FF_Monkey is a Fortress Forever Capture The Flag (CTF) map. There are two bases with a bridge between them and a water entrance that goes under the bridge. The theme of the map is a jungle tone with lots of trees, green moss and green textures.
The flag room is pretty straight forward. The water entrance and the halls from the front entrance converge at one spot. The cool thing is that there is a raised platform were the enemy players have to enter the flag room. This allows an engineer to build a sentry gun above the entrances. If a second engineer builds his/her sentry next to the flag. This allows the defensive team to catch the offensive players in a sentry gun cross fire.
The example below is a prime example of flag room defense. There is a red soldier and two sentry guns.
FF_Flow is a Fortress Forever Capture the Flag map. What makes this map unique is that there is a water fall between each base and at the flag. Out of all of the FF maps I have played, this one really stands out. The detail put into this map is truly a work of art.
From the official Team Fortress Blog comes details on the latest Team Fortress 2 updates.
* Teleporters will be upgradeable to level 3. As the teleporter is upgraded, the cooldown will decrease.
* Dispensers will be upgradeable to level 3. They will heal faster and generate metal faster as they are upgraded.
* Spies will be able to recharge their cloaking ability by picking up ammo off of the ground.
* We’ve made a bunch of minor changes by adding particle systems and upgrading the HUD to show things like deaths by critical hits, players that are overhealed, and giving more information to medics when people are calling for them.
These are just to work on some class balance and depth issues that we’ve seen in the wild with these two classes, but aren’t meant to replace their entire class packs. They will be getting more attention further down the road.
Quake 1 was the game that started the First Person Shooter online revolution. Up until this time games did not usually have TCP/IP support built in, instead, games had IPX/SPX support. This was so the games could be played over a local area network. In todays internet driven world, its difficult to imagine not having internet support built into games. But that is how it was back in the mid-1990s. As TCP/IP became more popular, support for the protocol was added to new games. Quake 1 just happened to be one of the first games to be released with TCP/IP support. This opened up a whole new world for the gaming community. People could now use their internet connection to play against each other. Overnight the world got a lot smaller. Instead of only playing against friends on a LAN or over a dial up connection, games were being played from one side of the world to the other.
This is the first level from Quake 1 – E1M1.
If you wish to comment on this video or article, visit the Quake E1M1 thread in the forums.
One of the major differences between QWTF and TFC 2Fort is that a lot of the shadows were eliminated. Quake 1, by the way the game was designed had a lot of dark colors and shadows. These color textures were brought over the the original QWTF. When TFC was released, it used the Half-Life 1 textures instead of the ones that came with Quake.
The overall size of the maps were reduced between QWTF and TFC. Not just the outside area, but the ramp room, the basement and the flag room were all reduced. This is especially noticeable in the flag room. the flag room in TFC is maybe half the size of the flag room in QWTF 2Fort.
Badwater is a payload map, meaning one team tries to escort a payload into the enemy base. The payload looks like some type of bomb on a cart. While the offensive players stand next to the cart, they receive health and the cart moves forward. If no offensive players get close to the cart within a couple of minutes, the cart starts to move backwards. Even though the cart starts to move backwards, it will only back up to the last captured point.
Ksour is a push type map. Meaning that there is an offensive and defensive team. The offensive team tries to get the flag to a cap point guarded by the defensive team. The objective of each team is to either get the flag to the cap point, or to guard the cap point.
After all of the cap points have been captured by the offensive team, the roles are reversed. The team that was on defense on the last round is then switched to the offense.
In this video the class that is being played is the Soldier.
Looking for information on how to play the Sniper in TF2? The editors of Fortress Training have searched high and low for instructional videos just for you. After many hours of weeding out the so so, just ok, the good, the bad and the ugly videos. We have put together a list of outstanding and exceptional videos that will help you (yea you) become the best sniper you can be.
This first video is brought to you by Kojaimea and is entitled Sniping – A noobs way to 20-20.
* The Scout’s best asset is his speed. Try to avoid combat when possible.
* The Scout’s Conc Grenades are used for flying high and fast. These grenades can also be used to induce the Conced effect in enemies and push them out of your way. When the enemy player is in the effects of the conc grenade, that is a good time to do some circle strafing.
* One of the Scout’s best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout’s worst enemy, the technique of “rocket riding” (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.
* The Man Cannon is one of the most powerful offensive weapons available to your team. When used properly it can help your heavier teammates get to the enemy base without loosing health. This allows the heavier classes such as Heavy Weapons Guy, Soldiers, Demomen and Pyros to follow the scout into the enemy base. These other classes can create a distraction or open a hole in the enemies defenses so the scout can make his way to the flag.
* The speed of the scout can help him outrun opponents and also circle strafe sentry guns.