Posts Tagged ‘soldier’
News: Q&A Week 1 - The hard cap, map remakes, Orange Box, training, and the almighty Soldier.
Big ups to everyone who's been posting questions.In order to take this at a manageable pace, we'll be answering (at least) 5 questions a week.
We're starting off with some good ones we received early on. Look back next week for even more.
First up, we've got a question that's been seeing a lot of debate on the forums...
Question 1 (Kubedawg):
Will the hard cap stay implemented as a feature if most people end up not liking it? If there is no hard cap, could you explain what changes are being made as far as movement goes for all classes in general?
Answer (Circuitous):
The hard cap is being applied as a fix to the issue of skimming (retaining speed from conc and weapon jumps) - in testing it has worked well, but if the overall opinion of it is decidedly bad once it's released, then obviously we'll look to make some changes to it.
There has been very little in the way of negative feedback to the hard cap [in the beta] so far, so we'll see how that works out.
Question 2 (Nuk3m):
Will there be a release of more classic maps, like rock2, schtop, coming in 2.2?
Answer (Circuitous):
Yes, many are in the making and will be released in subsequent patches.
Question 3 (Drain Bamaged):
How's the conversion to the Orange Box Engine going, what features are you going to use from it, besides motion blur?
Answer (trepid_jon):
Nothing has been done to the Orange Box version of FF since we finished the initial conversion and made the dev journal, but I think the main feature we'll use is its particle system. Trails, impacts, events, maps, and so forth should receive quite a few visual improvements in terms of particle effects. It will be nice having Steam avatars in the scoreboard as well, but maybe we can integrate those avatars into other areas of FF, like the chat menu, "physically" in the world, during gameplay moments, and/or whatever else we can think of. We also think vgui videos can be utilized well in FF, allowing us to put videos in lots of menu places. More robust map overviews, for instance, as well as interesting concepts like like little picture-in-picture video hints, tutorials, and commentary.
Question 4 (Myersjr):
Will there be a training mode included in 2.1?? I have heard talk that there will be...
Answer (Squeek):
The base for the training mode has already been completed. Constant changes to the mod are holding us back from releasing it to a perticular patch. A few more additions need to be made before we are comfortable before releasing it. Expect it in 2.3 and hope for it in 2.2.
Question 5 (RocketRunner):
Are the rockets for the Soldiers RPG going to change in any way?
Answer (trepid_jon):
Radius has been decreased to compensate for the harder bhop cap, and now rockets also emit dynamic lighting
Any discusion on these answers can be posted below on this thread. All questions and concerns will be answered. Any additional questions should be asked here: http://www.fortress-forever.com/forum/showthread.php?t=16481
Tags: fortress-forever.com, maps, soldier
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Jul 19th, 2008
June 18th Tournament Coverage: CP-N vs ASJS on gravel pit!
Starting this match N was having severe problems fielding a team due to the late time of the night and the recent rash of phishing based steam account thefts. They ended up starting the match with a team of 7 ninjas and F-Panda and Thervold rounding out their
allotted 2 replacement slots. Still leaving them running a team of nine next to ASJS’ standard 10 squad members.
First half of the first round Ninja’s start off on the attack. ASJS sets up at B with a sentry on the front ramp of the point of B, facing the spawn tunnel. They send minor harassment to stall N at A but stay mostly on B. The Ninja’s cap A quickly at 54 seconds.
ASJS mops up some pushes from CP-N from various directions but has trouble keeping their sentry up with any reliability, eventually N sends an uber through the back door of point B and manages to slog out a capture at the five minute mark.
ASJS quickly puts up a defense on C. Using one sentry on the point and one sentry on the tip of the ramp in the middle of their spawn and the closest outlet to A (this position will be referred to as B sentry for brevity from this point on). N meanwhile focuses on building ubers in the tunnels from A to C. one is wasted by ASJS pushing an uber in to force an early pop, the other N uber tries to uber to the point but is cut short by the defense. N keeps moving through A to avoid the B sentry but is harassed constantly inside the tunnels, eventually falling all the way back to A area itself to charge ubers. N then sends an uber soldier to try and kill the sentry on the point but the soldier just cant deal enough damage to get it down. On a second try a bit later the point sentry is taken down and N tries to send an uber through B but it’s stalled too much by B sentry to be of any use. N ends up not taking C with the final tally being N captures 2 points in five minutes.
–
second half of the first round. ASJS on attack.
N focuses on A section, setting up one sentry just behind A point near where the metal spawns. ASJS takes b with little to no resistance and pushes through C, ubering a demo in to take out the metal sentry and roll over the defense, easily holding them at bay for a cap with about half the time needed. ASJS wins first round.
–
Round 2 half 1 N on attack once again.
ASJS sets up the same ramp sentry as before. Once again their focus is on defending B. They send a pyro and a heavy to stall on A. The Ninjas push primarily on B first, killing the sentry and slipping in with a heavy and medic. Also pushing A with a decently sized force, managing to contest both points at the same time and win the fight on B during the confusion to cap it at 1:55, pushing over into A to mop that up at a little under three minutes with some continued fighting.
As N pushes toward C one of N’s soldiers manages to kill the B sentry that ASJS utilised so well last round while it is still level 1, giving N plenty of time to swarm the point with people, but ASJS manages to beat back all comers and soon has the B sentry and the sentry on the point up and well and begins their harassment of the N team at the A-C tunnels once again. Eventually after a struggle N puts a push together, killing the sentry on the point with demo fire as the B sentry goes down similarly, the push loses steam for a bit and ASJS rebuilds however. After a pause in the action then the ninjas jog an ubered heavy up to the point and finally establish a hold on the point, killing the sentry and eventually capping the third and final point at 10:01
–
Round 2 second half. ASJS on attack to attempt to take all three points in under ten minutes and a second.
The ninjas set up the Rock sentry (sentry on the top of the rock between the two outlets from the attackers spawn room leading to A) to supplement their strategy of the sentry on the metal behind the point of A and completely ignore B. B is taken quickly but as ASJS tries to move through C to A they are met hard at the C to A tunnels and nearly wiped out.
The two of them that survive are easily cut down by the defenses at A. After a failed attempt to take out the metal sentry by a ASJS spy the attacking team sends out two ubers at once and takes out the rock sentry, but the push flounders in the distance between their victory over the rock sentry and the point and they are wiped out by defenders without reaching the point. Some good harassment by ASJS’ pyro keeps the rock sentry from going back up a push through the side at the C tunnel and the B to A tunnel manages to get only a single demoman through to the point but he buys time as the teams fight outside the point and eventually a spy and scout make it through to the point as well. After that a medic and soldier make it to the point and that seals the deal ASJS captures A with 3 minutes left to capture C before they lose. ASJS pushes forward, it’s pyro keeping the ninja’s from putting up the B sentry at C and the engie doesn’t find another comperable place for it but the Ninjas put up a tenacious on point defense to run out the clock, blocking a medic heavy uber as well as a healthy rush of enemies to defend at C giving CP-N the round.
–
third round first half. Ninjas on offense.
The ninjas get a stroke of luck and dogmeat manages to come in to round out their team in the final round. ASJS sets up the ramp sentry at B like previous times while keeping a pyro and heavy on A to stall that cap. The Ninja’s push B first, managing to take out the sentry with an ubered demo, meanwhile ASJS’ small defense at A eats a scout for lunch. Soon the ninja’s respond by sending a sizable force to A, rolling into it and capping at 2:05 on the way to B through c the Ninjas take some time to harass ASJS’s spawn and then moves through the back to B. The first uber attempt by the ninjas is beaten back but the second pushes through to kill the sentry and in short order B goes down for a time of 4:03, the Ninja’s don’t rest on their laurels however, pushing through to C and capping it before ASJS can put up any useful defense. In the end of the half N caps at 4:42. Leaving ASJS with quite a time to beat to stay in the match.
–
Third round second half. ASJS on offense.
The ninja’s go with what they know. Using the rock sentry and metal sentry on A again as they ignore B. ASJS comes in serious and takes B quickly, managing to uber through to kill the metal sentry and pushing through the front to kill the rock sentry as well in short order. The defense manages to get the metal sentry back up however, and defends it from a heavy uber with an uber heavy of their own blocking the way. The second uber heavy coming from the other direction manages to do in N’s defense however and ASJS sweeps through the point to take it without much further resistance. The one minute they have left on the clock proves far too little time to even put a dent in capturing C however and The Ninja’s defense holds without a struggle on point C for the minimal time left. The Ninjas win.
Final tally is one round to ASJS two rounds won by the Ninjas and CP-N’s patchwork team takes home the win.
After that the sheer lateness of the night emptied the server but quick. I got to rest myself *yawn*
CP-N wins on Gravel pit. This is your sometimes reporter sometimes in the spectator box
Meyeselph signing out.
We hope you enjoyed Control point’s coverage of the June 18th match of it’s squad tourny in team fortress 2, the sport where late hits are critical.
Tags: deadworkers.com, demoman, heavy, medic, pyro, scout, soldier, spy, team fortress, team fortress 2
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Jun 18th, 2008
Dev. Journal: Dexter
Hello, I'm Dexter! Many of you who frequent the :e0: server probably know me as that one soldier who always goes on O. Sorry, I come from Quake :(Ok, I admit - I wanted to try this dev journal (Nezumi) thinger as well. I've been working on some base_*.lua files, making them more flexible. base_ad now works with any color combination teams for attackers and defenders and I fixed no flag return sounds in base_id, for example. Now I'll halp Nezumi with his cacti map and perhaps rework some of mervaka's code into a reusable form which gives him a total boner. And god forbid I have enough time to get into the source code.
Oh my hell, I think I'm getting a sunburn.
Tags: fortress-forever.com, soldier
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Jun 16th, 2008
Episode 33 - Dominator
Yay! Spencer is back! Much talk on new maps played and some talk on Conan. And a bunch of CP updates as well as Valve updates! Here’s just a few more tidbits you can expect:
- Meet the Sniper - Coming Soon!
- Announcement: Steam Cloud!
- My Engineer Army by Deadpool
- Dominator: The Game
- Song: A Soldier’s World by MintCondition
- TF2 Wiki: Control Point Podcast page
- One crazy TF2 Mod (server:195.43.185.164:27025)
- Listener Contributions
- and much much more!
Download - Episode 33 (88:18)
Tags: deadworkers.com, engineer, maps, sniper, soldier
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Jun 4th, 2008
Episode 32 - CROM!
What’s going on? Crom?! What does that mean? Well, we know that as players of TF2, you’re probably also video gamers in general, so when something new and big comes out, there’s a good chance we’ll talk about it.
But don’t worry, we don’t ramble on the whole night about Conan! There’s a great deal more.
Here’s just a few more tidbits you can expect:
- Map:
Wolf - Game Discussion: Age of Conan
- Patch news: Possible TF2 stats reset
- Weekly Question from Ifrit!
- Video: A Soldier’s Revenge by SaDoS (CP Pick of the week!!)
- Images: Panoramic Wallpapers by Wossname
- Thread of the week: Games of Werewolf organized by Headbuddy
- Art: Medic Art by Brainsample
- Software: Unofficial Team Fortress 2 Stats Parser
- Video: Goomba Stomping by Team Roomba
- Video: Meet the Train by Tetris-Inside
- Podcast: House Call: A TF2 Machinima Podcast
- TF2 Wiki: Control Point Podcast page
- Listener Contributions
- and much much more!
Download - Episode 32 (73:04)
Tags: deadworkers.com, medic, soldier, team fortress, team fortress 2
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May 28th, 2008
Episode 30 - WWW (Where’s Wes Wilson?)
Where’s Wes Wilson? I’ll tell you. Out sick! So everyone send your good thoughts his way so he can be well in time for the next edition. And as you know, when we are missing one of the hosts, we miss other things. This week, it was Warpath. /Shrug — you know you hate the map too!
Here’s just a few more tidbits you can expect:
- Map:
Warpath - Announcement: Control Point T-Shirts now for sale!
- Video: How To Play A Soldier (From Ubercharged)
- Video: Flickr done in GMod (by SilverChaos)
- Video: Ode to the Medic (posted by Oman)
- Listener Contribution: Custom Control Point t-shirt by Ivy
- TF2 Wiki: Control Point Podcast page.
- Listener Contributions
- and much much more!
Download - Episode 30 (89:16)
Tags: deadworkers.com, medic, soldier
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May 14th, 2008
Episode 28 - Snofort
Don’t you wish it were the Holiday season all year round? Well, look no further than Snofort. We invite you to take a listen as we guide you through this wintery wonderland.
Here’s just a few more tidbits you can expect:
- Map: Snofort
- Skin: Plastic Toy Soldiers Skinpack by The Flaming Menace
- The City-CP Project by Randdalf
- The new Sentry. 200 levels. by Nivekeryas
- EPIC control point frag video. by HoppyPotty
- More than you ever wanted to know about everything by SigmaSin
- Video: Scout Calls McDonalds
- Video: 101 Uses for a Dispenser
- Video: Team Awesome 2
- TF2 Wiki: Control Point Podcast page.
- Listener Contributions
- and much much more!
Download - Episode 28 (93:26)
Tags: deadworkers.com, scout, soldier, spy
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Apr 30th, 2008
Episode 17 - Hydro
This week the podcast is a bit leaky from the breaking of dams in Hydro, and of course Spencer missing in action. But instead of putting the podcast on hiatus, we decided to bring it to you with just the 3 remaining hosts. Click!
Here just a few more tidbits you can expect:
- Map: Hydro
- New Music: The Device has been modified by Victims of Science
- Link: TF2 Media Round Up
- New (FUN) Server sponsored by TimeSquared, creator of Jack of all Blades & Industrial Revolutionary
- TF2 Wiki: Control Point Podcast page.
- Soon to be on SourceTunes!
- Listener Contributions
- and much much more!
Download - Episode 17 (85:38)
Tags: deadworkers.com, soldier, spy
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Feb 13th, 2008
Episode 16 - Gravel Pit
ABC… easy as 1,2,3… Um. You know, Gravel Pit has 3 capture points. A, B, and C. Yeah. Ok, so not funny. Anyways. In this episode, we’ll give you tips on how to defeat and defend, and we promise to give more strategies than the PC gamer’s ultimate strategy guide!
Here just a few more tidbits you can expect:
- Map: Gravel Pit
- Big thanks to Razer for the giveaways: Razer Proclick Mobile!
- New Machinima: Pyro Love & Soulja Boy
- Old Machinima: Half Life: Full Life Consequences
- New (FUN) Server sponsored by TimeSquared, creator of Jack of Blades & Industrial Revolutionary
- Music: Control Point song by Ash Williams
- Image: Badlands concept art.
- TF2 Wiki: Control Point Podcast page.
- Help us keep the podcast audio sounding sweet!
- Soon to be on SourceTunes!
- Listen to Mr.Eagle’s Briefcase Mashup
- Listener Contributions
- and much much more!
Download - Episode 16 (98:24)
Tags: deadworkers.com, pyro, soldier, spy
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Feb 6th, 2008


