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Team Fortress 2 - The Official Discussion Thread

The first thing I did when I got on TF2 was get a Sniper achievement. Right after getting it, I unlocked all the unlocks (I had all sans the ambassador), even the spy ones. It was cool, lol.

Ambassador is pretty nifty. Seems like an upgrade, but I havent had it too long.
 
Heh, yeah, I logged in and got all of them at once. This update has lower milestones as well. It's 5, 11, and 17.

Cloak and Dagger is so fun =)

Cloak and Dagger makes me feel like I'm playing MGS because I crouch+walk everywhere.
[Sarcasm] I love how they fixed the drop system AFTER they added the milestones, making the drop system useless until the next update. [/Sarcasm]
This update was pretty poorly done, I'm just happy that its over with (as in, I got the unlocks and I don't have to worry about it anymore).
 
Well, I got my first hat the other night, the Football Helmet. Typical that I'd get a hat for my least played class (14 hours as opposed to 214 on Med) and that looks one of the worst imo, but still a hats a hat. And when trading is implemented I'll have something to barter with to get the hats I want.
 
Of all the hats, the worst is probably the Snipers, as the difference isn't that noticeable. Thunderpup got it, but nobody else in my house has gotten a single one. I got four ambassadors in a row, though ._____.

You guys havent talked much about the maps. What do you guys think of them?


I think Hoodoo is an overall not good map. The stats page has it listed ridiculously far in reds favor, like most Payload maps of course, and it's just too cramped for Spy to be that effective. Demo and Pyro seem to like the cramped spaces. Pipeline is another one I don't like. It just feels way too campy to be enjoyable.

The Arena maps are the best ones that have came out in a while. Nucleus is like a giant Donut, but it has several levels to position yourself on/navigate around. It's a good map. Personally, I like Sawmill the most. From the highground to the long ways around, it's a very good map. The one issue is the spawn rooms cant be entered until you win, so you'll have people running back into their spawn often, such as snipers. Doesn't matter if you just cap the point, though :P
 
we need some new valve made control point maps such as granary and badlands imo, too much payload and arena recently

not that i dislike payload, but it can get tedious and sometimes is just a huge clusterfuck, and arena isnt really my thing :|
 
Gotta agree with you there. Freight has been begging to be made into an official map for months now, and Valve already has the foundations for two good 5 CP maps in Lumberyard and Sawmill. It wouldn't take a huge amount of time or effort to make those two into 5 CP maps, like what they did with Arena_Granary, Arena_Well and Arena_Badlands but in reverse.
 
Good call Sunday. I like that idea quiet a bit

I agree HooDoo is fun to play, its just terribly imbalanced. I'd like to see more PLR maps though.
 
Gotta agree with you there. Freight has been begging to be made into an official map for months now, and Valve already has the foundations for two good 5 CP maps in Lumberyard and Sawmill. It wouldn't take a huge amount of time or effort to make those two into 5 CP maps, like what they did with Arena_Granary, Arena_Well and Arena_Badlands but in reverse.
I've been campaigning on the Steampowered forums for:

  • Freight to become a Community Map
  • cp_sawmill (5 CP map)
  • cp_nucleus (GP-style CP map)
Now that you mention it, Lumberyard would make for a good GP-style map also.
 
got the demomans fro, as woodsy saw on one of the servers.
Also looking for less payload and less dustbowl as it does get old after a while but the aussie servers love them, Saw mill would be really fun to play
 
God pipeline is fucking horrible I try to play it but most of the time I end up leaving the server when the map shows up. I don't know what's wrong with it but it just annoys me and bores me pretty fast.

Also I need some hats >:( and jarate chop is impossible to pull off srsly.
 
Thanks for the new desktop background Woodsy. I agree with Pipeline, it's not fun and no timer means if the teams are balanced or just engies the map goes forever. Although on the final you can just crouch on your teams side of the cart and win.
 
I'm so glad that someone made a custom skin to replace the stupid heavy football helmet. Giving an American football helmet to a Russian man who has probably never played the sport makes zero sense at all.

I don't know why Valve made payload race when the idea of two teams fighting over one neutral payload cart makes so much more sense. There's already an implementation of this in the form of the custom map pl_waste. The map is symmetrical with a cart in the center, and either team can push the cart in an effort to deliver the payload to the enemy base. I think this game mode has a lot more potential than payload race.

One thing that continues to baffle me is that Valve has consistently managed to pick the worst of attack/defend maps that seem to be so popular on pubs these days, first with egypt and now with hoodoo. I'm not a huge fan of cashworks or frontier, but either of them would have been better than the maps they've picked. Actually, considering that the only other attack/defend maps Valve has added are steel and junction, they have yet to pick a good attack/defend map. This isn't so much due to Valve's bad judgment as it is due to a lack of good maps to choose from. I've been hearing a lot of good things about furnace (a triangular-CP map like gravelpit), but the praise it's getting doesn't seem entirely different from the positive reception to junction and broma, two maps which seem to have fallen out of favor as of late.


freight is probably my favorite map of the moment. I really like playing scout on freight, there are just so many options for flanking. I really feel that freight is the map that well should have been. It has water-based flanking routes, trains, and unlike well it isn't a huge stalemate after one team caps the middle point. There was a pretty recent update to the map (cp_freight_r) which modifies the second and fourth points a bit to make one of the choke points a bit less vulnerable to spam. Fishbus is reportedly working on a "final" version (alluded to in the crossword puzzle in the latest blog post, see 4 down), I really hope it's included in the next update.

Another push map that I'm really liking right now is yukon. It's relatively new and I'm pretty sure that the creator is working on several revisions to it, so it's unlikely that it will be included in the next update. I really like the flow of the map, with the exception of the middle point. The paths leading off the middle point feel a bit awkward, mainly because two of them are right next to each other and follow almost the exact same route. Also, the "closet" areas around mid seem to be a bit too cramped considering how big the point itself is. Still, I think that the map has potential, and apart from the issues around the middle point it's a very solid map and still a lot of fun to play.

Valve already has the foundations for two good 5 CP maps in Lumberyard and Sawmill. It wouldn't take a huge amount of time or effort to make those two into 5 CP maps, like what they did with Arena_Granary, Arena_Well and Arena_Badlands but in reverse.
It might be easy to create a map based on this, but balancing it and getting it to the point where it's actually playable on the same level as granary or badlands is something entirely different. Just because you're working with a good foundation doesn't mean that the finished product will be anywhere near as good as you started with. Case in point: One custom map that I've seen a lot more than I'd care to as of late (follower) is basically a combination of badlands (midpoint) and granary (warehouse to final point). Despite the fact that it borrows from two very good maps, I don't find it at all fun to play. Although I wouldn't mind seeing sawmill or nucleus as 5-CP push maps, I don't expect them to be quick jobs and I'd certainly hope that time and effort would be put into making them playable.
 
Steel is amazing, you nignag. Yes, Egypt is mediocre at best and Junction is just flat-out horrible, though.

I don't spend a whole lot of time outside of vanilla settings and official maps but one time I joined Mr. Esc in a game on Freight and I must say it's a pretty good map.
 
Steel is a great map. I will never forgive you for talking badly about it >:0
And I haven't played Freight much recently, but it's definitely a map that I would back to be official. It's really fun.

I was going to join a server that was playing Yukon, but I didn't like the server settings on. I'll keep a look out for it, though.
 
I've been hearing a lot of good things about furnace (a triangular-CP map like gravelpit), but the praise it's getting doesn't seem entirely different from the positive reception to junction and broma, two maps which seem to have fallen out of favor as of late.
I've played a bit competatively on Furnace I qute like it, dispite a few glaringly obvious flaws. The main problems are the defending spawn timers, which make it seem as if you need to fight off multiple waves of Red defenders before you're able to capture the final point. Another is that dispite what Furnace advertises, A and B are nowhere near equally defendable. Every team we've played have opted for A and our attempts to defend B steamrolled pretty easy. The tunnels to C are also quite cramped. But dispite all this, I really like it and hopefully with a bit of tweaking it'll become a very good map.

I've got to agree that Yukon has a lot of potential, however I can't seem to get the feel for it and I've no idea why. Also last point caps at freaking snails pace XD

It might be easy to create a map based on this, but balancing it and getting it to the point where it's actually playable on the same level as granary or badlands is something entirely different. Just because you're working with a good foundation doesn't mean that the finished product will be anywhere near as good as you started with. Case in point: One custom map that I've seen a lot more than I'd care to as of late (follower) is basically a combination of badlands (midpoint) and granary (warehouse to final point). Despite the fact that it borrows from two very good maps, I don't find it at all fun to play. Although I wouldn't mind seeing sawmill or nucleus as 5-CP push maps, I don't expect them to be quick jobs and I'd certainly hope that time and effort would be put into making them playable.
For me the only reason Follower isn't as sucessful as the idea of combining blands and gran sounds is that it's just a tad too large for 6's play. (perfect for 8's though). Dispite this I really enjoy scrimming 6's on Follower, much more so than Yukon. (it's much better asthetically too). Another thing I'd like to point out is that Follower doesn't actually borrow from the one element that makes Badlands so popular competatively, which is Spire. Imo, the main reason for badlands sucess with the competitive community is that it's just perfect for the standard rollout of 2s 2s 1d 1m. Heavys and Pyros both take ages to climb the Spire and must expose themselves to enemy fire from battlements in order to do so, effectivly nullifying their usefulness. Follower on the other hand actually kept the one element of Badlands that favoured Pyros, the maintenance hatch! (for those not familiar with the term, it's the small closet directly to the left of the stairs that lead to the middle point)

Regardless of all this I still have a lot of faith that if Valve decided to make a 5 Cp map out of one of their arena midpoints that it would most likely be of a very high standard. They've got a 2/3 hit rating on their previous 5cp maps, and no custom maps seems to be able to come anywhere near the popularity of the last 5cp map Valve released (which is of course Badlands).
 
Steel is a great map. I will never forgive you for talking badly about it >:0
I really do like steel in concept. And really, the map as it is is probably the best that the concept could have been executed without starting completely from scratch. The problem I have with steel is that it's difficult to have fun on the map regardless of how experienced you are with it. When you first start playing, the layout is so confusing (there are five points and in most cases at least two ways to get from one point to successive points) that it's difficult to find the objective. When I played spy on steel during its early days, it wasn't uncommon for me to be able to chance upon someone lost and alone, wandering a long-forgotten point. By the time that you become familiar with the map's layout, the novelty wears off and you realize that none of the control points are tremendously fun to play on. The only control point that I really like is C, and by the time you get there both teams are so fragmented that the attacking team either locks it down within a minute of it becoming available or the defending team is able to hold it down because there are never more than three or four blu players assaulting the point at any given time.
I've got to agree that Yukon has a lot of potential, however I can't seem to get the feel for it and I've no idea why. Also last point caps at freaking snails pace XD
I personally love the final point of yukon because the control point itself is probably the worst places to stand if you want to posture yourself to defend it, but sometimes you have to give up the height advantage to stand on the point to contest it. (I also like the way that like on the final point of cp_well it gives the attackers the ability to strike from above with the disadvantage that it requires them to take a more leisurely route that makes it difficult to defend their own control point.) I think this is ideal because it requires the attacking team to actually kill stuff to capture the final point, rather than just stand on the point and spam rockets at anything that tries to get close enough to contest it.
 
I think the latest reply sums things up nicely:
"not cherry picked my ass, hell at 3:04 you can see the nemesis sign on the demoman's head, meaning he dominated you, also next time you try to bash the pyro, get more kills than just snipers, spies and demos while ubered."

http://www.ubercharged.net/2009/04/25/wm2-hot-air/
http://www.youtube.com/watch?v=ndZoP4yctqA

I enjoyed both of these more than any W+M1 video. It's an incredibly dumb criticism to the Pyro, and if you die to someone just holding W and Spraying flames, it's usually your fault, not the classes.
 
Funnily enough I got linked to meet the PROro 2 just yesterday. I spent about 2 hours in pub afterwards trying to Airblast, and rocket jump by Airblasting someone elses rockets. Dam, it's about a million times harder than Bloodsire makes it look in the vid >.>
 
The Ubercharged.net link to W+M2 Hotair shows step by step how to perform the jump, but I do agree it's pretty damn hard. I'll probably get it down eventually after I keep trying. :(

Also, I played Yukon earlier today and I have to say, I'm a big fan of it. Couldn't find follower, though.
 
those types of pyros make you proud but I never run into them, it's always the ones that come around corners flamming away when I'm cloaked and far away from them but still get hit by the flames.
 
Got my first hat today and it turned out to be... the trophy belt. The worst of all the hats because it's next to impossible to notice the difference between the two in game. Ugh.

I really hope I get the Beanie.
 
w+m2 pyro is hilarious, i was playing pyro in a server full of verbose english men and whenever i killed this one guy with the puff and slash or whatever its called hed shout FUCKING NOOB PYRO and start ranting about how overpowered the flamethrower is and how valve are stupid

honestly there is nothing more satisfying than flaring someone long distance or axeintguishing an airborne scout!
 
TBH, I'm a bigger fan of Puff + Shotgun on the lower HP classes like Sniper, Scout, and Engie. I save my axtinguisher for certain situations against Demos and Soldiers, and use it almost always against Heavies. The Flare Gun buff was much needed, but it's still inferior to the Shotty, sadly enough. I want a reason to use it, but Shotgun works in a lot of similar situations that the Flare Gun was made for as well or better, while it still has it's own situations it cleans up in.

Stoo why dont I see you in game anymore? :(
Also, you don't use your mic you joke. At least not whenever I play with you!
 
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