Archive for May, 2009


May 31 2009

Team Fortress 2 recent spy update

Published by Kevin under Team Fortress 2

The recent Team Fortress 2 spy updates brought some changes to the game. Some of the changes are welcome, but some are not. From the looks of the video it appears the one shot face stab kill is still there. But I’am not 100% sure about that.

Thanks goes to EvilDaedalus for posting this video on youtube.

To comment on this video, visit the tf2 spy update thread in the team fortress 2 forums.

May 29 2009

Quakeworld Modifications

Published by Kevin under Quake

Back in the days of Quakeworld, online gaming was a whole different world then what we have today. There were just a handful of online multi-player games, unlike the hundreds we have today. This collection included titles such as Diablo 1, Command and Conquer:Red Alert, Quakeworld, NetQuake and just a couple of others.

Quake 1 and Quakeworld set several standards with their release and the modifications that followed.

Quake 1: Was one of the first games to use mouse look, or free look. Up until this point games used a type of auto aim, and the character could not look up or down. Such as the game Doom. The player could not look up or down. If the player needed to shoot up, the game would have to aim where it “thought” the player was trying to shoot. After Quake 1, the player was able to control “where” they wanted to shoot simply by looking up or down.

Quakeworld: Was maybe the first online first person shooter to be optimized for internet play. Even though Quake 1 came with a built in networking code, it was not optimized for dial up internet, which was the primary form of internet connection used at that time.

The Modifications: Not only was Quakeworld an adrenaline rush, but once the modifications started rolling out, it was like the perfect game. Some of these modifications includes such names as: Team Fortress, Threewave Capture the Flag, Thunderwalker CTF, Painkeep, Runes and Rocket Arena.

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May 27 2009

Playing Left 4 Dead with only a pistol

Published by Kevin under Left 4 Dead

Left 4 Dead is an intense zombie thriller, first person shooter developed by Valve Software. There are two teams, survivors and zombies. The goal of the survivors is to either get to the safe room or escape the city. The zombies only goal is to kill the survivors.

In a real zombie apocalypse, its doubtful that most people will find an M4 Carbine or an auto shotgun laying around. So every once in awhile, take the time to play it the hard way – with only a pistol.

May 25 2009

Team Fortress 2 tutorial videos

Published by Kevin under Team Fortress 2

These Team Fortress 2 videos are being provided by EvilDaedalus.

How to play the Scout

How to play the Scout Addendum

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May 25 2009

Fortress Forever screen shots

Published by Kevin under Fortress Forever

For those of you that have never played, Fortress Forever, here are some screen shots for you.

team fortress 2fort forums

2Fort ramp room in Fortress Forever

2fort flagroom team fortress forums

Fortress Forever sentry gun in the flag room

aardvark fortress-forever team fortress

Fortress Forever Aardvark respawn room

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May 24 2009

Fortress Forever tutorial videos

Published by Kevin under Fortress Forever

AcidReniX1 has posted a Fortress Forever Tutorial Series on youtube. Some of the covered topics include conc jumping, field of view, playing the demoman and bunny hopping. To view all of AcidReniX1s videos, visit his youtube channel.

Tutorial 1 – Conc Jumping

Tutorial 2 – Trimping

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May 23 2009

Playing Soldier in Fortress Forever Openfire

Published by Kev under Fortress Forever

Playing around in Fortress Forever Openfire.

May 23 2009

Unreal Tournament 3 Black first impressions

Published by Kevin under Unreal Tournament

Back in March, Steam offered a UT 3 free weekend. So I decided to load the game and see why the UT series has a solid fan base.

Preloading on Steam took at least 4 – 5 hours on a cable modem connection. The downloading was started around 7:00 am, and finished up around 1 pm.

When UT3 was launched, it asked for log in information. If you forgot your log in information, it could be retrieved from gamespyid.com. That is all fine an dandy, except my gamespy ID starts with a number. AndUT3 rejects account names that start with a number. So a new account had to be created.

It seems counter productive that user accounts can be created on the website, but can not be used in the game. Also, why does UT3 need my gamespy ID to start with?

The map design looks like a throw back to the original single player Unreal, but that is not a bad thing. Overall, the map design looks like something that came out of a single player mission, instead of multiplayer game. Some of the maps are just down right huge. Even with the sniper rifle, enemy players on the other side of some maps can be very small and difficult to hit.

First Impressions – The maps have a LOT of detail, the background music is sweet and the over all game play is pretty awesome.

I can understand “why” the UT series has a solid fan base.

To discuss this article, visit the Unreal tournament 3 Black first impressions thread of the forum.

May 23 2009

Quake 1 E1M1

Published by Kevin under Quake

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.

May 23 2009

The WOW effect that doom had

Published by Kevin under Doom

When Doom was released in 1993, few people realized the effect that this one game would have on the industry. Doom was unique in several ways. Not only were the graphics great for its time, but the game play was awe inspiring and even hypnotizing.

While talking with John Romero at Quakecon in 1997 (or was it 1998?), John said that the first level of Doom was designed so the player would walk forward, look to the right and say “wow.” The window was put there for a reason, the court yard was there for a reason and the mountains that faded into the distance was there for a reason. All of those factors were designed to pull the player into the Doom universe.

The Ultimate Doom

The Ultimate Doom

It visual effects were just part of the game and the over all effect. Doom was designed all the way down to picking the musical score and the sound effects. The sounds that the demons make, makes them sound like they are in the next room of your house, or breathing down your neck.

Since Doom was released, there have been few games that truly pull the player into the universe the game creates. Doom is truly one of the greatest games of all time.

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