July 31st, 2008UncategorizedRead More >No Comments
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July 31st, 2008UncategorizedRead More >No Comments
What would a Team Fortress game be without 2fort? Fortress Forever hasn’t had an official version of 2fort yet, but luckily we have a mapper named shadow making a really great rendition of it. So finally, the upcoming Fortress Forever 2.1 will include ff_2fort.
One of our beta testers, Iggy (aka [AE] 81206), made a video of the map to the tune “When I Grow Up” by Crack the Sky…
Again, thanks to shadow for making this great new version of 2fort, and also thanks to Iggy for making this cool little video.
Tags: fortress-forever.com, team fortressJuly 21st, 2008Team Fortress NewsRead More >No Comments

A little late, we know…
The Team Fortress 2 Blog has been updated again!
Valve talks briefly about Community Creations and presents a very convincing (but fake) Spy update poster made by someone else.
See this post here and discuss it on our forums!
Tags: deadworkers.com, spy, team fortress, team fortress 2, teamfortress.com
July 18th, 2008Team Fortress NewsRead More >No Comments

Well, no bagels this week folks. But plenty of Team Fortress 2 discussion and Listener contributions and contests galore! Back from PlayOnCon and Chaos is back from vacation!
Download – Episode 39 (74:39)
Tags: deadworkers.com, team fortress, team fortress 2July 16th, 2008Team Fortress NewsRead More >No Comments

Valve has offically told us that the Heavy Weapons Guy will be the next class to recieve a new class pack.
Wait! That’s not all!
They have also provided insight into some of the issues that they deal with when creating a new class pack, as well as the thought process that goes into dealing with the inherent problems.
Check out this post!
Discuss this post on our forums!
Post Title: Official Team Fortress Blog
July 1st, 2008Team Fortress NewsRead More >No Comments

Well, we touched on this in our last podcast, hopefully the folks over at Valve will keep the TF2 Blog updated more than once every month. Daily would be ideal, but weekly would be nice too, and to that end, we can be pleasantly surprised that in less than a week after the last post, we have a new post on the TF2 Blog.
It’s all about the medics medigun ramping up the longer a player has been out of combat for, and it’s a good quick read, so head over and check out the new post!
You can also check out our own Control Point podcast when we first discussed the medic class in depth! Listen to Episode 2 – The Medic.
Then you can discuss this post on our forums. Post Title: Official Team Fortress Blog
Tags: deadworkers.com, medic, team fortress, teamfortress.comJune 25th, 2008Team Fortress NewsRead More >No Comments
Valve released a small update today modifying the medic updates so that they can be unlocked with the same number of achievements required as the Pyro’s new weapons to be unlocked. The other fixes were just small bug fixes. Full update text after the break.
Team Fortress 2
June 24th, 2008Team Fortress NewsRead More >No Comments
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 2June 18th, 2008Team Fortress NewsRead More >No Comments
TEAM FORTRESS 2 PYRO UPDATE WEEK
Free Weekend Begins Friday on Steam
June 16, 2008 – Valve, creators of award-winning games and leading technologies, today announced a set of new releases for Team Fortress 2, the title named Multiplayer Game of the Year by PC Gamer and Gamespy.com.
The main event of the week is the Pyro Update, which will be made available this Thursday and contains three unlockable new weapons for the Pyro plus 35 new achievements. In addition, two user-created maps are included to highlight the great work being done in the community and distribute those works to all TF2 players..
Meanwhile as folks wait for the Pyro Update to be released, the latest in the “Meet the Team” video shorts, “Meet the Sniper,” will be made available tomorrow (Tuesday, June 17) at 11 am PDT along with a web site dedicated to the Pyro update.
Finally, to give everyone a chance to try the new weapons and community maps, Valve will hold another Team Fortress 2 Free Weekend via Steam, a leading online platform for the delivery and management of PC games. The Free Weekend is scheduled to begin this Friday at 11 am PDT.
For more information, please visit www.steamgames.com
June 16th, 2008Team Fortress NewsRead More >No Comments