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Thief/Deus/Trade/Notch Fortress 2: Sometimes we talk about the game

AzadIsCoolAzadIsCool Registered User regular
edited September 2011 in Social Entropy++
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Welcome to the SE++ TF2 thread. Here's all you need to know about the game:

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And we love it anyway.

Except Hoodoo.


Play with us
Hey You's
TF2PRO.COM / TEAM ZISSOU SERVER Donate!
Come test custom PA made maps and mods for the PAMTU (Contact an admin to join).
Server IP: 208.167.242.188:27015
Password: wang

Job's
Hyperbolic Drama Chamber Donate!
Normal server with SourceMod.
Server IP: 216.155.146.69:27015
Password: wang

PMAvers'
(Public) House of Non-Conformity Donate!
Custom map/mod server.
Server IP: 208.167.243.68:27015
Player stats and other stuff
Download the Map Pack. 412 MB download.
Contents of the map pack (updated: March 2nd):
p_gullywash_imp3
cp_obscure_final
cp_redfort_b5
cp_science
ctf_landfall_rc
koth_moonshine_rc
pl_boundary_rc4
Extract to: Steam\steamapps\<your account>\team fortress 2\tf\maps

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So you want to exploit the economy get into trading?
Keep the following link bookmarked so you don't have to wait for someone to reply to your price check: http://tf2spreadsheet.blogspot.com/


Also this is why we won't play Hoodoo ever again

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AzadIsCool on
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Posts

  • AzadIsCoolAzadIsCool Registered User regular
    I stole a bunch of crap from the OP on the G&T thread to pretty it up so thanks to those dudes.

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  • SquallSquall hap cloud Registered User regular
    Hightower is the best map in the game full stop

  • BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    wrong its pro_viaduct

  • undeinPiratundeinPirat Registered User regular
    real talk

    badlands is the best designed map

    most likely

    viaduct is alright, snipe presence is really strong but eh

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • FutoreFutore Registered User regular
    I don't think those custom maps on Honc exist

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  • AzadIsCoolAzadIsCool Registered User regular
    edited August 2011
    Futore wrote:
    I don't think those custom maps on Honc exist

    I'm sure they exist but they might have been taken out of the rotation, and I know that there are some maps on HoNC that aren't in the pack. I just stole the link from the G&T thread which was outdated anyway since it said HoNC has a password, but if PMAvers could put up an updated map pack I'll put it in instead.

    E: I've always loved Well and Granary because they're so much fun as soldier. So many opportunities to rocket jump and rain down rockets.

    AzadIsCool on
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  • PMAversPMAvers Registered User regular
    AzadIsCool wrote:
    Futore wrote:
    I don't think those custom maps on Honc exist

    I'm sure they exist but they might have been taken out of the rotation, and I know that there are some maps on HoNC that aren't in the pack. I just stole the link from the G&T thread which was outdated anyway since it said HoNC has a password, but if PMAvers could put up an updated map pack I'll put it in instead.

    Yeah, it's a little out of date. Will work on that.

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    COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
  • BahamutZEROBahamutZERO Registered User regular
    hahahaha the ghost of the hoodoo video oh my god

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  • FutoreFutore Registered User regular
    PMAvers, did you ever set up the server with that weapon mod with all the user created weapons (i'm forgetting the name)

    In the land where everything is OP?

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  • Dark Raven XDark Raven X Laugh hard, run fast, be kindRegistered User regular
    So I like 2fort

    Oh brilliant
  • BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    die now

  • AzadIsCoolAzadIsCool Registered User regular
    edited August 2011
    So I like 2fort

    I was like you once. Then I played a different map and it was like, "woah, there are other maps in this game?"

    I don't hate 2fort like most people but if both teams are decent it becomes incredibly frustrating.

    AzadIsCool on
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  • BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    the only acceptable ctf maps are turbine and sawmill

    and even then its so easy to just have 2-3 engis turtling the intel

  • beta_angelbeta_angel ColoradoRegistered User regular
    2fort by Coolio:

    I've been spendin' most my life in a sniper battle paradise.

    UEAKCrash wrote:
    BETA IS FUCKING CREDIT TO TEAM.
    EvilBadman wrote:
    Beta_Angel is awesome. Never doubt this.
    TF2 Hatpack
  • undeinPiratundeinPirat Registered User regular
    2fort is acceptable as a goof off map

    but if we are being real about map design

    it's shit, not only because tf2 ctf is really not good considering the pace of the game and defensive options, but also because of the location of respawn things and how cramped it is, limiting mobility

    maps should have multiple routes to any objective, but there should be very intuitive pros and cons -- this also goes for defensive positions

    to keep jerking off badlands, look at spire -- to protect it, you have a few options, like the bridge, the space towards the back (called trash), the battlements, or even on the spire

    all of these defense positions have pros and cons, such as how visible you are to the enemy, and how many attack paths you can reasonably keep track of

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • SLyMSLyM Registered User regular
    Fastlane
    Granary
    Badlands
    Coldfront
    Well

    These are the maps that I like the most.

    My friend is working on a roguelike game you can play if you want to. (It has free demo)
  • AzadIsCoolAzadIsCool Registered User regular
    edited August 2011
    SLyM wrote:
    Fastlane
    Granary
    Badlands
    Coldfront
    Well

    These are the maps that I like the most.

    Yep.

    E: Everyone note how all of these are cp maps.

    AzadIsCool on
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  • undeinPiratundeinPirat Registered User regular
    coldfront should be warmfront, but yes

    i like prolane, but it changes so much that i wouldn't compare it to the gentle rework that is warmfront (which changes it to alpine textures and makes it so the medium health pack pit by the second point isn't a death trap and is level with the platform next to it)

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • Kuribo's ShoeKuribo's Shoe Kuribo's Stocking North PoleRegistered User regular
    I like most koth maps

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  • AneurhythmiaAneurhythmia Registered User regular
    and makes it so the medium health pack pit by the second point isn't a death trap and is level with the platform next to it
    There's a version of Coldfront with the same thing. I'm not sure what came first.

  • Kuribo's ShoeKuribo's Shoe Kuribo's Stocking North PoleRegistered User regular
    also my favorite map is degroot

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  • AzadIsCoolAzadIsCool Registered User regular
    Speaking of degroot does anyone have a Crusader's Crossbow they'd trade 1:1 with something in my backpack?

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  • Kuribo's ShoeKuribo's Shoe Kuribo's Stocking North PoleRegistered User regular
    why yes I do

    you don't happen to have a spare shortstop or battalion's backup do you hmmmm

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  • undeinPiratundeinPirat Registered User regular
    man, everytime i start thinking about map design i'm like, "man, i should make the next great 5 cp map or something"

    and then i open up hammer, laugh at how bad it is, and get that idea out of my head

    similar things occur with me and starcraft mapping

    way too much effort to learn those tools to get my ideas off of graph paper

    maybe when i have more spare time to learn a craft

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • AntimatterAntimatter Devo Was Right Gates of SteelRegistered User regular
    man, everytime i start thinking about map design i'm like, "man, i should make the next great 5 cp map or something"

    and then i open up hammer, laugh at how bad it is, and get that idea out of my head

    similar things occur with me and starcraft mapping

    way too much effort to learn those tools to get my ideas off of graph paper

    maybe when i have more spare time to learn a craft

    two of the same item makes a scrap

  • undeinPiratundeinPirat Registered User regular
    wh

    wha

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    2fort is acceptable as a goof off map

    but if we are being real about map design

    it's shit, not only because tf2 ctf is really not good considering the pace of the game and defensive options, but also because of the location of respawn things and how cramped it is, limiting mobility

    maps should have multiple routes to any objective, but there should be very intuitive pros and cons -- this also goes for defensive positions

    to keep jerking off badlands, look at spire -- to protect it, you have a few options, like the bridge, the space towards the back (called trash), the battlements, or even on the spire

    all of these defense positions have pros and cons, such as how visible you are to the enemy, and how many attack paths you can reasonably keep track of

    keep talking about badlands and map design itself, pirat

    i'm almost there

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  • AzadIsCoolAzadIsCool Registered User regular
    edited August 2011
    wh

    wha

    He's in shock.

    AzadIsCool on
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  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited August 2011
    wh

    wha
    maybe when i have more spare time to learn a craft

    nealcm on
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  • undeinPiratundeinPirat Registered User regular
    well, to keep going on about badlands, let's talk about mid (considering last point is arguably the weakest part of badlands, but i personally think it serves its purpose well)

    the two main angles of attack through mid are through valley, or through the house

    now, it may seem like a small thing, but valley being a viable attack path is remarkable. why? consider that you not only don't get that much of a speed advantage, but you give up height advantage to the other team right from the get-go

    the reason it is viable, however, is it is a well defended flank route, which there really aren't that many that deal with verticality, most flank routes are good through the virtue of them being a far away corridor. badlands mid has a rare flank route that sacrifices height advantage for the chance of surprise -- and really, the height advantage sacrifice is minimal, considering to get a good shot on you they would have to get in line of sight of house, not being able to hide behind their little stacks of wood

    really interesting shit

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    i could listen to this stuff all day, honestly

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  • AntimatterAntimatter Devo Was Right Gates of SteelRegistered User regular
    i would like the spire on badlands more if the path didnt change direction halfway through

  • undeinPiratundeinPirat Registered User regular
    honestly, the tl;dr version of why badlands is the most interesting map is that at basically every part of the map you are constantly assessing how you can gain or sacrifice height, rather than how you can gain or sacrifice mobility in a general sense

    to expand, on other maps you are weighing routes based on "this way gets me there faster, but more dangerously, or this way gets me there slower, but safer", or on better maps "this way gets me there faster, but positions my push worse, this way gets me there slower, but i get better positioning"

    however, on badlands, a large amount of the decisions, even on a tactical level, revolve on "this way transports me to a higher place, albeit slower or more difficult" -- this really gets at the core of what tf2's pacing and general balance is about. height advantage is a way that rewards positioning amazingly through the natural tendencies of aiming

    other map points that have similar decisions and really benefit from it are granary mid (getting on the crates gets you infinite advantage over the other team), gullywash mid and second (although gullywash really takes a large amount of its design from badlands), coldfront mid a bit (the cliffs and if you can jump onto the house), even harvest, with how dominating a soldier or demoman on any of the multitudes of roofs can be (this is of course balanced out by sniper lines of sight)

    the alternative really cool thing to do with your mid, which viaduct and snakewater do, is to make it a large hill

    this forces a person to care about the objective, because it gives them height advantage -- it makes for very objective based gameplay, much like payload does on a rudimentary level

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • STATE OF THE ART ROBOTSTATE OF THE ART ROBOT Registered User regular
    So I guess I am getting a little better at Sniper. Still have a huge twitch problem where I overcompensate when I make adjustments.

  • undeinPiratundeinPirat Registered User regular
    i could babble about my musings on map design for weeks really

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • SomestickguySomestickguy Registered User regular
    edited August 2011
    Antimatter wrote:
    i would like the spire on badlands more if the path didnt change direction halfway through

    Not that I know much about map design but I think that might be to give the advantage to the side defending the point. Thanks to the change in direction attackers are in view of the defenders' base a lot more than they're not.

    Somestickguy on
  • AntimatterAntimatter Devo Was Right Gates of SteelRegistered User regular
    unde

    why is gravel pit so awesome

  • undeinPiratundeinPirat Registered User regular
    Antimatter wrote:
    unde

    why is gravel pit so awesome

    a very good question

    gravel pit's three points are all very different, as anyone could tell you. i think that they are all well made, but for slightly different reasons.

    the a point (even though it is oft left for the birds because b is a bit easier to defend and because of how the actual a/d gamemode rewards just holding one of the primary points) goes with the same general idea i talked about with viaduct and snakewater. the point is up a sloping hill, which gives some height advantage -- this isn't readily apparent, because valve has all kinds of line of sight blocking things, like the sheds, the wooden wall, and the glass window on the point. it doesn't immediately reward actual combat based benefits for height advantage, but it gives you information, which is more than enough. the short areas of line of sight really benefit the offense, making the point a bit easier to attack if the defense is split at the start of a round.

    the b point, with its main points of roof which can cover the (from red's point of view) right exit of blue's respawn, and the big rock which a sniper can use to cover the other exit, make it so that the best point of attack is actually from red's side, c! this doesn't often happen because making the offense's best chance at attack go through hard to secure territory seems foolish. however, it really encourages grouped pushes, because breaking down a defense at b relies on attacking at the back angle which can't really be covered well and adequately cover the other exits

    c is basically the premier design of giving the defenders a huge advantage with a large disadvantage, both of which they must acknowledge and work through -- they get easy access to height, but are crazily visible on all sides which they can't really push into without losing c

    this forces red to balance staying on or near the point to avoid quick steals through airborne classes, but not all just grouping up there because they will be sniped, spammed, etc

    this is all a bit rambley, but whatever

    [SIGPIC][/SIGPIC] steam: undeinpirat
  • AntimatterAntimatter Devo Was Right Gates of SteelRegistered User regular
    love it unde

  • mtsmts Dr. Robot King Registered User regular
    hey does anyone happen to have an extra enforcer they would be willing to trade?

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