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themaid tf2 settings, config & cfg 2016

Full Name -
Nickname themaid
Birthday -
Nationality United StatesUnited States
Game Team Fortress 2Team Fortress 2
Since 2016-10-22
Last Update 2016-10-22
themaid screenshot

themaid Gear

Mouse -
Mousepad -
Keyboard -
Headset -
Earbuds -
Monitor -
Chair -
Controller -
Case -

themaid Gaming PC Setup

GPU -
CPU -
Memory -
Motherboard -
Power Supply -
Storage -
Fan -
Cooler -

themaid config

The Team Fortress 2 config file of themaid has been downloaded 10 times. Download themaid.cfg by clicking the download button below.
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themaid Settings

Monitor
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Aspect Ratio: -
Sensitivity
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Crosshair
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FAQ
Summary
This page contains the in-game settings, config files (cfg) and hardware setup of themaid. The themaid tf2 settings page has been viewed for 1.491 since it was added on 2016-10-22. The last time the settings of themaid were on 2016-10-22. Visit the tf2 settings page to view more Team Fortress 2 settings like themaid or visit upload section to add your own tf2 settings.
Other Team Fortress 2 settings
# Name Country Last Update
1tf2United StatesUnited States2021-01-29
2tf2ArgentinaArgentina2020-10-06
3tf2BrazilBrazil2020-11-06
4tf2United StatesUnited States2021-01-29
5tf2United StatesUnited States2021-01-29
Other United States gaming settings
themaid CFG file
// Unexplained crashes? Try changing mat_queue_mode to `-1'.
// ----------------------------------------------------------------------------
// Chris' dx9frames config, designed to get you a large performance boost
// v2.016 | 25 January 2013 | fakkelbrigade.eu/chris/configs/
// ----------------------------------------------------------------------------
// Problems or questions? Contact me at #christf2 on QuakeNet.
// ----------------------------------------------------------------------------
// Launch options:
// IMPORTANT: Remove -dxlevel 95 from the launch options after the first launch!
//
// Fullscreen: -dxlevel 95 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
// Windowed: -dxlevel 95 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
// ----------------------------------------------------------------------------

// ----------------------------------------------------------------------------
// FPS cap
// ----------------------------------------------------------------------------
// The primary benefit of an FPS cap is to make the FPS more stable, other than
// that, it doesn't do a lot. A moderate, consistent framerate is much more
// desirable than a variable but sometimes high framerate. A common
// misconception is that if any more frames are generated than your monitor can
// display, they are useless. This is wrong -- frames are used for much more
// than mere display, and affect the way the game feels well past your
// refresh rate.
//
// This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
// any case, or the discrepancy between clientside frame generation and frames
// to be sent to the server will no doubt cause you many a headache, especially
// when it comes down to hit registration. Other than that, I recommend
// for everyone to use the value `132' (2*66), as long as you can generally
// keep that value stable without regular drops.
// ----------------------------------------------------------------------------
cl_showfps 1 // Show unsmoothed FPS meter
//fps_max 0 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
fps_max 0

// ----------------------------------------------------------------------------
// Net settings
// ----------------------------------------------------------------------------
// Whilst net settings perhaps aren't an integral part of an FPS config, they
// are a fact of life in competitive TF2, and as such, they are included here.
//
// A common question I am asked -- what defines whether a good connection is
// good or bad? Mostly personal preference. If you're not willing to make the
// choice, try both and see which is better for you.
//
// Generally, meeting both of the following conditions would classify it as a
// good connection:
//
// - Ping of <80 to the average server you join
// - Generally no/negligible choke/loss (can be checked with `net_graph')
//
// There's some pretty good documentation on this here:
// http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
//
// Uncomment (remove the `//' from) one of the groups if you want to use them.
// ----------------------------------------------------------------------------

// Good connection
//cl_cmdrate 67
//cl_interp 0.033//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 66
//rate 60000

// Bad connection
//cl_cmdrate 40
//cl_interp 0
//cl_interp_ratio 2
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 40
//rate 35000

// ----------------------------------------------------------------------------
// Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these are disabled on war servers due to `sv_pure 2'
// anyway, so if you play competitive TF2, this won't help you.
// ----------------------------------------------------------------------------

// Disable sprays
cl_playerspraydisable 1
r_spray_lifetime 1

// Enable sprays -- uncomment this section if you want these settings
//cl_playerspraydisable 0
//r_spray_lifetime 2

// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------

// Disable shadows
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0

// Enable shadows -- uncomment this section if you want these settings
//mat_shadowstate 1
//r_shadowmaxrendered 11
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
// competitive TF2 players to see opponents standing
// near the other side of a wall. You may see some
// performance loss from setting this to `1'.
//r_shadows 1

// ----------------------------------------------------------------------------
// Facial features
// ----------------------------------------------------------------------------

// Disable facial features
r_eyes 0
r_flex 0
r_lod -1
r_rootlod -1
r_teeth 0

// Enable facial features -- uncomment this section if you want these settings
//r_eyes 1
//r_flex 1
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_rootlod 1
//r_teeth 1

// ----------------------------------------------------------------------------
// Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------

// Disable ragdolls
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0

// Enable ragdolls -- uncomment this section if you want these settings
//cl_ragdoll_fade_time 15
//cl_ragdoll_forcefade 0
//cl_ragdoll_physics_enable 1
//g_ragdoll_fadespeed 600
//g_ragdoll_lvfadespeed 100
//ragdoll_sleepaftertime "5.0f"

// ----------------------------------------------------------------------------
// Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------

// Disable gibs
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0

// Enable gibs -- uncomment this section if you want these settings
//cl_phys_props_enable 1
//cl_phys_props_max 128
//props_break_max_pieces -1
//r_propsmaxdist 1000
//violence_agibs 1
//violence_hgibs 1

// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don't want to mess
// with this.
// ----------------------------------------------------------------------------
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
cl_new_impact_effects 0
cl_show_splashes 0
func_break_max_pieces 0
glow_outline_effect_enable 0 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all players.
mat_colcorrection_disableentities 1
mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmaptgasize 8
mat_filterlightmaps 1
mat_filtertextures 1
mat_forceaniso 1
mat_hdr_level 0
mat_max_worldmesh_vertices 512
mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst.
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear 1
mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
mat_viewportupscale 1
mat_wateroverlaysize 1
mp_decals 9 // `9' is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
r_3dsky 0
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 9
r_decalstaticprops 0
r_decal_cullsize 15
r_drawdetailprops 0
r_drawmodeldecals 0
r_drawflecks 0
r_dynamic 0
r_flashlightdepthtexture 0
r_forcewaterleaf 1
r_lightaverage 0
r_maxnewsamples 2
r_maxsampledist 1
r_propsmaxdist 0
r_renderoverlayfragment 0
r_staticprop_lod 4
r_waterdrawreflection 0
r_waterdrawrefraction 1
r_waterforceexpensive 0
r_waterforcereflectentities 0
rope_averagelight 0
rope_collide 0
rope_rendersolid 0
rope_shake 0
rope_smooth 0
rope_subdiv 0
rope_wind_dist 0
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
tracer_extra 0
violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
violence_hblood 1

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime 0
mat_clipz 1 // FX card users should set this to 0
mat_forcehardwaresync 0
mat_levelflush 1
//m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
// silly incompatibility with the Xfire overlay. You should use
// it if you can!
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1' autodetects hardware support for this
// feature, which is safer than forcing it.

// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
dsp_enhance_stereo 0
dsp_slow_cpu 1
snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
// helpful in the past, as it seems to (for whatever
// reason) reduce the number of TDRs experienced during
// gameplay. There's some pretty good information on
// TDRs (nerds only) here:
// http://forums.nvidia.com/index.php?showtopic=65161
snd_pitchquality 0
snd_spatialize_roundrobin 1

// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
// defines the threading method to be used by the material
// system. It has been unstable to use in the past, but
// nowadays it's generally okay.
//
// Here are the possible values:
// -2 legacy default
// -1 default
// 0 synchronous single thread
// 1 queued single thread
// 2 queued multithreaded
//
// If you have problems with the value `2', try setting it to
// `-1'.
//
// As an aside, there are quite a few bugs in the demo system
// that occur when mat_queue_mode is set to a value that is
// not `-1'. If you intend to do work with the demo system,
// maybe you should change this.

cl_threaded_bone_setup 0
cl_threaded_client_leaf_system 0
r_queued_decals 0
r_queued_ropes 1
r_queued_post_processing 0
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_forcepreload 1 // Force preloading

// ----------------------------------------------------------------------------
// Print to console
// ----------------------------------------------------------------------------
echo "-------------------------------------------------------"
echo " Chris' dx9frames config loaded. "
echo "-------------------------------------------------------"
echo "Please direct all comments/queries/whatnot to"
echo "#christf2 on QuakeNet."




zoom_sensitivity_ratio 1
viewmodel_desired_fov 120
fov_desired 90
cl_hud_playerclass_use_playermodel 1
bindtoggle "mouse3" "r_drawviewmodel"

cl_interp 0.033

cl_cmdrate 66
cl_interp 0.033
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000

zoom_sensitivity_ratio 1








//server_section

alias process "rcon exec ugc_hl_standard; rcon changelevel cp_process_final"
alias granary "rcon exec ugc_6v_standard; rcon changelevel cp_granary"
alias gully "rcon exec ugc_hl_standard; rcon changelevel cp_gullywash_final1"
alias badlands "rcon exec ugc_6v_standard; rcon changelevel cp_badlands"
alias snake "rcon exec ugc_6v_standard; rcon changelevel cp_snakewater_final1"
alias viaduct "rcon exec ugc_hl_koth; rcon changelevel koth_pro_viaduct_rc4"
alias metalworks "rcon exec ugc_6v_standard; rcon changelevel cp_metalworks_rc5"
alias upward "rcon exec ugc_hl_stopwatch; rcon changelevel pl_upward"
alias badwater "rcon exec ugc_hl_stopwatch; rcon changelevel pl_badwater"
alias borneo "rcon exec ugc_hl_stopwatch; rcon changelevel pl_borneo_rc3"
alias lakeside "rcon exec ugc_hl_koth; rcon changelevel koth_lakeside_final"
alias barnblitz "rcon exec ugc_hl_stopwatch; rcon changelevel pl_barnblitz_pro4"
alias sunshine "rcon exec ugc_6v_standard; rcon changelevel cp_sunshine_b4"
alias vanguard "rcon exec ugc_hl_standard; rcon changelevel cp_vanguard_b6"
alias ramjam "rcon exec ugc_hl_koth; rcon changelevel koth_ramjam_a9"
alias steel "rcon exec ugc_hl_stopwatch; rcon changelevel cp_steel"
alias gpit "rcon exec ugc_hl_stopwatch; rcon changelevel cp_gravelpit"
alias swiftwater "rcon exec ugc_hl_stopwatch; rcon changelevel pl_swiftwater_ugc"
alias croissant "rcon exec ugc_hl_standard; rcon changelevel cp_croissant_rc11"
alias arctic "rcon exec ugc_hl_koth; rcon changelevel koth_arctic_rc3"
alias stark "rcon exec ugc_hl_koth; rcon changelevel koth_stark_b3"
alias coalplant "rcon exec ugc_hl_koth; rcon changelevel koth_coalplant_b7"
alias doomsday "rcon exec ugc_4v_sd; rcon changelevel sd_doomsday"
alias whitefrost "rcon exec ugc_4v_standard; rcon changelevel cp_whitefrost_b1a"
alias airfield "rcon exec ugc_4v_koth; rcon changelevel koth_airfield_b5"
alias hlcp "rcon exec ugc_hl_standard"
alias hlkoth "rcon exec ugc_hl_koth"
alias hlpl "rcon exec ugc_hl_stopwatch"
alias 6cp "rcon exec ugc_6v_standard"
alias 6koth "rcon exec ugc_6v_koth"
alias 4koth "rcon exec ugc_4v_koth"
alias 4cp "rcon exec ugc_4v_standard"
alias 4sw "rcon exec ugc_4v_stopwatch"
alias 4sd "rcon exec ugc_4v_sd"
alias done "rcon exec ugc_off"

alias eseabadlands "rcon exec esea_push; rcon changelevel cp_badlands"
alias eseagully "rcon exec esea_push; rcon changelevel cp_gullywash_final1"
alias eseaprocess "rcon exec esea_push; rcon changelevel cp_process_final"
alias eseasnake "rcon exec esea_push; rcon changelevel cp_snakewater_final1"
alias eseametalworks "rcon exec esea_push; rcon changelevel cp_metalworks_rc5"
alias eseasunshine "rcon exec esea_push; rcon changelevel cp_sunshine_rc1a"
alias eseaviaduct "rcon exec esea_koth; rcon changelevel koth_pro_viaduct_rc4"
alias eseagranary "rcon exec esea_push; rcon changelevel cp_granary"



//Reduce Clutter// mat_specular 0 // mat_phong 0 //





// Null-cancelling movement script
// (prevents you from pressing two opposing directions, which causes you to stop moving)

bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright

alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""

//


//weapon switch script

bind 1 "slot1"
bind MWHEELUP "slot1"
bind 2 "slot2"
bind MWHEELDOWN "slot2"
bind 3 "slot3"
bind MOUSE4 "slot3"
bind MOUSE1 "+attack"
bind MOUSE2 "+attack2

//viewmodel script

// turn on viewmodel when switching weapon
// turn off viewmodel when firing
alias vm_on "r_drawviewmodel 1; viewmodel_fov 54"
alias vm_hide "r_drawviewmodel 0" // hide viewmodel but not particles
alias vm_none "viewmodel_fov 0" // hide everything, including particles
alias vm_default_hide vm_none // default hide

alias -my_attack "-attack; spec_next"
alias +my_attack_no_hide "+attack"
alias +my_attack_hide "+attack; vm_default_hide"
alias +my_attack2 "+attack2"
alias -my_attack2 "-attack2; spec_prev"

alias +primary "slot1; vm_on; alias +my_attack +my_attack_hide"
alias -primary ""

alias +secondary "slot2; vm_on; alias +my_attack +my_attack_hide"
alias -secondary ""

alias +melee "slot3; vm_on; alias +my_attack +my_attack_no_hide"
alias -melee ""

alias +my_attack +my_attack_hide

//

alias moofsserver "connect 162.248.88.195:27015; password scizor"

cl_interpratio 1

alias css "exec crosshairswitcher/switcher"
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