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Poll

Nights You're Available For TF2?

Sunday
- 31 (15.3%)
Monday
- 27 (13.3%)
Tuesday
- 29 (14.3%)
Wednesday
- 29 (14.3%)
Thursday
- 26 (12.8%)
Friday
- 28 (13.8%)
Saturday
- 33 (16.3%)

Total Members Voted: 39


Pages: 1 ... 47 48 49 50 51 [52] 53 54 55 56 57 ... 132

Author Topic: TF2 Nights  (Read 178038 times)

0 Members and 2 Guests are viewing this topic.

Mongrel

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Re: TF2 Nights
« Reply #1020 on: June 10, 2009, 04:32:03 PM »

I have heard similar things about 2fort, but I have never seen it.

I actually really like to play non-alltalk now and then, because then you see who really has good teamwork and who doesn't. It adds a whole other dimension to the game that you can coordinate movements without IMMEDIATELY TELEGRAPHING YOUR PLANS to the other team.

As for maps, I'm okay with a few rounds on most maps. I would like Granary, but it's so damned huge that yeah, unless you have too many players, it can be a REALLY swingy map.

Fastlane, Well, Granary et al, all suffer most from being way to linear. I mean, yeah they have lots of paths and places to go, but when you REALLY get right down to it, they are each basically the same map, a map shaped like this:

@=@=@=@=@

One, even two maps like that would have been okay, but would it have killed them to design even one map with a wild and crazy structure, like say:

     /--------@-\
@--------@--------@
       \-@--------/

(the angled paths are the branches off the main line)

I mean, I figure you don't have to go nuts, but I'm sure you can do better for a CP map than three different iterations of a straight line.
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Brentai

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Re: TF2 Nights
« Reply #1021 on: June 10, 2009, 04:49:34 PM »

     /--------@-\
@--------@--------@
       \-@--------/

(the angled paths are the branches off the main line)

They did one of those, and now we have like 10 pages of bitching about how apparently confusing it is.
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Mongrel

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Re: TF2 Nights
« Reply #1022 on: June 10, 2009, 05:02:21 PM »

What map was that?

Also: Peoplez r dum  :sadpanda:
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Bongo Bill

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Re: TF2 Nights
« Reply #1023 on: June 10, 2009, 05:12:36 PM »

Some nights I have no problem playing on maps I don't care for. Tonight is not one of them.
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Zaratustra

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Re: TF2 Nights
« Reply #1024 on: June 10, 2009, 07:32:45 PM »

I added four of the suggested maps but cait won't put them up for download cause you're all whiny bitches

Mothra

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Re: TF2 Nights
« Reply #1025 on: June 10, 2009, 07:34:13 PM »

Mach4's always been hands-down my favorite map, and I'd love to see this bad larry on Shadow Moses.

We need more good ctf maps anyhow!
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Royal☭

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Re: TF2 Nights
« Reply #1026 on: June 10, 2009, 07:40:01 PM »

Maps that I think are cool and also just kind of look cool:

arena_harvest - A good enough map it should be included in the next update.
ctf_aerospace - Still "in production", but it's such a gorgeous, fun map that I don't give a shit.
cp_towerbridge - Haven't played it, but oh god it's a non-desert map.
cp_follower - Fun, simple, quick map.
arena_lighthouse - Looks cool.
arena_offblast - I love this arena map, mostly because it's fun to be a scout and jump around the edges
pl_frontier - The amount of work, polish and creativity that went into frontier makes it obvious to see why people like it so much.

There are some other cool maps on there if you poke around, including Yukon and what looks to be a Greek themed arena map.  If we're going to get custom maps and share them, people can just get them from FPSBanana rather than download them off the server.  I think downloading maps that way is slow because it points at Pyoko for the maps.

Brentai

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Re: TF2 Nights
« Reply #1027 on: June 10, 2009, 07:42:59 PM »

Apparently my new mic likes to disable itself in the Control Panel.  Well la de da.

So, yeah... I really doubt I'm going to ever join a game in the middle of something more specifically weird to me.
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Niku

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Re: TF2 Nights
« Reply #1028 on: June 10, 2009, 07:45:53 PM »

That was the idea.
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Royal☭

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Re: TF2 Nights
« Reply #1029 on: June 10, 2009, 07:47:37 PM »

It's probably Source switching your mic when you join game.  My girlfriend had the same problem, and we found that altering the cfg file was the way to go.

Brentai

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Re: TF2 Nights
« Reply #1030 on: June 10, 2009, 07:47:45 PM »

Er, does the game tell you I'm going to join that long before I actually do

Steam friends, right.  You mother fucker.
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Lady Duke

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Re: TF2 Nights
« Reply #1031 on: June 10, 2009, 07:48:31 PM »

Still having serious lag issues, but now I'm wondering if it's the server since other people have been having weird lag spikes as well.  The severe lag really kills my interest in playing once I can't hit things.
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Niku

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Re: TF2 Nights
« Reply #1032 on: June 10, 2009, 07:49:19 PM »

Zaratustra was some kind of horrible stop-motion animation thing for a while there.
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Friday

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Re: TF2 Nights
« Reply #1033 on: June 10, 2009, 07:54:30 PM »

He was actually impervious to my bullets: I had him in a corner, literally five feet away, minigun firing into him, I slowly lost all my hit points and died, he was at full life afterward.
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Lady Duke

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Re: TF2 Nights
« Reply #1034 on: June 10, 2009, 08:02:46 PM »

Ugh.  That's really all I have to say about the incredible lag lately.  Ugh. Ugh.
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Friday

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Re: TF2 Nights
« Reply #1035 on: June 10, 2009, 08:05:37 PM »

Also super +++ bonus Noro played with us tonight :D:D:D:D:D
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Niku

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Re: TF2 Nights
« Reply #1036 on: June 10, 2009, 08:05:51 PM »

The most terrifying moment was when I was sniping his sentries as he tried to build them, and then he just started teleporting gradually toward me in an erratic zig zag, his massive wrench swinging down with every jump.
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Saturn

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Re: TF2 Nights
« Reply #1037 on: June 10, 2009, 08:06:17 PM »

I added four of the suggested maps but cait won't put them up for download cause you're all whiny bitches

uhh, so which 4 were added?
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Zaratustra

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Re: TF2 Nights
« Reply #1038 on: June 10, 2009, 08:08:03 PM »

pl_frontier final, koth_lighthouse, cp_desertfortress and, um, billiards :3

Brentai

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Re: TF2 Nights
« Reply #1039 on: June 10, 2009, 08:10:53 PM »

The most terrifying moment was when I was sniping his sentries as he tried to build them, and then he just started teleporting gradually toward me in an erratic zig zag, his massive wrench swinging down with every jump.

http://www.youtube.com/watch?v=fzzjgBAaWZw
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