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eXpressions #7: Catching up

Yeaaa.... This whole eXpressions series hasn't quite lived up to it's promises yet as I haven't been getting them out nearly as frequentyl as I'd like. Instead of short topical aticles, I'm having to play a lil catch up. A lots been going on with eXtv and TGBF.tv, BUT THATS NO EXCUSE :)

Engineer Update:

The Engineer Update finally dropped, with a bit of surprises, a dash of predicted changes, and a little controversy. With the Golden Wrench crafting giveaway, DrunkenFool exploited insider information to determine when drop times were going to be. Derek was in the server while DrunkenFool counted down to a drop. Derek's craft and DrunkenFool's actions fittingly earned both of them a VAC ban. DrunkenFool took his in stride with an irc interview describing his feelings on the ban which Robin Walker himself explained to the creator of TF2Items.com

Yes, that was old news. Newer news is the Golden Wrench Charity drive, in which the owner of the #31 Golden Wrench is raising money for the Childs Play Charity through a scheduled destruction of the trouble causing item itself. The charity effort has gained steam and is not only almost at $4K raised for this fantastic cause, but also has solicited agreements for the destruction of other wrenches. Check out the page and spare a buck if you got it.

The Engineer update brought some new maps: Upward, Hightower, and Thunder Mountain.

 

Breaking and Entering – Part 2: Building a Team

The first and most important step to the start of a team is building a team itself!

Recruiting can be the hardest, longest and most painstaking process to account for and the pre-requisites you decide to be important are what will craft your future team. You want to make sure that you ring every bit of information out of your potential recruits that will matter to you. Without first establishing a set of expectations for your team that really sums up what you want you team to do and be, the candidates that come your way will be infinitely disappointing. For my team my initial pre-requisites and requirements were as follows:

Availability: Availability will decide not the overall skill of your team but the development of skill and the progress your team will make as a whole. If your team overall can only manage to make 1-2 scrims a week then chances are your team is going to develop at an alarmingly slow rate. If your team plays 10-15+ scrims a week chances are you'll litterally see progress with your team in a days time. 

Last Updated ( Tuesday, 27 July 2010 17:36 )
 

Breaking and Entering – Part 1: Some History

Much like the older series started by community fortress writer Alar Ensis this is a series detailing a team breaking into the competitive scene. The principle reason for this series is not only to entertain the high echelons of tf2 with humorous perversions of skill but to educate new teams starting out and low tier teams by listing the processes, actions, and events that have occurred and will occur to our team that have strengthened us.

To start we will go over some standard questions who am I, how did my team start, and why did it all start. Because my team at its present state is fairly well known, clearly not top shelf, but good enough I will describe past events in this article called “Some History”

Who am I ?: I am Adam “Forsaken” Melo, I got my start playing games via console and then within weeks got a pc. I’ve captained teams, clans, guilds, and outfits on the following games: Socom 2 & 3, Everquest for Playstation 2, Everquest for Pc, Everquest 2, LOTRO, Guild Wars, Counter Strike: Source, Planetside, and many other games that I cannot even remember to count. I’ve organized group numbers of 5 to over 5000 (Planetside & Graphic’s Design Communities) and being in the captains seat has always been my thing. I started playing team fortress 2 after a brief stint of cs:s and i've never looked back.

Last Updated ( Tuesday, 27 July 2010 17:21 )
 

Ad Space? In my TF2?

Ad Space? In my TF2?

Otherwise known as jumping the gun.

In lieu of Schetter's recent and riveting articles, I thought it may be a good idea to hammer some things down.  I do apologize if it seems like I'm stealing your thunder.

First, I've taken it upon myself to catalog each of the maps that are found commonly in the competitive scene.  As of yet, I've completed cataloging CP_Bandlands, CP_Granary, and CP_Gravelpit. The point?  We may need a clean and organized system of referring to each of the ad spaces that Valve so conveniently left us with. Thus, instead of Red Valley Mining or Gray Gravel Co. sponsoring our beloved game, we can have real sponsors putting up their posters/sprays/billboards all around our competitive scene.  So long as their color scheme isn't too off (like incandescent rainbow), I don't think that the viewership will be too distracted.

One important note is that besides Badlands (and possibly Granary), the amount of pre-existing advertising space is quite limited.  Badlands by default has 28 spots (including some that are rarely ~ never viewed, such as within spawns), while Granary (26) has VERY few in the mid area, and those in the yard are often too high to see.  On the other hand, Gpit has an astounding 13 spots (again, including those spots that are rarely ~ never seen).  Thus, I’ve taken the liberty of highlighting certain spots around the map, which I believe would be alright for advertisements as they’re flat areas with relatively boring texture.  So long as the ads aren’t too intrusive, it shouldn’t provide too much of a distraction to the players.

Last Updated ( Wednesday, 14 July 2010 10:22 )
 

Survival of the Fittest: Part 2 - Game Modes

So, now that you are most likely treading the forums like a champ, probably need to know what kind of games you should be playing competitively - because believe me, no professionals would ever set foot on a payload map (unless it were say, a pubs vs. pros match), but I digress; there are actually a few different types of games that are competitively acceptable such as King Of The Hill, Attack and Defend, and the ever-so-popular 5 Capture Point maps.

Last Updated ( Wednesday, 14 July 2010 15:57 )
 
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