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Team Fortress Two - The Megathread

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Post  Darksnow Wed Sep 14, 2011 7:00 am

Team Fortress Two - The Megathread Tf2logo

"We hope it was worth the weight!"
"

(Notice: The text is copied from TF2Wiki and TF2's Wikipedia page)



Team Fortress 2 is a team-based first-person shooter multiplayer video game developed by Valve Corporation. A sequel to Valve's previous Team Fortress Classic, it was first released as part of the video game compilation The Orange Box on October 10, 2007 for Windows and the Xbox 360. A PlayStation 3 version then followed on November 22, 2007. The game was later released as a standalone package for Windows on April 9, 2008. Team Fortress 2 is distributed online through the Steam system, while retail distribution was handled by Electronic Arts. The development of Team Fortress 2 is led by John Cook and Robin Walker, the designers who originally created the Team Fortress modification for Quake in 1996.

The game was announced in 1998, powered by Valve's GoldSrc engine, but has since been through various concepts and designs. In 1999, the game appeared to be deviating from its predecessors by pursuing a more realistic and militaristic style of gameplay, but the design metamorphosed over its nine-year development period. The final rendition sports cartoon style visuals influenced by the art of J. C. Leyendecker, Dean Cornwell and Norman Rockwell and is powered by the Source engine. The game itself revolves around two teams, each with access to nine distinct characters, battling in a variety of game modes set in evil genius environments.

The lack of information or apparent progress for six years of the game's original development caused it to be labeled as vaporware, and it was regularly featured in Wired News' annual vaporware list among other ignominies. Upon its release, the game received critical acclaim and several awards, being praised for its graphical style, balanced gameplay, comedic value and for its use of full character personalities in a dedicated multiplayer game.


Gamemodes

Capture the Flag: (ctf_xxx)
Capture the Flag features both RED and BLU with their own Intelligence briefcase (known as the flag). The goal for both teams is to capture their enemy's Intelligence continuously until they have reached the game's capture limit (default limit is 3) whilst preventing their enemy from achieving the same.

Both team's Intelligence are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the 'Intelligence room'. when the intelligence is taken the carrier will have a trail of droped paper falling out of the breifcase this may help an enemy find the carrier. To take the Intelligence the player must touch their enemy's Intelligence. Whilst holding the enemy's Intelligence, the player must bring it to the location of their Intelligence where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to make a successful capture. After each successful capture, your team will be rewarded with ten seconds of Crit boost.

If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Briefcase will remain stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time the Intelligence can be re-captured by walking over it in the same fashion of capturing it at its starting location. Each time the Intelligence is dropped, the timer is reset. The enemy cannot move or reset the intelligence themselves. The intelligence cannot be carried by players with an invulnerability buff (i.e. ÜberCharged players, Scouts under the effects of Bonk! Atomic Punch) and intelligence carriers cannot receive an invulnerability buff.

If the intelligence carrier dies in a normally inaccessible part of the map (i.e. falling into a pit) the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match will enter Sudden death mode.

Unlike variants of Capture the Flag in other games, you can make a capture without actually having your Intelligence at your base.

Control Point (cp_xxx)
Control point maps have two main types of game modes.

Control points are circular platforms with a team-colored light in the center (neutral points will have a white light). To capture a point owned by the enemy team, the player simply stands on the point until the capture meter fills with your team color. The more people of the same team on a point, the faster it will capture, though only to a limited extent. Scouts and those wielding a Pain Train count as 2 players when capturing points. No capture progress will be made when players of both teams are on the point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately but instead will slowly fade away.

Payload (pl_xxx)
In Payload maps, BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it - the more people nearby the cart, the faster it moves. Any RED team member standing near the cart will stop it from venturing further. If no BLU player pushes the cart after 30 seconds have passed, the cart will start moving backwards slowly until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. The cart works as a level 1 Dispenser for BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it.

Payload maps may or may not be split into multiple rounds. Some maps traditionally have one-way routes from the BLU side, sometimes closed off until a specific point is taken.

Some maps such as Gold Rush, Hoodoo and Thunder Mountain are split in three stages that BLU must advance through and win. Stages one and two have 2 checkpoints and stage three has 3 checkpoints (2 for Hoodoo) , counting the final point as such. Badwater Basin and Upward maps have a single round with 4 checkpoints, counting the final point as such. Advancing the cart to the next checkpoint gives the BLU team extra time. Advancing it to the final point moves the map onto the next stage. When the cart reaches the final point on the final stage, the Payload explodes and destroys RED base, symbolizing BLU's victory.

Arena (arena_xxx)
Arena maps are designed to keep the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Whereas other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical choices the teams make in a single fight. Arena maps carry the arena_prefix.

Arena features smaller maps that play out for shorter periods of time. The round ends once one team has no players left in the arena, or when the central capture point has unlocked and been captured. The central capture point unlocks after one minute has passed in the current round. Rounds tend to be very fast and highly competitive, with an emphasis on your team's class makeup and your plan to counter the opposing team's class choices. Arena mode is suitable for smaller matches of three vs. three players, while still comfortably supporting huge knockdown twelve-on-twelve brawls. Arena works much like Sudden Death - respawning is disabled and there are no resupply lockers. There are usually very few health kits available, often located far from the main action and/or near high-risk hazards. This forces teams to rely more on Dispensers and Medics.

Players may have to sit out to balance keep team numbers equal if they were on the losing team, but players on the winning team never have to sit out the next round.

The First Blood Critical buff is unique to the Arena game mode.

King of the Hill (koth_xxx)
King of the Hill is similar to Arena. King of the Hill focuses on a single control point at the center of the map, which is unowned and locked at the beginning of the round. Teams must make their way to the Control Point and capture it when it becomes available. Once the point is captured by a team, their team clock will start a three minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured. A team wins once they own the point and their three minutes is expired.
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Post  Learn your ABC's with S7 Wed Sep 14, 2011 2:24 pm

Nice megathread you got here.

O {EM EOYJ DVPIY. <=cookies to someone who decodes that bitch.
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Post  Gothboy77 Thu Sep 15, 2011 3:44 am

Ive never played TF2 mainly because I never took the time to download and play it. Ive heard it is good.

Also, if this is gonna be a Mega-Thread, could you post a little less info(like shorten that shit up bro) and some other screenies?

if the thread gets big enough I will merge it with the other TF2 thread(s)
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Post  Darksnow Thu Sep 15, 2011 8:23 am

Gothboy77 wrote:Ive never played TF2 mainly because I never took the time to download and play it. Ive heard it is good.

Also, if this is gonna be a Mega-Thread, could you post a little less info(like shorten that shit up bro) and some other screenies?

if the thread gets big enough I will merge it with the other TF2 thread(s)

TF2 Trading and megathread should be two diffrent ones.
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Post  Learn your ABC's with S7 Thu Sep 15, 2011 2:23 pm

Darksnow wrote:
Gothboy77 wrote:Ive never played TF2 mainly because I never took the time to download and play it. Ive heard it is good.

Also, if this is gonna be a Mega-Thread, could you post a little less info(like shorten that shit up bro) and some other screenies?

if the thread gets big enough I will merge it with the other TF2 thread(s)

TF2 Trading and megathread should be two diffrent ones.

K. Now what.
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Post  Mega Bear Thu Sep 15, 2011 5:26 pm

Yaaay. Very Happy
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Post  Darksnow Sun Sep 25, 2011 1:18 am

[You must be registered and logged in to see this link.]

demo b fappan
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Post  Moonblazer21 Sun Sep 25, 2011 1:35 am

Team Fortress Two - The Megathread 81A436BD573E99936D8AB81C49A40597D46EA93A

demo b explodin lol!
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Post  Learn your ABC's with S7 Sun Sep 25, 2011 8:48 am

Should I buy something from the store and get a Premium account? I heard it increases the chances of finding rare items if you do, and most of all enables trading.

I thought about the Manno Tech Bundle thing, but it's like $19.99. A lot of people I've already become friends with on TF2 say the money was worth it. I'm not gonna buy that shit for a game though.
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Post  dafrandle Sun Sep 25, 2011 9:08 am

Learn your ABC's with S7 wrote:Should I buy something from the store and get a Premium account? I heard it increases the chances of finding rare items if you do, and most of all enables trading.

I thought about the Manno Tech Bundle thing, but it's like $19.99. A lot of people I've already become friends with on TF2 say the money was worth it. I'm not gonna buy that shit for a game though.
its like buying the game before it was f2p except you get cool stuff
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Post  Learn your ABC's with S7 Sun Sep 25, 2011 3:41 pm

dafrandle wrote:
Learn your ABC's with S7 wrote:Should I buy something from the store and get a Premium account? I heard it increases the chances of finding rare items if you do, and most of all enables trading.

I thought about the Manno Tech Bundle thing, but it's like $19.99. A lot of people I've already become friends with on TF2 say the money was worth it. I'm not gonna buy that shit for a game though.
its like buying the game before it was f2p except you get cool stuff

Mmmmmmm...

Nah.
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Post  dafrandle Sun Sep 25, 2011 9:56 pm

you must have bought it before that, if not go fuck yourself you f2p noob
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Post  Jakester Sun Sep 25, 2011 11:28 pm

Learn your ABC's with S7 wrote:
dafrandle wrote:
Learn your ABC's with S7 wrote:Should I buy something from the store and get a Premium account? I heard it increases the chances of finding rare items if you do, and most of all enables trading.

I thought about the Manno Tech Bundle thing, but it's like $19.99. A lot of people I've already become friends with on TF2 say the money was worth it. I'm not gonna buy that shit for a game though.
its like buying the game before it was f2p except you get cool stuff

Mmmmmmm...

Nah.


Also, if you buy the game you don't get uber trolled by the jealous people.
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Post  Learn your ABC's with S7 Mon Sep 26, 2011 3:37 pm

Jakester wrote:
Learn your ABC's with S7 wrote:
dafrandle wrote:
Learn your ABC's with S7 wrote:Should I buy something from the store and get a Premium account? I heard it increases the chances of finding rare items if you do, and most of all enables trading.

I thought about the Manno Tech Bundle thing, but it's like $19.99. A lot of people I've already become friends with on TF2 say the money was worth it. I'm not gonna buy that shit for a game though.
its like buying the game before it was f2p except you get cool stuff

Mmmmmmm...

Nah.


Also, if you buy the game you don't get uber trolled by the jealous people.

I'm F2P and ironically I'm an extremely good medic and always get praise from pros, I've made lots of friends just by acting as a teammate.

I usually get around 1st-3rd place on the leaderboards.

/inb4moronswhopaid4gamestartragingcuztheyjelly
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Post  Cookieman Tue Sep 27, 2011 8:23 am

dafrandle wrote:you must have bought it before that, if not go fuck yourself you f2p noob
Who the fuck cares who is a F2P and who isn't.
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Post  Learn your ABC's with S7 Tue Sep 27, 2011 2:12 pm

Cookieman wrote:
dafrandle wrote:you must have bought it before that, if not go fuck yourself you f2p noob
Who the fuck cares who is a F2P and who isn't.
lol he just mad when f2p are better than people who bought it
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Post  dafrandle Tue Sep 27, 2011 6:30 pm

no actuly i jut thou that was how everone else though
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Post  Cookieman Wed Sep 28, 2011 8:04 am

Oh no the Steam things arn't working!
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Post  Moonblazer21 Sat Feb 04, 2012 11:38 pm

anyone notice the lack of manco crates. Havent got a single one after the australian christmas. Mabye valve is up to something curioser and curiouser scratch
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Post  Mega Bear Sun Feb 05, 2012 2:48 am

Moonblazer21 wrote:anyone notice the lack of manco crates. Havent got a single one after the australian christmas. Mabye valve is up to something curioser and curiouser scratch

I haven't gotten one in ages, my only remaining crate is a series 32.
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Post  Moonblazer21 Sun Feb 05, 2012 6:42 am

Mega Bear wrote:I haven't gotten one in ages, my only remaining crate is a series 32.

You should probably hold onto it for now. You know valve is and there evil ways.
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Post  Mega Bear Sun Feb 05, 2012 7:06 am

Moonblazer21 wrote:
Mega Bear wrote:I haven't gotten one in ages, my only remaining crate is a series 32.

You should probably hold onto it for now. You know valve is and there evil ways.

Yeah that's what I'm doing. The only reason I would open it is for a strange, and I don't need any weapons in it.

Also, today I traded some stuff to Freeze for a Strange Sydney Sleeper, it's up to 48 kills already. If anyone has a Strange Sandman or Huntsman I really want them.
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Post  Moonblazer21 Tue Apr 03, 2012 4:47 am

I made a video
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Post  Mega Bear Wed Apr 04, 2012 5:43 am

If I saw an uber'd civilian coming at me I would probably be so thrown off that I wouldn't shoot. Razz
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Post  Moonblazer21 Sun Apr 22, 2012 5:33 am

Yet another video
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