minis never broke doomsday
having the point camped to hell with minis and level 3s is standard play, I managed to finish games under those conditions all the time.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I thought the standard play was have four sticky demos so the other team can never ever ever cap
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turtleantGunpla Dadis the best.Registered Userregular
Well, I've crashed twice during bumper cars now.
I'm hoping it's just bad luck and not my computer being shitty.
Also the floating platforms version of bumper cars goes on forever.
I can't say I've experienced more trouble with demospam than anything else on doomsday. Snipers and sentries and rocket jumping soldiers are all very powerful when they're defending the rocket area too. Actually do stickies even stick to the elevator platform or do they bounce off?
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turtleantGunpla Dadis the best.Registered Userregular
Also, make sure you get at least four of the achievements. It grants you a big wooden melee slot hammer, usable by all classes except spy. It functions as a reskin.. which means engineers can build sentries by hitting it with a hammer.
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Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
man, I want spies to be able to backstab me with a hammer.
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turtleantGunpla Dadis the best.Registered Userregular
Yeah, I'm going to say the new achievements fall into the aggravating category.
Mostly because you don't really have any control over getting most of them. It's a lot of waiting and hoping the right bumper car game or curse comes up.
They're in small enough increments that they're not that hard to get, but it's still annoying that they're kind of up to luck.
If you want to be a dick and get the melee kills achievement easy, go Scottish Reserve demo, lay a big line of stickies where the other team gets teleported to and wait for the melee event and then pop them.
Valve is really bad at thinking of ways to exploit their maps. Most of them are stuff I'd have thought of immediately on creating it.
If you want to be a dick and get the melee kills achievement easy, go Scottish Reserve demo, lay a big line of stickies where the other team gets teleported to and wait for the melee event and then pop them.
Valve is really bad at thinking of ways to exploit their maps. Most of them are stuff I'd have thought of immediately on creating it.
I didn't realize non melee kills counted. If the event is about to end and I don't have that achievement I'll have to do that.
I did get a headshot with the Classic earlier though. Was fully charged when the teleport happened and blew up the poor shmuck across from me.
Valve must have half-assed it and instead of tracking the actual kill type, it just tallies any kills earned while the condition is active.
I've heard sentries can award the achievement too.
I generally appreciate the humor of the event, it's a pretty funny idea, but the whole thing feels like they rushed it in a week or two and didn't really think about the implementation too much.
xzzy on
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turtleantGunpla Dadis the best.Registered Userregular
Mini-sentries really do ruin the melee mode, dang. The increased knockback while melee mode is on means you can't even get close enough to melee them down.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Protip: On the falling platforms stage, use your explode bind the minute you go off the edge. That way you don't have to wait to fall to the ground and can just fly right back onto the platform.
Might've loved last year's event a lot more because TDM Hightower is a perfect map for Halloween gimmicks and gifts and etc., but from what I've played so far, this is kinda disappointing.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Iunno, I always thought doomsday isn't as bad as everyone says it is. I'm having fun, at least.
And I've gotten two huntsman headshot kills on the spell teleportation so far: one that I purposefully lined up with the voice lines, the second just a happy accident.
the mini-games at the end are the best part. It's fun, but such a tiny tiny map. Helltower and lakeside are my two favorite though, maybe helltower as most just because there is no "boss" that teams are supposed to work together to defeat (which rarely works)
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a dedicated server crash related to the new map sd_doomsday_event and server-wide curses
Fixed Blue team hearing the win audio instead of the lose audio when Red gets the tickets to the Strongmann machine
Fixed grenade projectiles doing more damage than expected
Fixed players changing team to respawn outside of their cart while playing a minigame
Fixed players being able to use the Eureka effect while in their bumper car
Fixed a bug that let Engineers move faster while carrying a building
Fixed the Spycicle not giving the Spy fire resistance
Fixed The Manngaroo itemset including the wrong item
Updated the equip_region for the Vaccinator and Quick-Fix
Fixed a bug where players would not get a kill credit for turning another player in to a ghost
Updated player ghosts to always use team color
Updated the new TargetID system
Added Advance Option and ConVar to disable floating health icon (tf_hud_target_id_disable_floating_health)
Added Advance Option to control the alpha of TargetID nameplate
Fixed not showing for disguised enemy Spies
Fixed showing the health of cloaked Spies
Fixed not hiding the panel when players are no longer visible
Added ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.
Fixed the knife not playing its backstab animation when crits are disabled
Fixed round-end crits not working when tf_weapon_criticals is set to zero
Updated sd_doomsday_event
Added spell pickups near the ticket case spawn
Reduced mega spell respawn time from 90 seconds to 45 seconds
Fixed curses occurring in bumper car minigames
Fixed players being able to boost their bumper cars early
Increased the damage that bumper cars receive from collisions
Players can no longer suicide when in a Bumper Car
Replaced large ammo kits near the Strongmann machine with spells
Reduced ammo kit size on the bridge from full to medium
Updated HHH to use a giant Necro Smasher when attacking players
Platform game:
Fixed Merasmus giving instructions in the platform game when it gets to the final platform
Center tent pole now vanishes when the final platform is reached
Soccer game:
Added HHH, spawns 45 seconds into the match
Duck game:
Increased max score to 200
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
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Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
I know HHH means Horseless Headless Horseman, but I keep reading it as Hunter Hearst Helmsly.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
You motherfuckers better be on tonight around midnight when I get home from work, because I tried playing this for a few minutes on some random Halloween server and did NOT have fun.
Also, these Halloween costumes suck balls this year. Needless to say, I'll be up for some trading.
Posts
I HAVE AN OSTRICH
I mean, it's Doomsday. It's by far the easiest map to break with mini-sentries.
having the point camped to hell with minis and level 3s is standard play, I managed to finish games under those conditions all the time.
I'm hoping it's just bad luck and not my computer being shitty.
Also the floating platforms version of bumper cars goes on forever.
...he said about every map ever.
It's, like, a metaphor or something, man.
We had one round where it ended literally the first time the platforms fell.
First time I played that mode, everyone thought that the flashing platform would be the one that would fall and not the only one that wouldn't
Fastest stalemate ever
I only tried twice, but both times I did the game crashed as soon as the bumper cars loaded
Mostly because you don't really have any control over getting most of them. It's a lot of waiting and hoping the right bumper car game or curse comes up.
They're in small enough increments that they're not that hard to get, but it's still annoying that they're kind of up to luck.
Valve is really bad at thinking of ways to exploit their maps. Most of them are stuff I'd have thought of immediately on creating it.
I didn't realize non melee kills counted. If the event is about to end and I don't have that achievement I'll have to do that.
I did get a headshot with the Classic earlier though. Was fully charged when the teleport happened and blew up the poor shmuck across from me.
I've heard sentries can award the achievement too.
I generally appreciate the humor of the event, it's a pretty funny idea, but the whole thing feels like they rushed it in a week or two and didn't really think about the implementation too much.
volvo geif diretide indeed.
Oh, Valve.
And I've gotten two huntsman headshot kills on the spell teleportation so far: one that I purposefully lined up with the voice lines, the second just a happy accident.
https://www.youtube.com/watch?v=JA4ji7kz4SM
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a dedicated server crash related to the new map sd_doomsday_event and server-wide curses
Fixed Blue team hearing the win audio instead of the lose audio when Red gets the tickets to the Strongmann machine
Fixed grenade projectiles doing more damage than expected
Fixed players changing team to respawn outside of their cart while playing a minigame
Fixed players being able to use the Eureka effect while in their bumper car
Fixed a bug that let Engineers move faster while carrying a building
Fixed the Spycicle not giving the Spy fire resistance
Fixed The Manngaroo itemset including the wrong item
Updated the equip_region for the Vaccinator and Quick-Fix
Fixed a bug where players would not get a kill credit for turning another player in to a ghost
Updated player ghosts to always use team color
Updated the new TargetID system
Added Advance Option and ConVar to disable floating health icon (tf_hud_target_id_disable_floating_health)
Added Advance Option to control the alpha of TargetID nameplate
Fixed not showing for disguised enemy Spies
Fixed showing the health of cloaked Spies
Fixed not hiding the panel when players are no longer visible
Added ConVar tf_weapon_criticals_melee to control whether melee weapons have random crits. Works separately from tf_weapon_criticals.
Fixed the knife not playing its backstab animation when crits are disabled
Fixed round-end crits not working when tf_weapon_criticals is set to zero
Updated sd_doomsday_event
Added spell pickups near the ticket case spawn
Reduced mega spell respawn time from 90 seconds to 45 seconds
Fixed curses occurring in bumper car minigames
Fixed players being able to boost their bumper cars early
Increased the damage that bumper cars receive from collisions
Players can no longer suicide when in a Bumper Car
Replaced large ammo kits near the Strongmann machine with spells
Reduced ammo kit size on the bridge from full to medium
Updated HHH to use a giant Necro Smasher when attacking players
Platform game:
Fixed Merasmus giving instructions in the platform game when it gets to the final platform
Center tent pole now vanishes when the final platform is reached
Soccer game:
Added HHH, spawns 45 seconds into the match
Duck game:
Increased max score to 200
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
:c
see? perfectly normal human dad. definitely not some kind of marine invertebrate, ha ha ha.
But the cheevement is mine, so never again
Also, these Halloween costumes suck balls this year. Needless to say, I'll be up for some trading.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
This will be really good for feedback and getting the map some more exposure.