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Interview with Pandemic's TheFragile :3

On Tuesday, October 13th. Pandemic announced the revealing of their new TF2 team. If you missed the article, here is the link.

This is the 3rd generation of Team Pandemic, with their original team leaving for Complexity and the 2nd team moving to Loaded early this summer. Pandemic.TF2 has been one of the most recognizable organizations in TF2. Their roster has dominated the top divisions since the release of the game, a who's who of TF2 have wore the Pandemic tag, from the Godfather of competitive Soldier Reptile, to two of the best demomen in the world in Solidsnake and dummy, to the inventor of the Meatshot and the new "aggressive" style scout, Carnage. It is no surprise that Pandemic has decided to return to the TF2 scene with a new team. 

The most surprising part about this news was that Pandemic decided to bring in a brand new team. Their last two teams have been previously formed and proven teams (The Experiment and iDemise). I'm sure the Pandemic staff have plenty of confidence in the team with previous Pandemic members jmitchell and TheFragile, along with former MoB gaming sniper extraordinaire justin, young and rising stars TLR and kermit, and one of the top soldiers who disappeared from TF2 for a season, Wonderwall. However, this is the first time the TF2 community is questioning the Pandemic.TF2 team and wondering if they will be able to keep up with the "big 3". 20id, EG and Loaded....or will they fall into the 2nd tier group with teams like Point and Click, Vicious Gaming, Strickland Propane, etc.

TheFragile was gracious enough to speak to me tonight and we talked about the new team and his thoughts.

Click Read More to :3

 

OZFortress Map Contest

OZFortress.com is hosting an attack/defend competitive TF2 mapmaking contest.  Check out the rules:

  • Must be capture point attack/defend style (cp_gravelpit, cp_dustbowl etc.)
  • Submissions will be judged on layout, balance, originality, aesthetics and optimisation. Gameplay is judged primarily with the standard 6v6 ruleset in mind.
  • Submissions must contain a brief documentation detailing the thought process behind the design.
  • Submissions must be your own work, not plagiarism of an existing map.
  • Submissions must have a work in progress (WIP) thread in the appropriate forum at www.ozfortress.com and updated with every new release.
  • The top entries will be selected at the discretion of a panel of judges. These maps will then go on to be play tested in the next Custom Fortress League (CFL) competition.
  • Once CFL ends, all votes will be collected to determine the winner of So You Think You Can Map '09.
  • Winners will be announced on the date outlined in the schedule.
  • All entries must be submitted by the final date via the appropriate forum or private message to Aragon.
  • All documentation and necessary items must be attached within a zip or rar file when being submitted.
  • A panel of judges will be announced at a closer date.
  • All maps must not have had any versions released prior to the competition start date.
  • The WIP thread must be updated on every version release

The tournament operators are planning on following this timeline:

Sep 27th, 2009 - COMPETITION OPENS
Jan 10th, 2010 - FINAL FORTNIGHT
Jan 24th, 2010 @ 11:59 pm AEST - ENTRIES CLOSE
Jan 29th, 2010 @ 6:00 pm AEST - TOP MAPS ANNOUNCED
Jan 31st, 2010 - CFL BEGINS
Mar 14th, 2010 @ 11:59 pm AEST - CFL ENDS
Mar 21st, 2010 @ 6:00 pm AEST - WINNER ANNOUNCED

You can read about how to get involved and the prizes here: http://www.ozfortress.com/showthread.php?t=34279.

 

TWL Season 5 Promotion/Qualifier Matches Begin Soon

It's not too late to sign up for TWL TF2 Season 5!

Promotion and Qualifier matches will begin soon, but teams can sign up throughout the process. Expect to see some matches assigned in the next few days. Teams will have several weeks to complete these matches. No forfeits will be awarded for Promotion/Qualifier matches. However, if your team folds entirely, please post in the match comms and we will kill the match. 

These matches will be played under Season 5, so be sure your team is signed up for the new season. If you were in Season 4, your team will need to sign up again for Season 5 and your players will need to add to the new roster. They will not need to add steam IDs if they already have them. If your team members are new, they can read how to add steam IDs here: http://www.teamwarfare.com/forums/showthread.asp?forumid=570&threadid=435623 

Please ensure that your team has at least six members with valid steam IDs. 

Each Promotion and Qualifier Match will be best of three maps, each map being played for 30 minutes. Teams will take turns eliminating maps from the map pool until only three remain. The team in the higher division (Promotion) or current TWL team (Qualifier) will eliminate the first map. Once three remain, that same team will pick the first map, the other team will pick the second map, and the third map will be the tiebreaker. The map pool will be the 8 maps that were played in the Season 4: granary, follower, well, badlands, yukon, gravelpit, waste, and freight. The correct configs to run for best-of-three matches are twl_push_bo3 and twl_stopwatch_bo3. You can download the TWL League configs here: http://www.teamwarfare.com/files/dl/TF2/twl_league_configs.zip 

Teams will be placed into Season 5 Divisions soon, but know that these placements are temporary! They will be based on teams' positions at the end of Season 4, and will change considerably before Season 5 begins! So don't worry if you see that your team is in Division 3 and you think you deserve Division 2, or vice versa. 

If you have any questions about the process, please feel free to post them in this thread: http://www.teamwarfare.com/forums/showthread.asp?threadid=445387&forumid=570

Thanks,
trainRiderJ


This e-mail address is being protected from spambots. You need JavaScript enabled to view it
#twl_tf2 on irc.gamesurge.net
Last Updated ( Thursday, 24 September 2009 22:18 )
 

Mentors Hosting Badlands Class on Saturday

The Mentor Program will be hosting a group mentoring led by Wanderrful (Patriot on Steam Community), this Saturday, 26 September 2009 at 8pm EST (gmt-6). The class will be over the middle fight on Badlands, especially for Soldiers and Medics. It's extremely recommended for those classes, and especially teams to check it out. The first 11 people get a spot in the server, but there will also be a STV set up, along with a Ventrilo. We want everyone to come into the Ventrilo so that people in the STV can ask questions as they want, along with the players who are already in the game. We will also have admins monitoring the Ventrilo to get rid of griefers, annoying people, and to mute those who prefer to interrupt and take over the class. We'd also ask to RSVP as soon as possible if you're interested, as again, the first 11 get a spot in the server. For more information, contact either Wanderrful or myself via PM on CommFortress or in Steam Community.

Wanderrful
Fish #641

sourcetv server ip: connect 72.5.152.148:27020
ventrilo: tx1.leetvent.com port 3798
Last Updated ( Monday, 21 September 2009 23:24 )
 

September 15th, 2009 TF2 Update

Big update today.  Peep the changelog:

Engine

  • If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set

Additions / Changes
  • Backpack improvement
    • Added support for 100 slots in the backpack
    • Backpack can now be sorted by type
    • Multi-selection in the backpack is now done by holding down the Ctrl key
  • Alt-fire on the Sandvich now drops sandviches
    • A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
    • A Heavy can regain his sandvich by collecting a healthkit while already being at full health
    • Eating a sandvich using the taunt method now heals a Heavy to full health
    • Dropped sandviches heal 50% of the collector's health
  • Medic regen changes
    • Base regen amount increased from 1/sec to 3/sec
    • Regen amount increase since time of last damage decreased from 3x to 2x
    • End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
  • Blutsauger
    • Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
    • Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec
  • Added "mp_windifference" server ConVar (default to 0)
    • When set to X, matches will be considered won if a team gets X points ahead of the other team
  • Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
  • Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
  • Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
    • If set (default), it'll show non-standard items being carried by the player you're spectating
  • Tournament mode changes
    • New item whitelist allowing tournaments to control what items can be used by players
    • Added "item_whitelist_example.txt"
    • Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
  • Added Tournament mode Spectator HUD
    • Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
    • Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
    • Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
  • Changed idle player check to include spectators & players who haven't chosen a team

Bug Fixes
  • Fixed explosive radius detection using an axially aligned box instead of a sphere
    • Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
    • Grenades/Pipes radius change: 132->159
    • Rocket radius change: 121->146
    • End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
  • Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
  • Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
  • Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
  • Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
  • Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
  • Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
  • Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
  • Fixed wearables not destroying their attached particles when they're removed
  • Fixed several player & viewmodel simulation issues that occurred when the game was paused
  • Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2

Community Requests
  • Added the entindex() of the object being built to the "player_builtobject" game event
  • Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
  • Added IgnitePlayer input to TFPlayer
Last Updated ( Tuesday, 15 September 2009 17:34 )
 
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