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PostPosted: 16 Aug 2008, 08:37 
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we've got a new game mode with five new arenas for it
Actually the new mod will be called "ARENA" and will be featuring 5 modified versions of the original maps.

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PostPosted: 16 Aug 2008, 08:52 
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Max wrote:
Quote:
we've got a new game mode with five new arenas for it
Actually the new mod will be called "ARENA" and will be featuring 5 modified versions of the original maps.

Yes , arena but how will it be ?

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PostPosted: 16 Aug 2008, 09:02 
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bOse wrote:
Max wrote:
Quote:
we've got a new game mode with five new arenas for it
Actually the new mod will be called "ARENA" and will be featuring 5 modified versions of the original maps.

Yes , arena but how will it be ?
More like DM/sudden death mode :cry:

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PostPosted: 17 Aug 2008, 00:42 
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staberas wrote:
and no meter on the dispencer
Actually, the meter on the dispenser "vanish" if the player moves away too far. At least for me. :wink:


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PostPosted: 17 Aug 2008, 10:44 
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Loke wrote:
staberas wrote:
and no meter on the dispencer
Actually, the meter on the dispenser "vanish" if the player moves away too far. At least for me. :wink:
Same here

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PostPosted: 17 Aug 2008, 11:12 
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It depends how high ur video settings are.


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PostPosted: 17 Aug 2008, 11:58 
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[SpA]SonnY BlacK wrote:
It depends how high ur video settings are.

I run the game at maximum settings and if i get away 5-8 meters from the dispenser that bar dissapears

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PostPosted: 17 Aug 2008, 12:19 
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Maybe ur gfx? :wink:


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PostPosted: 17 Aug 2008, 15:00 
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bOse wrote:
[SpA]SonnY BlacK wrote:
It depends how high ur video settings are.

I run the game at maximum settings and if i get away 5-8 meters from the dispenser that bar dissapears
actually you can have the game always use the hires models, but you have to edit the config.


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PostPosted: 18 Aug 2008, 10:39 
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:83 Can wait for the update :mrgreen:

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PostPosted: 18 Aug 2008, 12:42 
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U think u're the only one ?

I bet that tonight valve will announce the Sandvich :D

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PostPosted: 18 Aug 2008, 20:55 
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Could be:
Quote:
OMG! Valve's unreavield un-lockable:SandWich
I Checked the heavy unlockables on Tf2 Wiki and finded this:

Sandvich
From TF2 Wiki
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Sandvich

Basic Info
Used By: Heavy
Slot: Secondary
Information

The Heavy's Sandwich was first seen in Meet the Scout. It consists of two triangular slices of bread with lettuce, tomatoes, cheese and a mortadella slice in between. Judging by the achievements recently revealed, it seems that the Sandvich is new unlockable replacement for the Heavy's shotgun. When eaten, it would give an HP boost. This would make Heavy more viable without a medic, as Valve stated that they were aiming for in their blog.
Damage

N/A
Ammo Capacity
Ammo Loaded Ammo Carried
1 1
by fpsbanana


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PostPosted: 18 Aug 2008, 21:02 
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[SpA]SonnY BlacK wrote:
Could be:
Quote:
OMG! Valve's unreavield un-lockable:SandWich

by fpsbanana
Quote:
Talk:Sandvich
From TF2 Wiki
Jump to: navigation, search

This HASN'T been confirmed. This is speculation from users in Steam forums, nothing more. Until it is confirmed this page shouldn't be here. --DJTricky 14:26, 16 August 2008 (UTC)

* agreed --Piemanmoo 05:20, 17 August 2008 (UTC)

It has been confirmed that it is part of a new game mode.
by tf2wiki

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PostPosted: 18 Aug 2008, 23:27 
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It's pretty clear that the sandwich will be in the game in one form or another BUT any details are indeed in the realm of speculation. We will find out soon enough. ^^

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PostPosted: 19 Aug 2008, 00:01 
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This was posted on another forum:
Quote:
- New environment: Woodland areas. New Arena maps use this
- Arena gametype: Default 5v5 (can be changed) on new Arena maps and remakes of Granary/Well/Badlands. Perma sudden death (so no health packs). Losing team gets switched out for spectators. If the winning team wins 5 in a row it auto scrambles. After 60 seconds a CP point in the middle goes live and capping it wins (to discourage turtling)
- Crit gauge: New visual indicator of Crit chance

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PostPosted: 19 Aug 2008, 00:32 
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- New environment: Woodland areas. New Arena maps use this


This will really be interesting !




http://steamgames.com/tf2/heavy/arena.htm


TF2 Arena keeps the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Where other game modes lean towards a broad overall strategy for the team over a number of lives, Arena concentrates on the specific tactical choices the teams make in a single fight.

Arena features smaller maps that play out in 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. 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 great for smaller matches of three vs. three players, while still comfortably supporting huge knockdown twelve-on-twelve brawls.



Health pick-ups are limited in TF2 Arena (some levels don’t have any Health packs at all) so being careful is a good strategy for any class. As well, with so little health available, having a Medic or a Health dispenser-building Engineer on your team can be a crucial element to success. With their reconnaissance abilities, the Scout and Spy play a far more vital role in Arena than in other game modes. Knowing the location of the enemy team can often mean the difference between a win and a loss. The Soldier and Demoman will find many areas in Arena specifically designed for them to get a vertical advantage. Traditional Heavy/Medic pairings will still be highly useful as the anchor to a good Arena team. However, commit too far in this direction and the enemy can quickly overwhelm you with Snipers and Spies. In Arena, water is as scarce as Health. This makes the Pyro a much deadlier class, as any enemy player he sets on fire with his flamethrower or flare gun will be unable to put out the flames. Igniting enemies quickly, then retreating to safety, can be an effective strategy for the Pyro.


Image
The first release of TF2 Arena comes with five playable maps. Two never-before-seen maps (Lumberyard, Ravine) have been built specifically for Arena, and a further three (Well, Granary, Badlands) have been remade with Arena’s unique play style in mind. Additionally, with the Lumberyard map, Arena takes TF2 from its familiar desert backdrop to a new Alpine-themed environment. Great care was taken to ensure the art style kept to the unique look and time period of the TF2 universe, while still feeling like a departure from the usual maps players are familiar with.


ImageImage
Image

Lumberyard has an unbalanced structure, with one half of the map climbing up towards a large mountain peak, while the other dips down into a valley. A series of rooftops at the map’s center serves as the key battleground area, with lateral flanking being the key maneuver at ground level. When the capture point becomes active after 60 seconds, multiple entrances open up into the central control point, which becomes the focus of the fighting as the match nears its end. Lumberyard is one of the few Arena maps without water, and contains only a single health kit. The kit sits on a log above a deadly pit, making it a great ambush spot for Pyros, Demomen, and Soldiers to send unwary enemies to their deaths.
ImageImage

Image

In contrast to Lumberyard, Ravine has a far more open ground level with emphasis on control of four key choke points. A series of canals in Ravine’s lower level provide an excellent opportunity for stealth kills and flanking maneuvers. Like all arena maps, the capture point in the middle becomes active after 60 seconds.

Image

The middle capture point fighting area for each of these three existing maps has been extensively reworked and customized for TF2 Arena play.

The maps look ImageImageImage

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PostPosted: 19 Aug 2008, 09:07 
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I told you sandvich will be the last one :)

Well, maps looks nice but I'm worried about the round length. Imagine you get sniped right in the beginning and then you have to wait few minutes before they kill each other :|


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PostPosted: 19 Aug 2008, 09:13 
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Ohhhhhhhhhhh Noessssss, wheres my sandvich !?!?!?!

BTW cool maps

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PostPosted: 19 Aug 2008, 11:07 
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The maps rule (especially lumberyard)! But I'm kinda worried about the arena mode itself. One of the many reasons I like TF2 is that you can die without your death being a big deal, guaranteeing a 'relaxed' playstyle (by relaxed I mean you don't have to get annoyed by -as lacop says- getting sniped at the beginning of the round).
I don't like to play CSS mainly because of the immature testosterone teens that call you noob, fag and such because you killed them. I believe this is mainly caused by (well, the testosterone really, but for discussion purposes I'll say it's) the high strung tension generated by the fact that if you die, you have to wait. I really don't look forward to facing teams full of the wonderfull heavy class and possibly namecallers and lamers.
I hope I'm wrong (about the lamers and such), and I probably am, but I'm just planning a worst case scenario here.

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PostPosted: 19 Aug 2008, 11:10 
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[SpA]Mr Orange wrote:
The maps rule (especially lumberyard)! But I'm kinda worried about the arena mode itself. One of the many reasons I like TF2 is that you can die without your death being a big deal, guaranteeing a 'relaxed' playstyle (by relaxed I mean you don't have to get annoyed by -as lacop says- getting sniped at the beginning of the round).
I don't like to play CSS mainly because of the immature testosterone teens that call you noob, fag and such because you killed them. I believe this is mainly caused by (well, the testosterone really, but for discussion purposes I'll say it's) the high strung tension generated by the fact that if you die, you have to wait. I really don't look forward to facing teams full of the wonderfull heavy class and possibly namecallers and lamers.
I hope I'm wrong (about the lamers and such), and I probably am, but I'm just planning a worst case scenario here.
People that say "noob" have not started producing any testosterone IMO :wink:

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PostPosted: 19 Aug 2008, 11:20 
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Ah, so Arena will be similar to CS:S.


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PostPosted: 19 Aug 2008, 11:42 
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[SpA]Nutty82uk wrote:
[SpA]Mr Orange wrote:
The maps rule (especially lumberyard)! But I'm kinda worried about the arena mode itself. One of the many reasons I like TF2 is that you can die without your death being a big deal, guaranteeing a 'relaxed' playstyle (by relaxed I mean you don't have to get annoyed by -as lacop says- getting sniped at the beginning of the round).
I don't like to play CSS mainly because of the immature testosterone teens that call you noob, fag and such because you killed them. I believe this is mainly caused by (well, the testosterone really, but for discussion purposes I'll say it's) the high strung tension generated by the fact that if you die, you have to wait. I really don't look forward to facing teams full of the wonderfull heavy class and possibly namecallers and lamers.
I hope I'm wrong (about the lamers and such), and I probably am, but I'm just planning a worst case scenario here.
People that say "noob" have not started producing any testosterone IMO :wink:
'En contraire'! They produce too much testosterone for their teenage bodies to handle
:mrgreen:
Dr Bob wrote:
Ah, so Arena will be similar to CS:S.
In the 'die and don't spawn' aspect: yes.

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PostPosted: 19 Aug 2008, 11:46 
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People that say "noob" have not started producing any testosterone IMO :wink:
I think this trailer has a good description:
The trailer wrote:
not getting shot in the face repeatedly by a swearing, ultraskilled 15 year old boy who plays the game every day for 8 hours

Any way to get back into this update.
I LOVE how the rocks look in this new environment... and i think the new game style will be very good.

I think the control point is added because of the people who die in the first few seconds, (argh... we medics will get slapped in these arena's).
So I think you basicly have to wait untill the control point unlocks and then wait an additional 2 minutes for everyone to kill eachother, which means that if you die you (this is my ipinion) merly have to wait for 3 minutes... which you can do by sitting at your screen, cursing like this 15 year old boy who plays for 8 hours, or you can just enjoy the slaughter and think, if I had stood their... I probably had died too..

Any way we can't tell how the new game style will perform untill the fat lady sings next wednesday.

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PostPosted: 19 Aug 2008, 11:59 
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Imho the new visual style looks simply awesome! I'm eager to see what the mapmakers will make of the gfx.

And the Arena stuff sounds funny, but will need some testing. Imho Valve has put a big bunch of brainpower into it. Perhaps they just want to get some of the CS-kids. Perhaps it will be really fast fun. And being sniped isn't nice either. ;)

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PostPosted: 19 Aug 2008, 12:01 
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Hopefully this problem is / can be solved by small round timelimit so there won't be snipers/spies camping for several minutes ... But I trust Valve, they certainly did a lot of testing so it should be OK :)

And, yes, the new enviroment rocks. Cant wait to play it and throw some ppl trying to safe their life with medkit to the deathpit :mrgreen:


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PostPosted: 19 Aug 2008, 12:06 
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[SpA]lacop wrote:
Hopefully this problem is / can be solved by small round timelimit so there won't be snipers/spies camping for several minutes ... But I trust Valve, they certainly did a lot of testing so it should be OK :)

And, yes, the new enviroment rocks. Cant wait to play it and throw some ppl trying to safe their life with medkit to the deathpit :mrgreen:
I think the capture point is added and unlocked after 60 minutes so the snipers need to come out to defend it else they will just loose.

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PostPosted: 19 Aug 2008, 12:12 
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For those that missed it, the achievements page has been updated so that you can see what you need to do:
http://steamgames.com/tf2/heavy/kgb.htm

I'm interested in this one:
"Heavy Industry: Fire $200,000 worth of minigun rounds in a single life."

Going by the Meet the Heavy video that's either:
- 1,000 bullets ("$200 custom tooled cartridges")
or
- 6 seconds of continous fire ("It costs $400,000 to fire this weapon for 12 seconds")

My guess is they'll go with firing 1,000 bullets in game as 6 seconds of fire is ridiculously easy for an achievement.


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PostPosted: 19 Aug 2008, 12:13 
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DoubleJ wrote:
[SpA]lacop wrote:
Hopefully this problem is / can be solved by small round timelimit so there won't be snipers/spies camping for several minutes ... But I trust Valve, they certainly did a lot of testing so it should be OK :)

And, yes, the new enviroment rocks. Cant wait to play it and throw some ppl trying to safe their life with medkit to the deathpit :mrgreen:
I think the capture point is added and unlocked after 60 minutes so the snipers need to come out to defend it else they will just loose.
yes but I can still imagine situation where most of both is dead and there are 2 spies running around until time runs out :)


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PostPosted: 19 Aug 2008, 12:21 
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DoubleJ wrote:
I think the capture point is added and unlocked after 60 minutes so the snipers need to come out to defend it else they will just loose.
60 seconds :mrgreen:

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PostPosted: 19 Aug 2008, 12:46 
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2000AD wrote:
For those that missed it, the achievements page has been updated so that you can see what you need to do:
http://steamgames.com/tf2/heavy/kgb.htm

I'm interested in this one:
"Heavy Industry: Fire $200,000 worth of minigun rounds in a single life."

Going by the Meet the Heavy video that's either:
- 1,000 bullets ("$200 custom tooled cartridges")
or
- 6 seconds of continous fire ("It costs $400,000 to fire this weapon for 12 seconds")

My guess is they'll go with firing 1,000 bullets in game as 6 seconds of fire is ridiculously easy for an achievement.
standing next to a dispenser isn't? :p

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