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I told you guys. You guys had a nice time without me, and it didn't fucking kill anyone to play something different. I even got some killshots because Crash can 't let a week pass without being Super Photogenic
I told you guys. You guys had a nice time without me, and it didn't fucking kill anyone to play something different. I even got some killshots because Crash can 't let a week pass without being Super Photogenic
Ok, dude?
We did not do anything terribly different than we usually do. We did a some stock maps, we did some customs (new ones admittedly, since Maver updated the map list).
No one is pissing and moaning about playing custom maps. We do it every week. Sorry you don't like some of the stock maps we play.
For some reason over the last month I've gotten better at sniping consistently. Could just be that I've been playing sniper a lot or could be that I got less anxiety making my sniping fidgety and impulsive? Who knows, man.
And yeah Wex, I think you're trying to prove something to us that we haven't been arguing about. We went on a bit of a stock map spree, but we've been doing random customs for a long time. Passtime was only fun because we had to define some rules, and those rules were only followed because we had a small group of people.
For some reason over the last month I've gotten better at sniping consistently. Could just be that I've been playing sniper a lot or could be that I got less anxiety making my sniping fidgety and impulsive? Who knows, man.
The consistency at which you can snipe is directly proportional to the consistency at which you play sniper.
Look, I'm sorry dudes. If it was just me this whole time, I'm sorry. If y'all enjoy upward or whatever the fuck, you go ahead and enjoy it. I might have been letting real life interfere with my shootinmens, and that's never fun for anyone involved.
the gimmick is a steel-style CP map where the last point is always open but capturing the preceding points makes progressively harder to defend and easier to attack
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Didn't we play that one a few weeks ago? It's like 3-point steel type, right? And the last point is a bunch of latticed catwalks over some water? That was cool.
0
Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
Didn't we play that one a few weeks ago? It's like 3-point steel type, right? And the last point is a bunch of latticed catwalks over some water? That was cool.
I think that was Sulphur, yes. And specifically the "water" damaged you if you didn't raise the point first.
I finally got this geyser working in my map. Littleboots did the geyser particle and I set everything up.
Below is a demo of what the geysers will kind of look like once live in the next version. I'm still playing with how far it shoots people up. https://www.youtube.com/watch?v=UmDutvyWXow
+1
Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
Do the geysers launch you in a particular direction, according to where you enter it, or is it possible to steer yourself like with a rocket jump?
Looks neat. I'm looking forward to trying it out (hell, just playing again), and to see if you can sync a geyser with some well timed rockets or stickies
I'm curious how they're scripted. Do they apply a small upward force to you every tick you're inside the geyser volume while the geyser is on or something?
Are they just trigger push brushes, @Hey You? I'd imagine that means you have to jump into them? If so, I've got a trick for you.
Correct, they are trigger brushed so to say however, they use the Portal 2 "catipult" entity. The entity itself works wayyyyyyyyyyyy better than I thought it would as I intitally thought I was going to have to use push brushes (and use your work around crash) - there is no need to jump into them. If you walk into the brush it will push you up.
(Crash - would recommmend playing with it if you haven't as it will be a cool shananagin for you toolkit)
I am tweaking the cone and height but, are using these in a few key places that will give non-highjumping classes a few additional places they can get up to, when the geyser randomlly comes on.
This was a good breakthrough getting this working finally - now if I can just get the 2nd stage into alpha, life would be good. One issues I'm worried about is people turning off particle effects. I'm wondering if some people are going to get shot up, when they can't see what shot them up.
+1
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Are they just trigger push brushes, @Hey You? I'd imagine that means you have to jump into them? If so, I've got a trick for you.
Correct, they are trigger brushed so to say however, they use the Portal 2 "catipult" entity. The entity itself works wayyyyyyyyyyyy better than I thought it would as I intitally thought I was going to have to use push brushes (and use your work around crash) - there is no need to jump into them. If you walk into the brush it will push you up.
(Crash - would recommmend playing with it if you haven't as it will be a cool shananagin for you toolkit)
I am tweaking the cone and height but, are using these in a few key places that will give non-highjumping classes a few additional places they can get up to, when the geyser randomlly comes on.
This was a good breakthrough getting this working finally - now if I can just get the 2nd stage into alpha, life would be good. One issues I'm worried about is people turning off particle effects. I'm wondering if some people are going to get shot up, when they can't see what shot them up.
put a non-colliding brush in the middle of the geyser that blocks sight and says "turn on particle effects dammit"?
from what I hear, just about every competitive player
Let's be honest though, once you've added a semi-random stage hazard that can mess with players to your map the comp scene wasn't going to look at it anyway.
from what I hear, just about every competitive player
Let's be honest though, once you've added a semi-random stage hazard that can mess with players to your map the comp scene wasn't going to look at it anyway.
Soooooo true. Plus it is PL (they don't do PL from what I remember 5 years ago)
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
from what I hear, just about every competitive player
Let's be honest though, once you've added a semi-random stage hazard that can mess with players to your map the comp scene wasn't going to look at it anyway.
Soooooo true. Plus it is PL (they don't do PL from what I remember 5 years ago)
I don't know about 6s, but Highlander does lots of PL (mostly upward/badwater/swiftwater)
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:
Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
For more information on how you can participate in testing, please visit https://steamcommunity.com/groups/tfcompetitive
Updated several maps to support competitive mode
Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
Added the Civilian Grade Stat Clock
Applies a Strange Stat Clock to a Civilian grade weapon
Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades
Mannpower update
Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
Reflect powerup
Removed 25% resistance attribute
All classes can now have up to 400 health
Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
Reflection damage increased from 50% to 80% of damage received
Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
Supernova powerup
Minimum stun duration increased from 1 to 2 seconds
Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
Vampire powerup
Melee attack now returns 1.25x damage as health (up from 1.0x)
Regen and King powerup
Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
Increased metal regeneration amount
Gift Wrap has returned!
Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
Items can now be unwrapped by their original wrapper
Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
Giftapults can again deliver items to random players online, but will remain un-craftable
Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
Vote kick events now display that target player's Steam avatar
Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
Updated the Crusader's Crossbow
Added a new shoot sound
Added a new impact/heal sound when a teammate is healed
Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
Fixed That '70s Chapeau not being removed when the Sniper taunts
Fixed the Catastrophic Companions hiding the player's hat and headphones
Fixed an LOD issue for The AWPer Hand
Added combat text and hit sounds for damage done to buildings
Added a "Last Hit" sound option to Hit Sounds
Triggered when one of your attacks causes the death of a player or building
Can be toggled in the Adv. Options menu
Updated the materials for the Panic Attack to support mat_picmip
Updated the Taunt: Zoomin' Broom sound effects
PASS Time update
Fixed workshop maps not loading correctly
Fixed being able to get inside jump pads
Removed Sandman long-distance steal
Added experimental cvars for playtesting
Updated cp_vanguard
Removed teleporter exploit on second point
Various minor fixes (lighting, collision, optimization)
Updated pl_borneo
Fixed an exploit related to the final control point and dropped weapons
Updated pl_snowycoast
Adjusted various spawn point facings to make side exits more obvious
Adjusted position of resupply cabinet in RED's 1st spawn
Added ledge to 2nd point flank route window
Adjusted common sentry nests on 2nd
Added stronger light to entrance of lower flank route
Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
RED no longer get forced respawn when 2nd is captured
Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
Adjusted timing of flank doors at 2nd and in mines
Updated door texture for flank exit by 2nd point gate
Improved defendability and enlarged 3rd point
Adjusted position of 3rd cap
Adjusted health & ammo at 3rd
Updated door texture for flank exit by mines
Changed a medium ammo pack at last to full ammo pack
Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
Added 3rd exit to BLU's last forward spawn
Improved defendability of ledges at last inside building
Added new dropdown area to RED's last
Adjusted lighting in various areas
Fixed dx settings on light pole props
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Posts
I told you guys. You guys had a nice time without me, and it didn't fucking kill anyone to play something different. I even got some killshots because Crash can 't let a week pass without being Super Photogenic
Ok, dude?
We did not do anything terribly different than we usually do. We did a some stock maps, we did some customs (new ones admittedly, since Maver updated the map list).
No one is pissing and moaning about playing custom maps. We do it every week. Sorry you don't like some of the stock maps we play.
And yeah Wex, I think you're trying to prove something to us that we haven't been arguing about. We went on a bit of a stock map spree, but we've been doing random customs for a long time. Passtime was only fun because we had to define some rules, and those rules were only followed because we had a small group of people.
The consistency at which you can snipe is directly proportional to the consistency at which you play sniper.
lookatdatcuuuutefaaace. Perfect.
Look, I'm sorry dudes. If it was just me this whole time, I'm sorry. If y'all enjoy upward or whatever the fuck, you go ahead and enjoy it. I might have been letting real life interfere with my shootinmens, and that's never fun for anyone involved.
Now we gotta play the second place map.
I think that was Sulphur, yes. And specifically the "water" damaged you if you didn't raise the point first.
Below is a demo of what the geysers will kind of look like once live in the next version. I'm still playing with how far it shoots people up.
https://www.youtube.com/watch?v=UmDutvyWXow
On that note, it does kind if shoot you up a little too vertical, no matter what kind of angle you come in at it.
Edit: Also, I have to say, it is really fun to bounce on the geysers. I think this is going to add a cool gameplay dynamic to the game.
isn't the point of ERR is to find ledges that shouldn't be there?
Correct, they are trigger brushed so to say however, they use the Portal 2 "catipult" entity. The entity itself works wayyyyyyyyyyyy better than I thought it would as I intitally thought I was going to have to use push brushes (and use your work around crash) - there is no need to jump into them. If you walk into the brush it will push you up.
(Crash - would recommmend playing with it if you haven't as it will be a cool shananagin for you toolkit)
I am tweaking the cone and height but, are using these in a few key places that will give non-highjumping classes a few additional places they can get up to, when the geyser randomlly comes on.
This was a good breakthrough getting this working finally - now if I can just get the 2nd stage into alpha, life would be good. One issues I'm worried about is people turning off particle effects. I'm wondering if some people are going to get shot up, when they can't see what shot them up.
put a non-colliding brush in the middle of the geyser that blocks sight and says "turn on particle effects dammit"?
Since none of them ever play pyro, yes
Let's be honest though, once you've added a semi-random stage hazard that can mess with players to your map the comp scene wasn't going to look at it anyway.
Soooooo true. Plus it is PL (they don't do PL from what I remember 5 years ago)
I don't know about 6s, but Highlander does lots of PL (mostly upward/badwater/swiftwater)
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:
Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
For more information on how you can participate in testing, please visit https://steamcommunity.com/groups/tfcompetitive
Updated several maps to support competitive mode
Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
Added the Civilian Grade Stat Clock
Applies a Strange Stat Clock to a Civilian grade weapon
Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades
Mannpower update
Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
Reflect powerup
Removed 25% resistance attribute
All classes can now have up to 400 health
Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
Reflection damage increased from 50% to 80% of damage received
Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
Supernova powerup
Minimum stun duration increased from 1 to 2 seconds
Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
Vampire powerup
Melee attack now returns 1.25x damage as health (up from 1.0x)
Regen and King powerup
Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
Increased metal regeneration amount
Gift Wrap has returned!
Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
Items can now be unwrapped by their original wrapper
Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
Giftapults can again deliver items to random players online, but will remain un-craftable
Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
Vote kick events now display that target player's Steam avatar
Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
Updated the Crusader's Crossbow
Added a new shoot sound
Added a new impact/heal sound when a teammate is healed
Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
Fixed That '70s Chapeau not being removed when the Sniper taunts
Fixed the Catastrophic Companions hiding the player's hat and headphones
Fixed an LOD issue for The AWPer Hand
Added combat text and hit sounds for damage done to buildings
Added a "Last Hit" sound option to Hit Sounds
Triggered when one of your attacks causes the death of a player or building
Can be toggled in the Adv. Options menu
Updated the materials for the Panic Attack to support mat_picmip
Updated the Taunt: Zoomin' Broom sound effects
PASS Time update
Fixed workshop maps not loading correctly
Fixed being able to get inside jump pads
Removed Sandman long-distance steal
Added experimental cvars for playtesting
Updated cp_vanguard
Removed teleporter exploit on second point
Various minor fixes (lighting, collision, optimization)
Updated pl_borneo
Fixed an exploit related to the final control point and dropped weapons
Updated pl_snowycoast
Adjusted various spawn point facings to make side exits more obvious
Adjusted position of resupply cabinet in RED's 1st spawn
Added ledge to 2nd point flank route window
Adjusted common sentry nests on 2nd
Added stronger light to entrance of lower flank route
Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
RED no longer get forced respawn when 2nd is captured
Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
Adjusted timing of flank doors at 2nd and in mines
Updated door texture for flank exit by 2nd point gate
Improved defendability and enlarged 3rd point
Adjusted position of 3rd cap
Adjusted health & ammo at 3rd
Updated door texture for flank exit by mines
Changed a medium ammo pack at last to full ammo pack
Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
Added 3rd exit to BLU's last forward spawn
Improved defendability of ledges at last inside building
Added new dropdown area to RED's last
Adjusted lighting in various areas
Fixed dx settings on light pole props
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch