TF2 advice

Update out

# Fixed "CUtlLinkedList overflow!" crash
# Added player position data to server logging of events (player_death, player_builtobject, teamplay_flag_event, object_destroyed, teamplay_point_captured, teamplay_capture_blocked)
# Improved mapcycle handling to ensure it always loads new mapcycles when the mapcyclefile convar is changed
# Fixed sniper quick-switch exploit allowing them to avoid zoom/unzoom times
# Fixed an exploit allowing players to spawn into the enemy territory at the start of a round
# Fixed syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations
# Removed an obscure rendering setting that would allow players to make cloaked spies appear fully black
 
Then it would just be over run with scouts taking the high road. (in 2fort anyhow)

the game is already overrun with scouts :) (damn imba scattergun)

ps. i dont think ive ever been headshotted by a sniper when going over the roof... not that i play as a scout much either as i feel they are too good
 
the game is already overrun with scouts :) (damn imba scattergun)

ps. i dont think ive ever been headshotted by a sniper when going over the roof... not that i play as a scout much either as i feel they are too good

how very noble of you

personally i find a headshot isnt necessary. If a scout comes running towards you, a quick change to the machine gun is in order. If you shoot at a scout during the final double jump, the force from the bullets is usually enough to force them back and miss the jump

they then become cannon fodder for all the soldiers / heavys / turetts etc.. hanging about downstairs.
 
Theres one server with "Custom Map madness" in the name. Theres some great custom maps. The bedroom one is really good (I think you can rocket jump engies on to the bed)

Theres another in the snow with a bridge in the middle of the map. Real sniper-fest. Another good one (I think) is called Spider? - part inside part outside.

Anyone else got some custom map recommendations?
 
Played one (not a clue what its called, sorry) but it was a control point map played in a straight river overflow kind of channel thing. Started at each end, claimed the 2 control points towards the middle, then faught over the middle point for ages! lots of cover to hide behind, and great oportunites to actually defend a point with a sniper! There was also those who figured out how to snipe from one end of the map to the other tho, getting shot in the head as you run out of spawn sucks!
 
Some great custom maps

Lazytown was the first custom map I tried and its ok but the last points are too hard to cap imo and games have a tendancy to last FOREVER! Like Floodzone!



Some of my fave custom maps:


CP Maps

cp_castle3 - Latest Castle version quite fun even if its a little too Sniper friendly! long open areas etc.

cp_grandcanyon_b3 - Well made industrial CP map - nice by canyon in the middle hehe

cp_horus - havent had a change to play this on a server. Its one of the few custom maps Ive seen with custom textures and models, the map itself is a hefty 50mb which is maybe why I havent seen it played much :/

Its an Egyptian themed map, looks pretty good :) looking forward to playing it.

cp_junction - a nice small point capture one where you cap a/b first before c ( Gravelpit style ) Its a very compact map with lots of stairs / walkways so its very Pyro friendly :) and not so many Snipers!

cp_overflow_b4 - A very well made map, kinda big so you need plenty of players but I think it looks and feels awesome :) Watery areas and Outdoor areas etc, definitely worth a look!

cp_labor - not a bad map but its a weird mix of 1950s looking outdoor areas with strangely placed modern bunkers in there :P apart from that its a fun and well made map

cp_shock - looks quite nice but the large outdoor areas really kill your FPS - still quite fun

cp_warpath - remake of a TFC map which was originally release at the same time as Dustbowl. Works pretty well with TF2 :)

cp_wolf - long outdoor areas so its Sniper friendly again :/ not that complicated but its still good for a laugh.


CTF Maps


ctf_hallofdeath - fun small map which gets rather hectic on a 24 man server


ctf_impact - A personal fave because of the ladders and lifts! even though they dont really take you anywhere useful but at least theyre there lol :P

Also, the destructible access to the flag is a nice addition :) makes it stand out from the rest. Well made map!

ctf_jinxed - confusing at first because its a pickup map instead of a normal CTF. The flag spawns in the middle and you have to carry it into the enemy base :) good fun when you get the hang of it though.

ctf_mach2 - a nice simple ctf map like 2fort - suits smaller teams of 6/8 ideally

ctf_quarry_v2 - fun map - little tunnels with mining carts zooming through them which can kill you but its easy enough to go a different way and avoid them hehe

ctf_stronghold_b5 - I like this just because of the way it looks. Its a bit map and needs a lot of people but its cool when you get it :)

ctf_turbine_v3 - Probably one of the more popular custom ctf maps :) well made and well balanced!
 
Anyone played the Horus map?

Looks cool.

Also - can you rocket jump or sticky bomb engineers so they jump higher? I've seen engie on top of buildings (or on the bed in Toy map) so how did they get there.
 
Ahaha, I was right, it's just a port of the UT2003 map. Awesome :D

Oh and engis can jump on top of their buildings to reach high places, I don't approve of it really, and seeing as they already fixed one such exploit on Well because of it I think VALVe think it shouldn't be allowed :)
 
Build dispenser > Jump on top of dispenser > Jump while on top of dispenser and build teleporter exit on out of reach area > Use teleporter entrance
 
The higher it is, the wider your view is, which lets you see more around you, but objects will be smaller on the same sized screen.
 
What is the 'field of view' slider in TF2 for? It says 75 min to 90??

It's the arc of your field of view in degrees. A narrower field of view gives you more close in view as if your slightly zoomed in all the time, while a wider field of view lets you see more of your surroundings, but objects are smaller as a result. 90° is the normal FOV in most FPSs.

Basically Valve designed HL2 and maybe TF2 with a narrower than normal FOV, 75°. Some players don't like this as it makes them nauseous (wimps TBH), so valve have included the option.

I think widescreen resolutions have a fixed additional measure of FOV, so they actually use more than 75-90°
 
It's the arc of your field of view in degrees. A narrower field of view gives you more close in view as if your slightly zoomed in all the time, while a wider field of view lets you see more of your surroundings, but objects are smaller as a result. 90° is the normal FOV in most FPSs.

Basically Valve designed HL2 and maybe TF2 with a narrower than normal FOV, 75°. Some players don't like this as it makes them nauseous (wimps TBH), so valve have included the option.

I think widescreen resolutions have a fixed additional measure of FOV, so they actually use more than 75-90°


Well I play in a widescreen resolution and I still get the choice between 75 and 90 and there is definitely a difference between the two!

I play using 90 since I want to see as much as possible :| dont want to be blinkered into looking having such a narrow field of vision! That and fov90 has the side effect of making it feel like youre moving faster :P so its more fun lol
 
Is having a larger FOV more taxing on your system?

also how do you enable console on TF2 (just got it) starting to like it now

Higher FOV will tax your system slightly more yes. Use the ` key to bring down console.

Oh and to enable it; options > keyboard > advanced > enable developer console. Something like that. (Off the top of my head)
 
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