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| Team Fortress 2: Meet the Scout - he hurts people |
April 21, 2008, 4:19 am
Here's the latest in the "Meet the Team" video series for Team Fortress 2 (PS3, Xbox 360, PC). This video features the Scout, a very useful ally to have on the field. In his own words: "Grass grows, birds fly, sun shines, and brother, I hurt people."
You probably know all of them by heart by now, but let this serve as a formal introduction to Scout. Word of warning, don't get caught eating a sandwich on the field when you face him. You can check back our previous articles for the "Meet the Team" videos for the other classes, like the Soldier and the Engineer.
We've already met five members of the team. Hopefully, the other four will be coming soon. For now, it's time to meet the Scout:
Buy: [The Orange Box (Xbox 360)]
Buy: [The Orange Box (PS3)]
Buy: [Team Fortress 2 (PC)]
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Comments (0)
-Absolute
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| Microsoft and Sony determine Team Fortress 2 DLC pricing |
March 16, 2008, 10:10 am
Well, we can be sure that new maps will be coming to Team Fortress 2 for the PS3 and Xbox 360. Valve even wants the said downloadable content to be free, but admitted that such might not be the case. The reason for this was recently uncovered over at Kotaku, and it's quite surprising to know that Valve doesn't have power over the pricing of their DLC.
Kotaku contacted Valve for clarification regarding this matter, and Doug Lombardi, Valve's VP of Marketing said, "The platform holder owns the final call." As Kotaku put it succinctly, "whether or not we see these maps for free is indeed up to Sony and Microsoft."
Personally, we're left wondering what kinds of DLC may have, in the past, been released for free, were it not for the policies of Sony and Microsoft. While we can't change the past, perhaps this knowledge might make it possible for gamers to properly ask for better prices on downloadable content.
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Comments (0)
-Absolute
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| Forum Registration |
March 13, 2008, 1:46 am
Due to the overwhelming amount of spam being generated on this site, I have temporarily shutdown new forum registration.
Downloads are now public & do not require a username. However if you wish to submit files, you will need to create an account if you don't already have one - if you would like to do this please contact an admin and we will set one up for you.
We hope to get an anti-spam system implemented so we can get our forums back in use, and of course, govern our downloads & limit them to registered users once again :P
Hopefully enabling public downloads will drive some traffic to the site.
Cheers.
Comments (0)
-Absolute
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| Update Info. |
March 10, 2008, 11:44 pm
Hello everyone,
As you can see this website got new stuff uploaded.
Fortress Forever Map added.
Team Fortress 2 Map added.
Team Fortress 2 Model as been added too.
We currently working on uploading new stuff for TF2 and FF.
But our Team Fortress Classic section is still running and update will
be made in this sections too.
If u try to find how the website work. On the banner top Were u can see Fortress Pimp, you have 3 logo under. FF - TFC - TF2 just click for the game that you are looking for.
More update are about to come.
Any suggestion or comment please use our forum.
Comments (1)
-BlinD-AF
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| Team Fortress 2 Xbox 360 version patched |
March 5, 2008, 9:37 pm
Valve has recently sent out a patch for the Xbox 360 version of Team Fortress 2 (also on PC, PS3). There were no big class changes apart from a couple of tweaks to Medics and Engineers.
Spies also no longer drop their disguises when attacking. Player reports also say that the dispenser has also been nerfed, so players can no longer stay underwater for indefinite periods of time.
Here's a list of the updates included in the patch, quoted verbatim from a Valve post on the Steam Users Forums:- Fixed a medic invuln exploit.
- Fixed grenades going through players or buildings.
- Fixed exploit with rockets causing damage through thin walls.
- Fixed exploit allowing snipers to fire faster than intended.
- Fixed exploit allowing players to teleport with the intelligence.
- Fixed exploit attaching sappers to buildings through walls.
- Fixed spy backstab exploit.
- Fixed spy being able to attack without dropping his disguise.
- Medics no longer heal enemy spies when they're not disguised.
- Tweaked autobalance calculations.
- When an engineer dies in sudden death, his buildings explode.
- Fixed stats sometimes not reporting correctly.
- Added a dialog to indicate when the host shuts down the server.
- Added rumble to TF weapons.
- Fixed ping column sometimes getting hidden in some resolutions.
- Added 10 and 14 player game sizes.
- Prevent hosts selecting game sizes above their bandwidth limits.
- Improved handling of large network packets to eliminate bandwidth spikes.
- Reduced respawn times for smaller games.
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Comments (1)
-Absolute
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| Team Fortress 2 Goldrush fly through video |
March 3, 2008, 9:39 pm
Heads up boys and girls! A new Team Fortress 2 map is currently on its way for you kiddies to play in. The Goldrush is definitely one massive map that can certainly make a lot of you happy. In this one minute fly through video, get a sneak peek on what lies ahead with this upcoming map.
By watching the video below, you'll get a sense of excitement as the map is really immense. We're not kidding. The Goldrush map has buildings, railways, tunnels that can add a certain sense of enjoyment to those who will be playing Electronic Arts' Team Fortress 2 (Xbox 360, PS3, PC).
Simply press play on the video below. Enjoy! We'll definitely bring you guys with more news and updates on this game.
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Comments (0)
-Absolute
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| News: Fortress Forever 2.0 Released! |
February 16, 2008, 11:43 am
Patch time: (See post below for SERVER installs)
CLIENT Patch (1.11 to 2.0)
AE 83689's Hosting (AKA Zip)
AE 5316's Hosting
FileFront
Multiplay UK - UK only
Multiplay UK - worldwide
Wireplay UK
Professional's Download Mirror
Clan Goodfella's FTP
We also have 3 official EU servers up (hosted by wireplay)
#1: 194.154.191.30:27015 Funmaps + spam (epicenter/waterpolo/push/hunted/well)
#2: 194.154.191.30:27017 Clanstyle CTF (openfire/sd2/monkey/aardvark/dropdown)
#3: 194.154.191.30:27019 3rd server, undecided what this is yet :-)
So if you want to come chat to me i'll probably be hanging out there!
CHANGELOG:
GENERIC / Misc stuff:- Walls no longer apply friction to grenades, concmaps should be possible now!
- Small auto-conc for HH concs when you dont jump
- Frag grenade damage up to 145 (patch 1.0 was 180, patch 1.11 was 126). Radius the same.
- Throwing the flag is now upwards slightly rather than skidding along the floor
- Re-added recoil for some weapons (e.g. IC)
- Suiciding no longer causes you to lose 100 fortress points
- bhop now 1.20 up from 1.10
- Better intermission scoreboard/player handling
- Made the currently held grenade timer bar more visible than the dropped ones
- pyro scream time only triggers once every 1.7 seconds now
- Added cl_reducedexplosions to help fps problems
- Added a cvar for ragdoll lifetimeNEW!! assault cannon fire sound
Visuals:- Grenades now have trails and halo's around them
- Blue and yellow pipes now have trails
- Player models have been tweaked to increase visibility
- Grenade models have been tweaked to increase visibility
- SG models have been tweaked to increase visibility
- SG now throws out sparks when it's below 50% health
- Flags now GLOW
- Single Shotgun reload animation (thanks a084)
- New IC model!
- No more ugly background for build timers
- New HUD security icons for shutdown style maps
- Shotgun muzzle flash more visible
- Many visuals now line up correctly in widescreen modes (damage indicators, Context menus etc)
- New EMP effect
- HUD health / armor no longer flashes red when you are hit. It'll only flash red when you are < 25% health to prevent confusion. (instead it flashes white when hit)
- Grenade 2 timer up a bit so it's not so far down
- New explosion scorch decal which doesnt make your whole base black.
- 'on fire' hud HUD redness reduced a lot
- Cvars for turning off targets + gren trails (also in options menu)Teamcolour hud can now go back to normal again
Bug fixes:- Grenade target timing bug (
- Medkit fix. Should be much easier to heal people with medkit and spanner now, as friendlies are lag predicted now.
- Dispenser / SG health now displays properly on the HUD even if you are far away.
- CL_CopyExistingEntity crash fixed at last (!!)
- SG now tracks properly when built on a slope
- Death by burning is no longer a suicide
- Fixed LUA error causing security icons to disappear when players connected
- Fix for spies being able to sabotage when they're dead
- Demoman grenades hopefully dont bounce of people any more
- Readded interpolation for projectilesPut in a fix for grenade timers not showing up
Class-specific changes:
Scout:- Caltrops and radar have been removed. Instead they have a buildable jump pad on +attack2. Jumppad is invincible - det it by double right-tapping. You can only carry one, similar to a detpack. They last 60 seconds before auto-detting. Any team can use them.
- Players can only use a jump pad once every second, so they dont get multiple triggers.
- Max conc speed after using the jumppad
- Reduced conc time for Scout down to Medic levelScouts now don't take fall damage.
Sniper:- Sniper rifle base damage has been reduced from 42 to 35
- Radiotag duration reduced from 60 to 15 seconds.AR damage down from 7 to 5.5
Soldier:- RPG damage radius increased slightly (from 108 to 125).
- RPG reload time decreased from 1.0 to 0.9 seconds.
- Nail grens tweaked a lot.Soldier special now quickswitches between shotgun and RPG.
Demoman:- Blue pipe fuse timer dramatically decreased (from 2.5 to 1.1 seconds). Pipetrap explosion radius increased from 125 to 150.
Medic:- Right click now discards medpacks for teammates to use (thanks mirv). These take 10 cells to use and the medic slowly recharges cells over time. Medpacks last 5 seconds before disappearing so the person you are throwing to has to pick them up soon (you can't leave a supply for your defenders for example)
HWGuy:- New HW AC System! : Overheat removed (!), rof changed from 0.06-0.12 to 0.05-0.15. cof changed from 0.10-0.15 to 0.05-0.30.New AC clamp system - hold right mouse to clamp, let go to unclamp. Also fires when you are clamping so you can hold right mouse to clamp + fire (you dont have to hold mouse1 and mouse2)
Pyro:- IC base damage has come down (from 60 to 50).
- Flamethrower damage increased to 16 from 13
- Flamethrower pushforce cap increased to 850 from 550.
- Pyro special now quickswitches between flamethrower and IC.
- Pyro vs Pyro now takes 100% damage up from 50%Flamethrower uppush up to 110 from 50.
Spy:- Spy now has a 'last disguise' option on the menu
- knife damage up to 50 from 32.Disguise time halved.
Engineer:- SG health has come down to 113% from 120% of TFC level(ish).
- SG bulletpush now works on the ground (thanks jiggs!).SG air bulletpush reduced to 15 from 24
ALL CLASSES (except medic):- Melee weapons now do more damage. Crowbar + spanner up to 30 from 18. Knife up to 50 from 32.
New functionality:- New splash screen to tell you about any updates to FF if you are playing an old version.New options screen with a load more stuff on it.
Map changes
Epicenter:- New scoring system, capping flag results in that teams flag being reset back to cage, other team unaffected and can continue capturing. First to 3 captures wins and everyone resets.
- Extended balcony area around cap point for additional SG position
- Epicenter ammo bags now give a slight amount of health/armor (thanks gingerlord)
- Epicenter 3-cap LUA system added, some various tweaksEpicenter tweaks
Crossover- VIS fixed, massive performance increase
- Test middle area structure for additional route
- Misc brush fixes
- Crossover2: More obvious Capture Point, lasers in air lift.(thanks gingerlord)
- Various crossover tweaks including a revamped midmapCrossover tweaks
Openfire- Revamped version of ff_openfire_b2, with better lighting, clipped lights, decent water, better flag-security system, custom teamcoloured security buttons and stuff
Monkey- monkey is now Red vs Bluemonkey FPS vastly improved
Well - Well front door buttons removed, walk up to it = it opens
Dustbowl - Dustbowl now compiles properly, various visual fixes (gaps in ceilings etc)
Dropdown- New, polished, bug-fixed version of the community map. Thanks Yann "Sh4x" Richer
Waterpolo
New revamped version
I know i've missed a shedload of stuff out... Everythings changed, enjoy the game! :-)
More...
Comments (0)
-Absolute
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| News: Fortress Forever 2.0 Released! |
February 15, 2008, 11:47 pm
Patch time: (See post below for SERVER installs)
CLIENT Patch (1.11 to 2.0)
AE 83689's Hosting (AKA Zip)
AE 5316's Hosting
FileFront
Multiplay UK - UK only
Multiplay UK - worldwide
Wireplay UK
Professional's Download Mirror
Clan Goodfella's FTP
We also have 3 official EU servers up (hosted by wireplay)
#1: 194.154.191.30:27015 Funmaps + spam (epicenter/waterpolo/push/hunted/well)
#2: 194.154.191.30:27017 Clanstyle CTF (openfire/sd2/monkey/aardvark/dropdown)
#3: 194.154.191.30:27019 3rd server, undecided what this is yet :-)
So if you want to come chat to me i'll probably be hanging out there!
CHANGELOG:
GENERIC / Misc stuff:- Walls no longer apply friction to grenades, concmaps should be possible now!
- Small auto-conc for HH concs when you dont jump
- Frag grenade damage up to 145 (patch 1.0 was 180, patch 1.11 was 126). Radius the same.
- Throwing the flag is now upwards slightly rather than skidding along the floor
- Re-added recoil for some weapons (e.g. IC)
- Suiciding no longer causes you to lose 100 fortress points
- bhop now 1.20 up from 1.10
- Flags now GLOW
- Better intermission scoreboard/player handling
- Made the currently held grenade timer bar more visible than the dropped ones
- pyro scream time only triggers once every 1.7 seconds now
- Added cl_reducedexplosions to help fps problems
- Added a cvar for ragdoll lifetimeNEW!! assault cannon fire sound
Visuals:- Grenades now have trails and halo's around them
- Blue and yellow pipes now have trails
- Player models have been tweaked to increase visibility
- Grenade models have been tweaked to increase visibility
- SG models have been tweaked to increase visibility
- SG now throws out sparks when it's below 50% health
- New IC model!
- No more ugly background for build timers
- New HUD security icons for shutdown style maps
- Shotgun muzzle flash more visible
- Many visuals now line up correctly in widescreen modes (damage indicators, Context menus etc)
- New EMP effect
- HUD health / armor no longer flashes red when you are hit. It'll only flash red when you are < 25% health to prevent confusion. (instead it flashes white when hit)
- Grenade 2 timer up a bit so it's not so far down
- New explosion scorch decal which doesnt make your whole base black.
- 'on fire' hud HUD redness reduced a lot
- Cvars for turning off targets + gren trails
- Demoman grenades hopefully dont bounce of people any more
- Readded interpolation for projectiles
- Put in a fix for grenade timers not showing upTeamcolour hud can now go back to normal again
Bug fixes:- Grenade target timing bug (
- Medkit fix. Should be much easier to heal people with medkit and spanner now, as friendlies are lag predicted now.
- Dispenser / SG health now displays properly on the HUD even if you are far away.
- CL_CopyExistingEntity crash fixed at last (!!)
- SG now tracks properly when built on a slope
- Death by burning is no longer a suicide
- Fixed LUA error causing security icons to disappear when players connectedFix for spies being able to sabotage when they're dead
Class-specific changes:
Scout:- Caltrops and radar have been removed. Instead they have a buildable jump pad on +attack2. Jumppad is invincible - det it by double right-tapping. You can only carry one, similar to a detpack. They last 60 seconds before auto-detting. Any team can use them.
- Players can only use a jump pad once every second, so they dont get multiple triggers.
- Max conc speed after using the jumppad
- Reduced conc time for Scout down to Medic levelScouts now don't take fall damage.
Sniper:- Sniper rifle base damage has been reduced from 42 to 35
- Radiotag duration reduced from 60 to 15 seconds.AR damage down from 7 to 5.5
Soldier:- RPG damage radius increased slightly (from 108 to 125).
- RPG reload time decreased from 1.0 to 0.9 seconds.
- Nail grens tweaked a lot.Soldier special now quickswitches between shotgun and RPG.
Demoman:- Blue pipe fuse timer dramatically decreased (from 2.5 to 1.1 seconds). Pipetrap explosion radius increased from 125 to 150.
Medic:- Right click now discards medpacks for teammates to use (thanks mirv). These take 10 cells to use and the medic slowly recharges cells over time. Medpacks last 5 seconds before disappearing so the person you are throwing to has to pick them up soon (you can't leave a supply for your defenders for example)
HWGuy:- New HW AC System! : Overheat removed (!), rof changed from 0.06-0.12 to 0.05-0.15. cof changed from 0.10-0.15 to 0.05-0.30.New AC clamp system - hold right mouse to clamp, let go to unclamp. Also fires when you are clamping so you can hold right mouse to clamp + fire (you dont have to hold mouse1 and mouse2)
Pyro:- IC base damage has come down (from 60 to 50).
- Flamethrower damage increased to 16 from 13
- Flamethrower pushforce cap increased to 850 from 550.
- Pyro special now quickswitches between flamethrower and IC.
- Pyro vs Pyro now takes 100% damage up from 50%Flamethrower uppush up to 110 from 50.
Spy:- Spy now has a 'last disguise' option on the menu
- knife damage up to 50 from 32.Disguise time halved.
Engineer:- SG health has come down to 113% from 120% of TFC level(ish).
- SG bulletpush now works on the ground (thanks jiggs!).SG air bulletpush reduced to 15 from 24
ALL CLASSES (except medic):- Melee weapons now do more damage. Crowbar + spanner up to 30 from 18. Knife up to 50 from 32.
New functionality:- New splash screen to tell you about any updates to FF if you are playing an old version.New options screen with a load more stuff on it.
Map changes
Epicenter:- New scoring system, capping flag results in that teams flag being reset back to cage, other team unaffected and can continue capturing. First to 3 captures wins and everyone resets.
- Extended balcony area around cap point for additional SG position
- Epicenter ammo bags now give a slight amount of health/armor (thanks gingerlord)
- Epicenter 3-cap LUA system added, some various tweaksEpicenter tweaks
Crossover- VIS fixed, massive performance increase
- Test middle area structure for additional route
- Misc brush fixes
- Crossover2: More obvious Capture Point, lasers in air lift.(thanks gingerlord)
- Various crossover tweaks including a revamped midmapCrossover tweaks
Openfire- Revamped version of ff_openfire_b2, with better lighting, clipped lights, decent water, better flag-security system, custom teamcoloured security buttons and stuff
Monkey- monkey is now Red vs Bluemonkey FPS vastly improved
Well - Well front door buttons removed, walk up to it = it opens
Dustbowl - Dustbowl now compiles properly, various visual fixes (gaps in ceilings etc)
Dropdown
New, polished, bug-fixed version of the community map. Thanks Yann "Sh4x" Richer
I know i've missed a shedload of stuff out... Everythings changed, enjoy the game! :-)
More...
Comments (0)
-Absolute
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| News: Fortress Forever 2.0 - Server available! |
February 15, 2008, 11:47 pm
EDIT: Here's the server install files:
Current list of mirrors: (will update)-----------------
Copy the files straight on top of any 1.11 install you have. Please put 2.0 in your server title so people know which server to join!
------------------
We're finally finished with the 2.0 patch!
Currently we're distributing the server package to all the mirrors we can find - if you can mirror, let us know! The server update package is only 115 MB.
Currently we are only hosting the server update package from 1.11 -> 2.0 patch. (we are not hosting the full 600 meg 2.0 server install right now)
This is because
a) 99% of people interested in running an FF server already have 1.11 running
b) If you don't have 1.11 running, you can download 1.11 full whilst you wait for us to get patch mirrors up, which gives you a headstart.
c) It gives the current server owners a little nod. (thanks for sticking with us!)
When the client installs are up, we will be hosting a 2.0 full patch (600+ meg), 1.11 -> 2.0 update patch (90 meg) and 1.0 -> 2.0 update patch (160 meg).
This means, if you don't have 1.11 installed and you want to give 2.0 a go, save some time by downloading 1.11 now!
More...
Comments (0)
-Absolute
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| News: Fortress Forever 2.0 - Coming in the next few hours! |
February 15, 2008, 7:26 pm
We're finally finished with the 2.0 patch!
Currently we're distributing the server package to all the mirrors we can find - if you can mirror, let us know! The server update package is only 115 MB.
Currently we are only hosting the server update package from 1.11 -> 2.0 patch. (we are not hosting the full 600 meg 2.0 server install right now)
This is because
a) 99% of people interested in running an FF server already have 1.11 running
b) If you don't have 1.11 running, you can download 1.11 full whilst you wait for us to get patch mirrors up, which gives you a headstart.
c) It gives the current server owners a little nod. (thanks for sticking with us!)
When the client installs are up, we will be hosting a 2.0 full patch (600+ meg), 1.11 -> 2.0 update patch (90 meg) and 1.0 -> 2.0 update patch (160 meg).
This means, if you don't have 1.11 installed and you want to give 2.0 a go, save some time by downloading 1.11 now!
More...
Comments (0)
-Absolute
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