Official Team Fortress 2 Game Nights (PC)

I'm guessing "Wednesday" means Wednesday 11:59pm PST in Valve time.

Wednesday Update

Arena_WatchTower map and CP_Junction map

Looks like they've updated, but the site is dying on me. Don't know if it is a local problem, I caught the site in the middle of updating, or perhaps it is being hammered from Shacknews or something.

Anyway, two new community maps: Watchtower (Arena) and Junction (the one we have on the server).

Edit: So Tykl was first, but I typed out my post some semblance of grammer, so I'm declaring myself the victor by right of being easily intelligible.

I'm guessing the whole animation will include pull ball out, throw it into the air, wait for it to go down, swing and hit will take anywhere from 3 to 5 seconds, so

a) you can't really move while doing it (just like you stand still eating sandvich)
b) you really can't spam all that many, maybe lob them over a hill or wall before a pyro/demo/heavy/soldier coming charging around the corner.

If you follow the unlockables, you'll notice none have changed the way the game is played or the strategy for beating an individual level.

  • Sandman's Stun = Rocket or Winbomb or Poofer or Roadblock.
  • Kritzs is only 8 seconds worth of bombastic damage, reload will waste most of the timer witha a soldier/demo, heavy moves slow and pyro is short-ranged.
  • Natasha slows down but doesn't immobilize.
  • ubersaw needs 4 or 5 melee hits to fill meter and you still have 125 HP.
  • sandvich is a cheap medikit or a pocket-medic.

    IMO, LVL3 teleports have been the only update that can really change the outcome of any map.

    I expect the other updates to follow similar paths; not making the updated class that much better, but to keep the game fun.

    What I'm really looking for is a new voice pack to be included with this update.

  • I sincerely wish the site wasn't flooded and down so I could look at it.

    Tannhauser wrote:

    Edit: So Tykl was first, but I typed out my post some semblance of grammer, so I'm declaring myself the victor by right of being easily intelligible.

    Me no get what you says, Tkyl-san say better

    Tannhauser wrote:

    Edit: So Tykl was first, but I typed out my post some semblance of grammer, so I'm declaring myself the victor by right of being easily intelligible.

    But not spelling. I declare myself victor over both of you with respect to nothing.

    cp_junction? I hope they enlarged it because even 24 players on that map is way too crowded, much less 28. The map was designed for 8v8. And arena_watchtower: another "vertical" map (see Badwater) that is "sniper friendly?" I hope tomorrow brings something better, cause so far I am not feeling it for this update.

    So basically Watchtower is a sniperfest and junction sucks with more than 8 to a side. They could really have done better with the community maps this time around.

    ukickmydog wrote:

    So basically Watchtower is a sniperfest and junction sucks with more than 8 to a side. They could really have done better with the community maps this time around.

    Hell yes, pl_cashworks or cp_freight are better maps.

    I would have loved to see an "official" remake of warpath.

    If you have to admit a map is a sniper fest, that's bad.
    I do love me some vertically though. That means bottle abuse will remain strong.

    I think the community map situation just goes to show how few good maps there are. Junction also used to give me rendering errors in certain corridors which I hope they fixed.

    I've been rooting for the baseball bat to only have 3 shots at most. You know... 3 strikes and you're out.

    I love CP_Junction, so I for one, am glad it got included. I'm sure Valve fixed it up like they fixed up Steel and a couple of the other community maps. I do recall it wasn't particularly well made when I decompiled it once.

    I believe Valve helps the mappers create a final, Valve-approved version before they release a community map like this. Hopefully they've addressed some of the obvious problems with Junction and Watchtower.

    I think Harvest and Cashworks are up there, I hope they are picked up by Valve. Those are the two that really stand out from the pack in terms of overall quality for me.

    Edit: Damn it Koz, what is this, redundant-Tannhauser-posting day?

    Guys, could you PLEASE stop posting before Tann? It's becoming really annoying to have to read the same crap twice!

    Tannhauser wrote:

    I think Harvest and Cashworks are up there, I hope they are picked up by Valve. Those are the two that really stand out from the pack in terms of overall quality for me.

    Hooray, so I was 2 out of 3 with my suggested maps that made it to the server. (The 3rd being that seige castle level...)

    ukickmydog wrote:
    Tannhauser wrote:

    I think Harvest and Cashworks are up there, I hope they are picked up by Valve. Those are the two that really stand out from the pack in terms of overall quality for me.

    Hooray, so I was 2 out of 3 with my suggested maps that made it to the server. (The 3rd being that seige castle level...)

    Castle Siege was so bad you might have negated the positives of Harvest and Cashworks

    jakeleg wrote:

    Castle Siege was so bad you might have negated the positives of Harvest and Cashworks :-)

    Let us never speak of it again.

    Judge_Digger wrote:

    So this new Scout toy sets up some interesting combos...

    "Beans and Bacon" - Scout stuns them and Heavy mows them down. A step beyond Natascha.
    "Beans and Fries" - Scout stuns them and Pyro toasts them.

    This increases the Pyro usefulness (sorry Pyro-bashers) as he needs to protect Heavy-Medic combos with the poofer.

    Funny thought... beaning a cloaked spy. Would you even know? You might see the ball bounce away at a weird angle and go WTF? Oh. A Spy! Spy should decloak (or at least shimmer) for fairness.

    I wonder if you can hit it against a wall and bean yourself... That would mean you have to be careful in tight spaces and corners.

    Could also work awesome for a scout/spy combo to take out sentries, scout bonks the engi, spy saps then knifes the defender!

    It's like they're putting the "Team" back into Team Fortress

    I dunno why but I was checking out the "how to make maps" and I guess the new game mode is "The Hunted". Was this already announced?

    http://developer.valvesoftware.com/w...

    Overview

    Hunted maps are modified versions of Attack/Defend style Control Point maps. The objective of The Hunted is for the Blue team to escort The Hunted, a lone Blue Engineer, through the map to the "Escape Area" Control Point at the end of the game area. Red's objective is to kill the Hunted, and can score points by both killing him and letting time run out on the clock.

    As there are class limits within the Hunted, maps are built without the need for things such as effective Sentry locations, progressive spawn rooms, and other elements that are usually required for a Team Fortress 2 map to be enjoyable. Good Sniper locations and dark areas for Spies to cloak and disguise are very useful however, and attention should be placed on multiple Sniper nests and dark corners.

    Hunted maps play well with only a single Capture Zone per map, as opposed to having two or three like in maps such as Dustbowl or Gravel Pit.

    Alternately, a Hunted map can be created using the Payload system such as the remake of Border1 called "Border Cross". In this map, the Payload is a truck that the Blue team must climb in and move as quickly across the map as possible, as the Red team tries to kill the Hunted from within the truck. In this map, there are staged respawn areas that allow both teams to quickly make it to the front lines, or in Blue's case, continue moving the truck forward.

    No, I think that's describing the Hunted mod that was released a while back. I never got around to playing it myself although I remember it being some manic fun in TFC. I think Valve's official position is that Payload is their retooled version of Hunted only instead of escorting a VIP you're escorting a bomb cart.

    Yeah Latrine is right I think. Despite that being on an official Valve site, it's a community wiki, so it's not Valve-controlled content.

    First time in a long time I had to play "Refresh Fortress". Nice to see the server full on a Wednesday night. It's been awhile...

    *Sigh* Typical Mexican labor, taking a siesta in the middle of battle:

    IMAGE(http://img301.imageshack.us/img301/413/mexislookinggoodym2.jpg)

    Tannhauser wrote:

    *Sigh* Typical Mexican labor, taking a siesta in the middle of battle:

    IMAGE(http://img301.imageshack.us/img301/413/mexislookinggoodym2.jpg)

    Hey man that gun weighs a ton...

    Mex wrote:
    Tannhauser wrote:

    *Sigh* Typical Mexican labor, taking a siesta in the middle of battle:

    IMAGE(http://img301.imageshack.us/img301/413/mexislookinggoodym2.jpg)

    Hey man my gun weighs a ton...

    Fixed

    What exactly is this post on cheating about? I don't think I witnessed such behavior. Anyway, nice retribution on cheating, taking away unlockables for a month. I was surprised that yesterday as soon as I entered TF2 it gave me my seven unlockables right away (again).

    I was looking at the screen shots of watchtower and noticed one thing that might redeem it. While the rest of the map looks open to headshots, it seems that the point is actually closed off. There are windows, but most of them look closed. So it might be sniper friendly, but those snipers are going to have a hell of a time trying to actually hold the point, and heavies can just try to get in there and hide.

    So, a turtle arena map.

    That doesn't make it better. I have changed my opinion again.

    I'm pretty sure I'm not a cheater, but I've been unable to switch to my unlockables since Tuesday night. They appear in my loadout screen, but when I click "equip" nothing changes. I'm going to delete my clientregistry.blob file and hope that fixes it. I can live without the pyro and heavy unlocks. There's no way I can play medic without the Blutsauger.