Archive for June, 2008

DIY Team Fortress 2 Spy Masks

More after yesterday’s spy related forum goodness, the forums rock out again with more kick ass TF2 stuff. This time it’s a set of life size, do-it-yourself spy masks by semafour:

Inspired by supremesonic’s post in the picture posting thread, I have whipped up some lifesize spy masks, as I said I would.

They really ought to be printed at 72dpi, as that’s how I made them. Yes, dumb, it should be higher, but its 2:30 am, so give me a break.

The pictures for the classes have been taken from the team fortress 2 gcf. They are not particularly high resolution, and have been enlarged.

Enjoy!

(I’m looking forward to seeing pictures of these in action!)

(Forum thread here, Flickr Page with download here)

I’m gonna print a set of these out. I’m sure I’ll find some legitimate, productive use for them.

22 Comments »

madlep on June 29th 2008 in community, spy, team fortress 2, ubercharged

Spy Update

A bit of detective work by Skizzerz in the forums unearthed this little gem


(Clicky for the full image 1.6mb warning for the 3 people who access ubercharged.net on dial up)

Yeah, it’s a hoax by Kaanin (read the last line the full image), but it’s incredibly well done with a lot of thought put into it. It would be totally plausible if it didn’t actually say it was a hoax in the fineprint. The weapon ideas aren’t that bad either, and would totally work in the game.

You listening Valve?

33 Comments »

madlep on June 28th 2008 in spy, team fortress 2, valve

Ubercharged Server: Attack/Defend Extravaganza!

Server Details

  • Server: ubercharged.net – 69.9.43.108:27016
  • Password: none
  • Location: New York

The most intense battles, the most cunning of strategies, the most nail-biting of finishes – it’s time for the

Attack/Defend Extravaganza!

Go get the maps now, or sit twiddling your thumbs while you download them from the server on connection:

The usual set playtimes on Saturday, 10 pm in each timezone:

Australian Eastern Time GMT US Eastern Time US Western Time
10pm, Saturday 28th June 12pm, Saturday 28th June 8am, Saturday 28th June 5am, Saturday 28th June
8am, Sunday 29th June 10pm, Saturday 28th June 6pm, Saturday 28th June 3pm, Saturday 28th June
12pm, Sunday 29th June 2am, Sunday 29th June 10pm, Saturday 28th June 7pm, Saturday 28th June
3pm, Sunday 29th June 5am, Sunday 29th June 1am, Sunday 29th June 10pm, Saturday 28th June

The server is up 24/7 and set to download maps, so you can log on wherever and poke around, but you’ll find things a lot faster if you download the maps yourself from the links given above.

5 Comments »

luke on June 27th 2008 in server

Disco, Boogie Wonderland, Heavy Golf

I honestly don’t know how this one could get any more win. You’ve got the demoman with an afro, Boogie Wonderland, disco dancing,
AND a HEAVY IN A GIANT FRICKIN GOLF BALL FIRED ACROSS THE MAP!

It’s all been Garrys Modded up.

Spotted over at FRAGWAGON

15 Comments »

madlep on June 27th 2008 in machinima, team fortress 2, the funny, videos

The Devil Went Down To Dustbowl

To the tune of The Devil Went Down To Georgia

The devil went down to Dustbowl, he was looking for a soul to steal.
He was in a bind ‘cos he was way behind: he was willin’ to make a deal.
When he came across this young man bangin’ on a sentry upgradin’ it good.
And the devil jumped upon a control point and said: “Boy let me tell you what:
“I bet you didn’t know it, but I’m a sentry builder too.
“And if you’d care to take a dare, I’ll make a bet with you.
“Now you build a pretty good sentry, boy, but give the devil his due:
“I bet a dispenser of gold against your soul, ‘cos I think I’m better than you.”
The boy said: “My name’s Engie and it might be a sin,
“But I’ll take your bet, your gonna regret, ‘cos I’m the best that’s ever been.”

Engie you rosin up your wrench and bang your sentry hard.
‘Cos hells broke loose in Dustbowl and the devil deals it hard.
And if you win you get this shiny dispenser made of gold.
But if you lose, the devil gets your soul.

The devil opened up his toolkit and he said: “I’ll start this show.”
And fire flew from his fingertips as he oiled up his wrench.
And he banged the wrench across his sentry and it made an evil thud.
Then a band of demons joined in and it sounded something like this.

When the devil finished, Engie said: “Well you’re pretty good ol’ son.
“But if you’ll sit down in that chair, right there, and let me show you how its done.”

Spy on the cap point, run boys, run.
The soldier’s in the house with a spammin’ gun.
Sniper in the battlement, shot you in the head.
“Medic, does your gun sting?”
“No, child, no.”

The devil bowed his head because he knew that he’d been beat.
He laid that golden dispenser on the ground at Engie’s feet.
Engie said: “Devil just come on back if you ever want to try again.
“I told you once, you son of a gun, I’m the best that’s ever been.”

And he played spy on the cap point, run boys, run.
The soldier’s in the house with a spammin’ gun.
Sniper in the battlement, shot you in the head.
“Medic, does your gun sting?”
“No, child, no.”

With Apologies to The Charlie Daniels Band
Picks (mostly) courtesy of FRAGWAGON

13 Comments »

madlep on June 26th 2008 in engineer, team fortress 2, the funny

Sniper On Sniper Hate Crimes

ATTN: Snipers Of the Word! Could we please stop these Sniper On Sniper Hate Crimes?! I mean if I had a dollar every time I peaked my little head around the corner and some bloke splattered my head across the decor, I’d be a billionaire. Lets just make a pact here and now, we’re becoming extinct!

Every time I enter an area there are less and less of us around. Yet there are 3 scouts, 5 engineers, and god knows how many pyros. Lets just start picking off these little bastards when they come blindly scampering through our areas. I mean Christ knows what have they done to receive their “Get Out Of Head Shot Card”?

There are a lot of me mates missing limbs, eyes, fingers, and poor Richards funeral consisted of a headless body. The mans wife was not pleased. The pyros thought they would get their rocks of by using his head in their little Pyro tennis game. It’s sad really, the way they get such enjoyment out of another mans body topper. Hopping around so gleefully just whacking back and forth until their little char-boiled hearts are content. How can we be blowing each other heads off when we have this kind of ruthlessness outside of the class?

So what I’m asking you, my fellow snipers in arms, is to stop this madness and evoke this rage on the other classes that are far below our skill level in accuracy, wits, and patience! Now lets go get them! Snipers Against Sniper Hate Crimes Unite!

I Turned around to find twenty or so little red dots covering my body completely, how unfortunate.
Bang!

(photocred – Stu75, shawnzy, & exeHL.)

Welcome to [NerdBomb] – another ubercharged.net newbie :) – cheers madlep

15 Comments »

[NerdBomb] on June 26th 2008 in rants, sniper, team fortress 2

Pyro Tennis – The Surprise Hit Of 2008

Say what you will about the pyro update, one kick ass result of it all is the new extreme sport of pyro tennis. Here’s what I mean.

2Fort2Furious crossfire exercise

TF2 new fun things to do as pyro by The Fortress

Team Fortress 2 – Rocket Tennis By Waebi

9 Comments »

madlep on June 25th 2008 in pyro, team fortress 2, the funny, videos

Just bend over and take it: Weak classes now useless.

Valve are going to have to seriously re-think the way they are bringing out these updates for the classes. I was all for one or two at a time, spread out the content and make the replay value stretch out along with it. But with the first update of an offensive class, I feel now they have to throw them all in at once.

beautiful

I had another draft written up with my opinions on the pyro weapons, but I have just come from the worst hour of TF2 I’ve ever played. As I have stated scout is my favourite class, but with these updates, no matter what situation I have found myself in, I am now completely useless against a pyro. With 225 health and the “fixed” rego issue and the damage falloff being altered, I am always dead within a good couple of seconds. In situations before the updates If a health pack was around I could get myself out of trouble but now It is just pushing away the inevitable. Some of you may argue that this is “how it is meant to be” but I urge you to walk a mile in my running shoes and see exactly what I mean.

I have watched pyros take down a heavy and his medic time after time. No not a rare thing but to see it constantly? I’ve seen now super buff 225hp pyros take down level three sentries and their engineer. I haven’t bothered trying to be a spy recently because of the pyromania going on, but I doubt it is a pleasant experience either. Medic on a public server? forget it.

What is annoying me the most is that it has taken an essential part of the game and practically thrown it out the window: Class balance. No longer is there pros and cons that can be properly exploited. Right now you have a super class, able to take down everyone, and not just when used by the right person.

Something needs to be done and fast, or I may be having a vacation from TF2.

80 Comments »

Direction on June 23rd 2008 in pyro, rants, team fortress 2

Pyro Update The Greenest Yet

Say what you will about Valve – whether they are corrupting our youth, or recklessly destroying consumer electronics, at least they still have an environmental conscience.

When I first heard about the new stuff in the Pyro Pack, I was slightly worried about the environmental impact to greenhouse gases of it all was going to be. I mean, you’ve got the class that is basically the least fuel efficient and environmentally unfriendly of the whole game. And they were going to buff it up to burn even more stuff?

In a typical round of goldrush, your average pyro’s flame thrower chews up more gas and puts out more pollutants than 1000 average soccer moms combined in their oversized SUVs on a 5 hour epic quest to pick up some groceries, grab the kids from school, drop them off at sports practice, then quietly hit the local bar for 6 rounds of ‘me’ time to unwind.

Essentially, the Pyro is the Hummer of Team Fortress 2.

So the thought of making the pyro even more flamey was setting off alarm bells. Fortunately to Valves credit though, they have taken a lot of care to address the environmental impacts of playing pyro. So lets take a look at what we’ve got.

The Problems With The Standard Pyro Flame Thrower


The main problem with the traditional flame thrower is that it is stupidly inefficient. For every target that was ignited, a huge amount of fuel missed and was burnt up in thin air. This alone created carbon emissions equivalent to launching a shuttle full of heavies after one of their gourmet bacon degustation fests during a typical game.

There are a few reasons for this:

  • Poor design of the flame thrower nozzle caused a large amount of fuel to be projected and ignited at a steep angle, often missing the target completely
  • Propellent pressure was not sufficient to eject fuel to a distance that was workable in practice. The slow ejection speed meant that pyros have to burn a lot more fuel to do the same damage – even more when the target is moving away from the pyro, as often happened
  • Large damage trail off, (which is also related to the slow fuel ejection rate). More fuel is required to do the same amount of work
  • The bright orange color of the flame indicates a poor oxygen/fuel mix resulting in lower temperature, and higher levels of unburnt hydrocarbons producing a sootier, more polluting flame. In addition, this also causes lower damage, further increasing the fuel use by the average pyro to take down an enemy. See illustration:
    Flame 4 is best. Cleaner, hotter, less polluting flame.
    Flame 1 basically causes a South Pacific island nation to be lost under the rising ocean every time you turn it on.

So What Did Valve Do About It?

While Valve’s intent was mostly to rectify the damage profile from the flame thrower, they also addressed a number of the environment impacts in the process:

The Flare Gun

The first Pyro unlockable is The Flare Gun, which replaces the shotgun. It allows the Pyro to ignite an enemy at long range, but does require careful aim on their part. It’s particularly useful for causing havoc on Snipers and Engineers who want to keep their distance.

The best way to reduce greenhouse gases from burning hydrocarbons is to not do it at all. The flare gun is a simple expression of this philosophy. Instead of wasting huge amounts of petro-chemicals to ignite the target from close range, the simple flare gun uses a small project fired at range to set the target on fire. Simple and effective.

The Backburner

The second Pyro unlockable is The Backburner. This flamethrower is built for the Pyro who likes to ambush their opponents. It removes the compression blast capability, instead guaranteeing critical hits whenever it’s used on an opponent from behind. To aid in survivability, it grants the Pyro an extra fifty health.

The higher damage output here demonstrates what a better oxygen/fuel mix can do. Obviously it still isn’t perfect, as correct calibration seems to depend on the facing of the target. But it’s still better than it was. We suspect that the compressed air blast feature was sacrificed to allow the extra oxygen to be directed into the ignition chamber for a better flame temperature and velocity.

The reshaped nozzle is not just a cosmetic change either. It shows some of the work that has gone into optimizing the direction and velocity of flame. Good stuff. Overall less pollutants for each second of burning, and it does more damage while it is burning, so shorter blasts should be required. Hopefully current pyros will realise this and be able to adapt to it.

The Axtinguisher

The third Pyro unlockable is The Axtinguisher. This mighty axe guarantees critical hits on any enemy that’s currently on fire, although it’s significantly weaker against enemies who aren’t. A great combination with the The Flare Gun, or with another Pyro buddy riding alongside doing the igniting.

Another example of doing more with less. The main strength of the flame thrower is to light people on fire and allow the burning to do it’s damage over a longer period. Previously though, to maximize damage output, the pyro would need to continuously burn a target while it was still in range even well after it had ignited. This resulted in a large amount of wasted fuel.

The axtinguisher is a great low tech, yet environmentally friendly solution to let the pyro to keep dealing damage without having to drain an oil well each time to do it.

Other changes

In addition to the main new weapons, there were some other changes that Valve snuck in as well.

  • Added alt-fire compression blast to the basic flamethrower – This has a number of indirect benefits. Pyros have long been vulnerable to demoman and soldier projectiles. This gives more chance to evade and engage those classe on the pyro’s own terms, and possibly use new tactics with the flare gun. Reducing greenhouse gases is as much about changing player behavior as anything else
  • Hadouken taunt now kills people it hits – This is somewhat complicated, and the full science of it is beyond the scope of this post. Basically what happens with the hadouken is that it is channelling psychic quantum entangled energy from an intersection between the 5th and 8th dimensions. Apparently it was supposed to be a single hit kill all along, but Valve mistakenly entagled the 5th and 7th dimensions resulting in a pretty, yet harmless flame to appear. DUH. This is basic stuff. We’re talking 1st year tele-psychic-quantum engineering here!

    Anyway, it’s been fixed now and it can correctly be used as an offensive technique. The nice thing about it is that due to psychic quantum energy from another dimension being used, there are zero greenhouse gas emissions! (at least in this version of reality, there is a half dead cat in a box in another universe that is choking on the fumes about now though). This is similar to what happens on Harry Potter, and the same reason why there isn’t any sooty residue when they do spells and stuff like you’d expect.

  • Tuned the flamethrower hit detection to improve detection versus retreating opponents – Great.
  • Removed Flamethrower’s damage falloff (was falling off to 25% by the end) – Even better. That’s what a decent fuel/oxygen mix does for you!

Anyway

I’m still at work, so I haven’t even had the chance to have a peek at the new stuff yet. I hope all you lucky people in a more convenient time zone on your local server doing your bit to grind your way to a cleaner planet.

22 Comments »

madlep on June 20th 2008 in pyro, team fortress 2, the funny, valve

I don’t get the mindset of Engineers…

No! Wait! Back off! I know a title like that is likely to get a lot of people angrily waving their wrenches at me and placing sentries outside my front door, but allow me to quickly clarify myself… I have nothing against those people who want to play Engineer. As far as I care, you can play any class you want as long at there aren’t fifteen other people also playing it. Nor do I think the Engineer is too powerful – I might curse when a well-placed sentry takes me down constantly, but I always know with a bit of skill and teamwork they’ll fall pretty quick. No, what I’m curious about is how people can play a class where the main aspect of what you do is stand in one place and constantly press the same button over and over again…

You see, to be good with the Engineer you need to make sure your buildings stay alive and are always in good working order. Yet since your buildings don’t have legs (Well, at least until the inevitable Engineer update…) that means that once you’ve built something you can’t really move away from it at any time. If you do, you’re making it a field day for spies to easily sap your equipment and then laugh as it blows up into little tiny pieces. So there you are, huddling behind your sentry for hours at a time and only flinching at the cries of “Spy!” that may filter through. But, alas! A Heavy has put a dent in your sentry! So you pick out your wrench and click on it. Fixed. Then the Heavy returns! Click. Oh, and there’s a sniper over there! Click. Oh, and here comes more enemies… Click. Click. Click. The same action over and over again without any real awesomeness occurring from it, while others on your time get the delights of backstabbing and burning at the real home of all the action.

Now, perhaps the strongest argument for playing the Engineer is that it helps your team to a great extent, especially when it comes to defending. This I cannot deny – In a lot of scenarios you practically need an Engineer to prevent really fast captures and humiliating defeats. Yet too many people think this is the only thing you can do to help, stubbornly placing their sentries in the same places over and over again even though the other team is systematically destroying everything in its path. I also believe too many people think this is the only way to actually defend in the first place, and it blatantly isn’t. Ignore the pointless way Valve separates the classes into those who attack, those who defend, and those who support – I play a defensive Scout a hell of a lot, and it works. You can rush back to a cap and make it if a Spy has been sneaky and got through, you can flank like mad and prevent the enemy even getting close to their objective, and you can generally cause havoc. The same goes for a class like the Pyro – These classes really do work as Swiss army knives as opposed to the single blade that is playing the Engineer.

There’s also the possibility to play the Engineer in certain ways that try to break the mould of sticking around in the same place, and I suppose that’s where it gets slightly more interesting. Rushing to place an effective exit teleporter without the rest of your stuff being destroyed can be tense, and the idea of an offensive Engineer is one that I’ve messed around with from time to time. There’s a problem with these breaks in monotony, though… The first is that no matter how often you do them, at some point you’ll still have to return to the dull grind of maintaining inanimate objects that are doing all the enjoyable killing for you. The second it that trying to go on the offence or doing new things with the class in general will never work as well, and will generally result in a disheartening death. Perhaps with little bits of your body flying all over the map. Besides, I think that if you want to go and kill stuff in a brutal manner, you should go the class best suited for the job – Like the Heavy. Trying to subvert the classes into what you want them to be, like battle Medics, just doesn’t sit well in the grand scheme of things.

Still, what do I know? I’ve never played the Engineer for great lengths of time, so perhaps there’s some deep philosophical stuff behind it that you can fill me in on. At least it’d make you stop hitting me with a wrench that crits with an annoying frequency…

31 Comments »

supremesonic on June 19th 2008 in engineer, rants, team fortress 2