i tested it out and for the most part i like it, interesting addition of that big hole on 2-1, as well as the whole ending of 2-2....also that underground tunnel on 3 being one way should be interesting
we'll have to see how those are in regular play though, they seem interesting but it's hard to know how they'll work out in practice
my only complaint is 1-1...where the tracks go up in the air for a bit, there is no way to be on the side of the payload and it's really difficult to keep moving imo...i'd extend that little ramp outwards a bit so people can fit on the side
Ok guys, I'm downloading this game on steam right now. What do i need to play with you guys?
A computer, a monitor, a keyboard, a mouse, probably a desk and chair and a house. Some electricity, an internet connection, the server IP and passwords (in the OP) and some patience. Eventually you might need food, water, a bathroom and some sleep, unless you're really a zombie.
People who appear to be under the mistaken belief that this thread is about them: Quid
Svidrigailov on
Neither the whole of truth nor the whole of good is revealed to any single observer, although each observer gains a partial superiority of insight from the peculiar position in which he stands. It is enough to ask of each of us that he should be faithful to his own opportunities and make the most of his own blessings, without presuming to regulate the rest of the vast field.
So some fun with the cruber on goldrush tonight, and I had the achievement for the soldier not count both times I had them wipe out 5+ people with a hail of crit rockets. This is getting frustrating.
No, it does that for a reason. Moving the cart gets you points. And the way they do that is by giving you points for a capture.
Yeah, but some custom maps give boatloads of points and mess up your stats.
Svidrigailov on
Neither the whole of truth nor the whole of good is revealed to any single observer, although each observer gains a partial superiority of insight from the peculiar position in which he stands. It is enough to ask of each of us that he should be faithful to his own opportunities and make the most of his own blessings, without presuming to regulate the rest of the vast field.
To all payload map-makers: Nice! We need some (more) quality custom maps. I'm the only one that ever will look at or care about my own stats, so I know about where they are. Can't wait to play your map!
And to all sentry-haters: Give it up. I used to loathe them more than life itself until I realized superior teamwork and/or superior trickery will always win out. I admit I pretty much only play demo nowadays because of said sentries, but we will always be around. Find one that is decent(not me) and all will be well, except in cases of 2234643 engineers at your own 2Fort intelligence or some other similar crazy fuck-upedry. I was about to namedrop, but I really think most of know the good demos. I love you guys!
i tested it out and for the most part i like it, interesting addition of that big hole on 2-1, as well as the whole ending of 2-2....also that underground tunnel on 3 being one way should be interesting
we'll have to see how those are in regular play though, they seem interesting but it's hard to know how they'll work out in practice
my only complaint is 1-1...where the tracks go up in the air for a bit, there is no way to be on the side of the payload and it's really difficult to keep moving imo...i'd extend that little ramp outwards a bit so people can fit on the side
there were some thing, like you were talking about, that were unchangeable. Valve has some really complicated displacements going on, and every time i tried to change them, it would crash the map when i tired to run it. So i could only do so much on the squeeze sections. But I do agree with you.
Oh and the ramp thing. yeah that's a good idea, I didn't think that far ahead, ill start listing things such as this.
I do want to help you test your maps out, but I want to keep my stats in an un-fucked state even more. Sorry.
Very easy to fix if someone has access to the server console. Turn on sv_cheats, then turn it back off. Once sv_cheats has been on at ALL, stats aren't recorded any more until the server is rebooted.
There's also a client-side command to disable stat recording, but I can't find it and Valve may have disabled it.
Neither the whole of truth nor the whole of good is revealed to any single observer, although each observer gains a partial superiority of insight from the peculiar position in which he stands. It is enough to ask of each of us that he should be faithful to his own opportunities and make the most of his own blessings, without presuming to regulate the rest of the vast field.
Offensive engineer is the best and you are all ridiculous and I am awesome and really good at the internet video game known as Team Fortress2 and this is a run on sentence but you cant stop me because I'm writing it look at me go oh yeah offensive engineer is awesome 5 kill level one sentry I named it "Senty the Raper of Nerds" and she does so.
Offensive engineer is the best and you are all ridiculous and I am awesome and really good at the internet video game known as Team Fortress2 and this is a run on sentence but you cant stop me because I'm writing it look at me go oh yeah offensive engineer is awesome 5 kill level one sentry I named it "Senty the Raper of Nerds" and she does so.
I've mentioned this a hundred times before, and the only thing I cannot stand about SGs is their knockback. Well positioned SGs can pin ubers to whichever surface is available and pretty much cripple them. Not good.
I've mentioned this a hundred times before, and the only thing I cannot stand about SGs is their knockback. Well positioned SGs can pin ubers to whichever surface is available and pretty much cripple them. Not good.
But without it how would I get such awesome AIR!
Totally stoked dawg. Radical.
Like when you get knocked into the air, and an SG makes you fly as you uber. FLY!
I've mentioned this a hundred times before, and the only thing I cannot stand about SGs is their knockback. Well positioned SGs can pin ubers to whichever surface is available and pretty much cripple them. Not good.
Bah! Pushback is easy to beat. You just need a medic+demo pair for each of the twelve engineers and their sentries.
Jokes, of course. Still, though. Ubers versus sentries gets old. Probably why I think I hate Dustbowl now. Good map. Overexposure. Less Dustbowl, please!
More 2Fort? O_o
Too radical?
Edit:
Wow. I got to thinking after I posted. I can't remember a time when Dustbowl wasn't won basically the second the attacking team ubered-up and took down the turrets(and wasn't a mile from the last CP). As long as I have fun whilst this happens, big deal. Still...is that all TF2 boils down to? Can you get your team's ass in gear to set up enough ubers to take down the enemy's turrets? Maybe it really IS too much Dustbowl on the brain. I can't take anymore of it! I keep thinking of Fortress in terms of DB. Argh!
I am awesome at taking down lots of SGs at random times during the match. Sometimes I'll hear over voice chat a medic working up an uber and then charging in with a pyro or heavy, then asking where the sentry or sentries went.
But strangely I am really useless once I'm ubered. I think since the beta my lack of voice chat always made me skipped over when it came time to hand out invulnerabilities, even when I felt I could do a lot with them as I started to become a more capable demoman. So the situation trained me over all this time to operate as a lone wolf, and when I generally try to protect a medic who is healing me (hard to do with pipe bombs), I still get intimidated when a medic with a full meter right clicks on me, because I never really learned how to deal with charging the open while everyone runs away from you. It's a different dynamic.
Summary: I'm a lone wolf. I'm so badass. Firman Fortress 2.
Engi is fun, and it doesn't even have to be offensive engi.
I think the key is knowing that your sentry isn't the most important thing in the world. It's going to get destroyed, boohoo. It's about getting a new one up fast. Don't worry about EXACT placement, just plunk that thing down and start wrenching.
The situation I enjoy most with engi is when an uber comes rolling through, destroys the entire sentry nest but you survive and put a new sentry up by the time the uber runs out.
Here is a list of changes (from the view of the attacking/blue team) that I made from pl_dustbowl to my version - pl_heights_db
Stage 1-1
-Added bomb cart and bomb inside of spawn, removed old cart and some boxes
-Moved the house outside of blue spawn, build a bridge connecting to a Deck
-Installed crane over bomb cart
-Pushed fence back to left(to allow sentry placement, or ambushing pyro...)
-Moved Health and Ammo Packs outside of spawn
-Added hay inside old cap point
-removed extra tracks throughout board
-deleted cart/clipping outside of old point
-deleted trusses in tunnel/squeeze point to allow better flow
-widened tunnel as much as possible
Stage 1-2
-deleted back wall out of tunnel cart comes out of to allow flow
-Moved ammo and health to around the corner
-deleted doorway (old sniper deck) allowing a secret place for sentry (its a secret on how to get up there)
-added drop down hole next to old exit
-added secret hall with drop down tunnel (see if you can figure it out)
-opened up back wall facing final cart point
-opened room facing final cart point and added stairs and ledge
-added boxes and ammo over the point for cover for defending team
stage 2-1
-knocked out windows in top part of building on left
-knocked out hole in building on left, facing the tracks
-added back passage on 3rd building on with the coffee maker and tables
-added ledge next to last point for engis with ammo
Stage 2-2
-deleted trusses in choke/tunnel point
-widened entrances in tunnel and expanded hallway
-replaced old crashed mine cart with a crashed bomb cart to hallway on far left
-deleted all materials in final choke point hall to allow maximum flow
-moved ammo/health in final building
-moved sniper rock/health
-added second rock and pushed back wall
-moved ramp and added fence to stop spawn camping
-moved ammo/health off of last point and further away
Stage 3-1
-added doorway on first building on left,
-edited clipping on platform behind building on left to allow sentry placement
-added starts/cans/boxes to old point, for more sniper and engi friendly stance
-car outside of fence is now almost safely parted in garage
Stage 3-2
-No Changes
I'm dieing to try this out, I don't know if any of the servers would like to host this today to test out the changes. That would be awesome.
Posts
we'll have to see how those are in regular play though, they seem interesting but it's hard to know how they'll work out in practice
my only complaint is 1-1...where the tracks go up in the air for a bit, there is no way to be on the side of the payload and it's really difficult to keep moving imo...i'd extend that little ramp outwards a bit so people can fit on the side
I did not know where to save it (this is a true story).
see how helpful I am
A computer, a monitor, a keyboard, a mouse, probably a desk and chair and a house. Some electricity, an internet connection, the server IP and passwords (in the OP) and some patience. Eventually you might need food, water, a bathroom and some sleep, unless you're really a zombie.
I do want to help you test your maps out, but I want to keep my stats in an un-fucked state even more. Sorry.
Yeah, i'll test out your maps all you want, just make sure the stats remain un-fucked.
That door.
Hahahaha.
And to all sentry-haters: Give it up. I used to loathe them more than life itself until I realized superior teamwork and/or superior trickery will always win out. I admit I pretty much only play demo nowadays because of said sentries, but we will always be around. Find one that is decent(not me) and all will be well, except in cases of 2234643 engineers at your own 2Fort intelligence or some other similar crazy fuck-upedry. I was about to namedrop, but I really think most of know the good demos. I love you guys!
Now my drunk ass needs to play. It's been awhile.
there were some thing, like you were talking about, that were unchangeable. Valve has some really complicated displacements going on, and every time i tried to change them, it would crash the map when i tired to run it. So i could only do so much on the squeeze sections. But I do agree with you.
Oh and the ramp thing. yeah that's a good idea, I didn't think that far ahead, ill start listing things such as this.
Very easy to fix if someone has access to the server console. Turn on sv_cheats, then turn it back off. Once sv_cheats has been on at ALL, stats aren't recorded any more until the server is rebooted.
There's also a client-side command to disable stat recording, but I can't find it and Valve may have disabled it.
Who is Door?
The Door is all of us.
It was a doorway.
LOTS OF IT.
(This is also a bad post.)
Offensive engineer is the best and you are all ridiculous and I am awesome and really good at the internet video game known as Team Fortress2 and this is a run on sentence but you cant stop me because I'm writing it look at me go oh yeah offensive engineer is awesome 5 kill level one sentry I named it "Senty the Raper of Nerds" and she does so.
What
edit: WUT?!
Final Fantasy XI -> Carbuncle - Samash
I've mentioned this a hundred times before, and the only thing I cannot stand about SGs is their knockback. Well positioned SGs can pin ubers to whichever surface is available and pretty much cripple them. Not good.
But without it how would I get such awesome AIR!
Totally stoked dawg. Radical.
Like when you get knocked into the air, and an SG makes you fly as you uber. FLY!
Final Fantasy XI -> Carbuncle - Samash
Bah! Pushback is easy to beat. You just need a medic+demo pair for each of the twelve engineers and their sentries.
More 2Fort? O_o
Too radical?
Edit:
Wow. I got to thinking after I posted. I can't remember a time when Dustbowl wasn't won basically the second the attacking team ubered-up and took down the turrets(and wasn't a mile from the last CP). As long as I have fun whilst this happens, big deal. Still...is that all TF2 boils down to? Can you get your team's ass in gear to set up enough ubers to take down the enemy's turrets? Maybe it really IS too much Dustbowl on the brain. I can't take anymore of it! I keep thinking of Fortress in terms of DB. Argh!
More Payload maps, please.
But strangely I am really useless once I'm ubered. I think since the beta my lack of voice chat always made me skipped over when it came time to hand out invulnerabilities, even when I felt I could do a lot with them as I started to become a more capable demoman. So the situation trained me over all this time to operate as a lone wolf, and when I generally try to protect a medic who is healing me (hard to do with pipe bombs), I still get intimidated when a medic with a full meter right clicks on me, because I never really learned how to deal with charging the open while everyone runs away from you. It's a different dynamic.
Summary: I'm a lone wolf. I'm so badass. Firman Fortress 2.
I think the key is knowing that your sentry isn't the most important thing in the world. It's going to get destroyed, boohoo. It's about getting a new one up fast. Don't worry about EXACT placement, just plunk that thing down and start wrenching.
The situation I enjoy most with engi is when an uber comes rolling through, destroys the entire sentry nest but you survive and put a new sentry up by the time the uber runs out.
Here is a list of changes (from the view of the attacking/blue team) that I made from pl_dustbowl to my version - pl_heights_db
Stage 1-1
-Added bomb cart and bomb inside of spawn, removed old cart and some boxes
-Moved the house outside of blue spawn, build a bridge connecting to a Deck
-Installed crane over bomb cart
-Pushed fence back to left(to allow sentry placement, or ambushing pyro...)
-Moved Health and Ammo Packs outside of spawn
-Added hay inside old cap point
-removed extra tracks throughout board
-deleted cart/clipping outside of old point
-deleted trusses in tunnel/squeeze point to allow better flow
-widened tunnel as much as possible
Stage 1-2
-deleted back wall out of tunnel cart comes out of to allow flow
-Moved ammo and health to around the corner
-deleted doorway (old sniper deck) allowing a secret place for sentry (its a secret on how to get up there)
-added drop down hole next to old exit
-added secret hall with drop down tunnel (see if you can figure it out)
-opened up back wall facing final cart point
-opened room facing final cart point and added stairs and ledge
-added boxes and ammo over the point for cover for defending team
stage 2-1
-knocked out windows in top part of building on left
-knocked out hole in building on left, facing the tracks
-added back passage on 3rd building on with the coffee maker and tables
-added ledge next to last point for engis with ammo
Stage 2-2
-deleted trusses in choke/tunnel point
-widened entrances in tunnel and expanded hallway
-replaced old crashed mine cart with a crashed bomb cart to hallway on far left
-deleted all materials in final choke point hall to allow maximum flow
-moved ammo/health in final building
-moved sniper rock/health
-added second rock and pushed back wall
-moved ramp and added fence to stop spawn camping
-moved ammo/health off of last point and further away
Stage 3-1
-added doorway on first building on left,
-edited clipping on platform behind building on left to allow sentry placement
-added starts/cans/boxes to old point, for more sniper and engi friendly stance
-car outside of fence is now almost safely parted in garage
Stage 3-2
-No Changes
I'm dieing to try this out, I don't know if any of the servers would like to host this today to test out the changes. That would be awesome.