21 am

SINCE WHEN DID DATA START USING TANKJR?
Last time I Checked,he absolutely resented tankjr and its model being to big for its hitbox Wink
:p
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PostSubject: Re: Randoms Club Scrims   11/09/12, 07:56 am

A: It's Hawk's config, I changed a few things about it(fov, sens, model, team model, team rail color, rail effects, and resolution), but I figured I'd keep the rest the same.
B: It's a trade off. With Tankjr, you get a quieter jump sound that in some servers is used as the melt sound, but you get to see the enemy better, even if the model you see is bigger than the hitbox you don't. With Keel you get a louder jump sound that is used simply for his jump, but you don't see him as easily, and he is smaller than the hitbox, so you don't have to hit the model to hit the thing that kills him.

Thing is though, if you do your rail effects right, you can hit Tankjr just as easily as you can Keel, plus you get to see Tankjr better. So the only trade is the quieter and more confusing jump sound.

And yes, I'm doing my rail right. Wink

Edit: Oh, and I added /r_lightmap 1, but only because it adds a kind of glare to Doom's helmet screen that you can't get without it. Razz

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