Archive for November, 2008

Team Fortress 2 Gold Rush Screenshots

The Team Fortress 2 map “Gold Rush” offers a payload style of game play.  This simply means that the “Offensive” team has to get a “payload” to a certain point on the map, which is defended by the “Defensive” team.  On cap point maps, an offensive player has to stand on the “cap point” for several seconds to complete the capture process.  With PL maps, once the payload makes it to the capture point, the objective has been achieved and both teams progress to the next level.

Team Fortress 2 Goldrush Cap Point

Team Fortress 2 Gold Rush 1st Cap Point

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This is what Fortress Forever is all about

Fortress Forever (FF) is the most intense, team based, online multiplayer game going right now. This video demonstrates some of the fast paced game play that Fortress Forever has to offer.

Thanks to FFVIDZ at youtube and the Fortress Forever development team for all of their hard work. For those of you that have never played FF, its a free half-life 2 modification. Its also an improvement of Team Fortress Classic and Team Fortress 2.

Sentry gun outside of respawn room

One of the first mistakes that new engineers make is to build a sentry gun in front of the primary respawn. The logic is seems sound. Build the sentry gun in front of the respawn so the engineer can build the gun faster, resupply is right there – what more could you want?

2fort sentry gun in front of respawn room

Sentry gun in front of 2Fort respawn room

For one thing, this position is difficult to defend.

When a Soldier rocket jumps to the sniper deck, he can bounce his grenades off the wall and never expose himself to the sentry gun.  For this example lets toss one of the engineers grenades, and bounce it off the wall.

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Fortress Forever Stayin Alive Video

This video shows some of the skills that Fortress-Forever players can develop. Keep in mind, some of the moves in this video took months, if not years to prefect.

Visit the Fortress-Forever forum.

Mulching in Fortress-Forever

Mulching is a form of 1 VS 1, kinda like the old school rocket arena from Quakeworld. The match starts with a nail grenade primed and throw into the air. If the nail grenade does not stay above the soldiers heads when it goes off, the wounded player goes back to resupply and gets more health and armor.

When the nail grenade goes off, the two players start firing whatever weapons they have at their disposal. The match last until one or the other player is back in the respawn room.

Be sure to visit the team fortress forums.

Playing the Pyro class in Fortress-Forever

The Pyro in Team Fortress is a close range combat class. However, the Fortress-Forever modification team gave the Pyro a type of fire grenade launcher in the last update. This extended the Pyros combat range in Fortress-Forever a lot further then the Pyro in Team Fortress Classic or Team Fortress 2.

When playing the Pyro, keep in mind that he works best at close range. This includes, but not limited to – ambush spots, around corners, hallways and small rooms.

Circle strafing a sentry gun

A short video of sentry gun strafing in the Fortress-Forever maps, Openfire, and Shutdown 2.  This video is brought to you by the Fortress-Forever Clan :EO:, Korey and Kev.

Quakeworld Modifications

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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Pyro Ownage

Video taken from a Fortress Forever public server.

To comment on this video, visit the pyro ownage thread.

Heavy Weapons Guy Taunts

With the release of Team Fortress 2, Valve software added a “taunt” to every class. This video shows the taunts that the heavy weapons guy has at his disposal. This video is also provided by TF2Videos at youtube.

Visit the Team Fortress 2 Forums.

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