The Furry Pound Newsletter: February 2010

by Sekh765 on February 18th, 2010

TFP February 2010 Newsletter!

Hey everyone, time for my second installment of the TFP Newsletter, little late this month since we have been working on some important things which I will go into greater detail below. Hope everyone is having a great month, and hopefully some of the things below will make it more interesting.

 

Upcoming Server Events:

Player Teacher Nights for February: No game play mods this month, as the month is a little shorter and we decided to let prophunt run for a few extra weeks since it was so popular. So this month we have two separate players who want to give a lecture of sorts on their preferred classes. The two nights, with dates to be announced soon are, Pyro Night hosted by Moderator Anti-Austin, full of interesting tricks on how to best ambush and incinerate various classes. and,  Scout Night hosted by Zareth, who will hopefully shed some light on why the scout is so hyper.

 

Upcoming TF2 Server Changes:

Alright, so here’s our big changes.

We know many players are experiencing the lag issues on servers 1/2/4. This is caused by a few things, most of them are caused by the number of people attempting to join these servers instead of the others. In an attempt to alleviate this issue as well as provide our players with more servers to spread themselves across, We are initiating the following changes.

Server #6 will be moving to the Americas. It has come to our attention that the European players simply play on servers 1/2/4 anyways instead of #6, so we will be moving #6 to a to be decided area of the United States, and keeping its config, so it will be a stock server the same as #4, but keeping No Crit and No Spread. Hopefully this will give people more stock options, as well as a more agreeable ping for this interested in a No crit server.

Next big change is that Server #5 will no longer be members only except during events, or when we decide that it needs to be. It will keep all other settings, effectively making it a clone of #1/2. This should give people more options for custom style servers that seem to be so popular amongst our players. #5 has been empty except during events, so this change shouldn’t affect people much.

Map Changes – We will be implementing a change in map rotation soon to remove maps that simply aren’t being played, or kill servers when they appear because of dislike. There will be a vote on the maps to be removed on the forums once we decide on a final list, so if you really want a map removed, or kept, you will need to register on the forums and make your opinions known. This change will extend to certain stock maps from the custom servers (1/2/5), since there are certain stock maps that empty the servers out.

 

New Server/Game

In response to the recent interest in a new game for TFP, we began a search for what people might be interested in last month. After reading through the posts, we are ready to try our latest idea in Non-TF2 games. We will be adding a new server to our collection which will only be used for HL2 Source Mods. This server will rotate every 2 – 3 weeks to a new Mod which will be decided by player interest. After a mod has been played awhile, an announcement will be made and players can download the next mod in the rotation and play that for awhile. Hopefully we can keep interest up through varying the play style of each mod. We will be running this server as long as interest is maintained in the servers style.

Players with interesting new ideas on which sourcemods we should try are encouraged to post in our thread regarding future TFP games located here: http://www.hiddendisguises.com/Forums/viewtopic.php?f=30&t=1662

First Mod – The first mod we will be running is the recently released over Steam – Pirates, Vikings, and Knights II. It has a similar playstyle to TF2 in that it is a team based game with humorous classes and interesting maps. I highly suggest downloading it and trying it out with us, if you don’t know what it is, try watching the video below!


http://www.youtube.com/watch?v=SoK9kGZVZlE

 

Members of the Month

Renamed to members of the month as it’s not based on actually playing.

The award goes to..

Gami/Axel – For helping keep new players informed on the rules of the chat room and deal with the people who decide they simply don’t want to play nice with the rules. Thanks for the assistance guys, its much easier on us to not have to watch over it every second of the day.

Honorable Mention

Munch – Munch gets an honorable mention for being the first person to suggest PVK2 as a mod we could try on the forums, although he wasn’t the only person to do so, he was the first to post it. Thanks for the info Munch, hopefully it works out well this month!

 

Mailbag Posting

So this month, the mailbag is dominated by a single person. Someone so insane that they have an entire section dedicated to them. I thought of editing this up into some sort of epic story, but decided instead that simply giving you the pastebin and a simple description was the only way to do this justice. You will simply have to make your own opinions on the insanity that is this man.

Some names redacted by request of the people that sent the logs to us. Name of the guilty changed. Entire thing had to be pastebinned as it was far too long for this simple newsletter.

The First Signs – This was the first thing we received from this person, it was totally out of nowhere, hence the confusion.

http://pastebin.com/fca7260b

The Confrontation – Here he was requesting information about his ban. We attempted to inform him of it, and it kind of…went downhill from there.

http://pastebin.com/f73bc321c

The Tragic Truth – The truth comes out, plus more insanity. Insanity the likes of which I have never before seen. Warning – Super long.

http://pastebin.com/f3c78bfac

tl;dr version – We had an insane kid who thought he was a super spy in a hacker shadow war, complete with super computers such as NOVASTRIKE who wanted us to believe that his phishing attempts for account information where not him at all, but instead some sort of crazy super hacker who was stealing his account information in an attempt to destroy steam. Or c4 a house. Or something. Just read the thing. It’s worth it.

 

The Future!

There are a lot of changes this time around, so the future is mainly just making sure we don’t break anything with all the different things we have done this month. We are looking into a possible Randomizer event for TF2, as well as working more on the TFP Achievements. More information on those two things in March.

Well, that’s that for the February newsletter, hopefully it helped clear up some things as well as give you guys some information on the exciting new changes we are putting through. Same as last month, comments are always appreciated either on the forums or on the announcement thread.

 

Sekh the Scribe Burd.

The Furry Pound Newsletter: Jan 2010

by Sekh765 on January 16th, 2010

TFP January 2010 Newsletter!


Hey folks, I’m going to try to put together a newsletter for the servers every month full of interesting and new things that are coming to the servers, upcoming events, and a mailbag of….things, that we in the admin staff receive on a daily basis. So lets get things started!

Upcoming Server Events:

Prophunt: Prophunt has been rescheduled for the 22nd of January through whenever people get tired of it. We had to cancel it because Valve pushed through the WAR update during our scheduled time. The instructions will be posted in a separate post, though you if you don’t know what prophunt is, I suggest viewing this video!

http://www.youtube.com/watch?v=M9U8q30UmeU

Upcoming Server Changes:

We will be experimenting with a new Scramble plugin for the servers to alleviate the problems with stacking as well as people forcing autobalance through spectate. The new plugin will protect certain classes from being force autobalanced (such as medics with an ubercharge), and will not allow players who are autobalanced to join spectate until the round is over. Players will still be able to rejoin a team if it will not force an autobalance, the plugin will simply prevent players from spectating to force autobalance.

The new plugin will use varying parameters on how to determine if the server needs a scramble, as well as allowing for the traditional vote of “stt” (now named scramble) to prompt one as well. Once we have the plugin working, it will be pushed through to all servers. Comments on how well it works are encouraged on the forums.

Players of the Month

So I’m trying a new thing, just to give a thank you to players who have helped us out here with various problems with the servers. Player of the Month awards will go to people that help the Admin staff out with things, not to ingame skill.

First award goes to..

Biofreak – For catching 2 speedhackers and numerous trolls on demos and providing fast reports with steam ID’s to the admin staff. Good work keeping server #3 safe for the rest of the players! Thanks from all of us in the staff!

The second award goes to…

iller – For finding and documenting a new STT plugin which we have been searching for desperately to try and alleviate complaints of stacking. This is the plugin being tested later this week! Thanks again iller! Hopefully it works out properly!

Final award for this month goes to…

The crew of players who helped us test the extremely boring STT plugin that we have implemented across the servers. Thanks a lot everyone that came, especially Snippo, Articwuffeh, John the dragon and Devvy for staying to the final anti-climactic ending.

Mailbag Posting

So we thought it might be funny to drop some of the mail we receive from permabanned players and the stupid things they say for you guys to see some of the stupidity we have to deal with. Names have been removed where applicable.

So first up is something that was posted on the forums. After being banned for trolling for 3 or 4 months constantly, someone decided they were going to “get 4chan to destroy us”. As ridiculous as this is, we kept an eye on it and beefed up server security. Eventually he came back to post the link to his 4chan thread with the line “Say goodbye to TFP”. This is the final page before it was deleted from 4chan and he was banned for 3 days. Enjoy.

http://www.thefurrypound.org/asdasd/185761458.htm

Next is a reply we got from someone who thought it would be fun to spawn camp the doors on Steel. Now keep in mind, that the poster was simply warned, and after they continued, kicked a single time. No tempban, just kicked and told to read the rules. This was the results. I’ll post pieces of it as they were something like 12 pages long. This was the first PM we received, complete with commentary by myself to clear up some things.

http://i79.photobucket.com/albums/j158/ … ntary1.jpg

After a long bout of arguing over…really nothing, he was eventually banned for his trouble of being completely crazy. This was his final reply though, saved for your enjoyment.

http://i79.photobucket.com/albums/j158/ … ntary2.png

He was subsequently banned and indeed made good on his promise to use proxy servers to circumvent his ban and harass the forums…for all of 5 minutes before we turned on Administrators must approve new members at which point he cried foul and disappeared.

The Future!

So this final section is for things we are looking into for the future. Things in this section are VERY much in the planning/idea stage. They might never work, we still have to see if the coding in TF2 works, or talk with outside sources on how to get them to function properly, but I thought I’d share with you guys some of our ideas we are working on.

Player Teacher Nights Return!

We are bringing back player teacher nights at the request of some of our members! We will be scheduling a Scout night, hosted by Zareth, and a Pyro night hosted by our moderator Austin for players to learn interesting and tricky strategies involving these classes. Any other players interested in hosting their own teacher nights are encouraged to send either Sekh or Jinx a private message regarding the class in question. Times will be posted later this month.

We are looking into various things to make our servers more interesting. Some sort of TFP tournament is a current idea for our more competitively oriented players. Also looking into the possibility of a TFP DJ system for a player to guide music on the servers (optional of course, we wouldn’t force our terrible music choices onto people that didn’t want them.) We are looking into the possibility of a Randomizer event in the future, as scouts with miniguns is just too funny to pass up. I’m personally looking into the creation of some sort of dropbox for suggestions/ideas that people might have as well. We are also looking into expanding TFP into new games, anyone with interesting server ideas drop a line on the forum post that will be linked to this newsletter!

Finally, our biggest planned update is something we aren’t prepared to reveal until we are sure we can get it to work, but the member helping us is just too excited and so I thought I’d throw out some teaser images. BEHOLD!

Anyways! That’s it for this month, drop us a line here if you like the Newsletter and want to see it continued next month.

- Sekh the Scribe Burd.

November RMF Event!

by Sekh765 on November 7th, 2009

Alright friends! Here is the detailed instructions on how to set yourself up to enjoy the RMF Pack to the fullest!

First, you need to bind the command to access the spawn menu to a button. Enter this in console, and replace K with whatever button you like. [bind "k" rmf_menu] or simply type !r every time you die, but this can get rather tedious.

This will open up a menu for your class, with a list of abilities. Heres a very brief description of each so you know what you’re getting into! When you select an ability be sure to read the instructions it gives you, as some are triggered by taunts. You can only have one ability active at a time! If you want to change your ability without suiciding, return to spawn, switch to another class, then switch back to your original class and bring up the menu again.

—–
The Abilities!

*Scout
Spike Shoes – Goomba Stomp your Opponents! Stuns players if you land on their heads.

*Soldier
Jump Boots – Special shoes prevent you from taking anything more than minor rocket jump damage, perfect for bouncing off walls!
Adrenalin Dash – Charge your enemy and send them flying around with the soldiers dash attack!
Homing Rocket – Set down your shovel, then stand back and launch rockets from over the horizon to rain death down on a target!

*Pyro
Flare Firework – Push your opponents around with this ranged airburst in the form of a firework!
Disguise Jutsu – That barrel’s a… pyro?! The Pyro can now hide in plain view, and this means bad things for all.
After Burner – First disguising Pyros and now flying Pyros? Light your opponents on fire as you fly above their head. Even the Engineer will be jealous.
Burnsday Present – Look! Pyro is giving thanks by giving everyone presents! They might be filled with napalm… but they’re still presents!

*Demoman
Sticky Flash – Breach and Clear with the Demoman’s flashbang stickies. The more you have the more blinded your opponent will be!
Drunk Bomb – Ka-BOOOOOOM! You just have to see this one to believe it.

*Heavy
Delicious Sandvich – Get Critical, recieve Delicious Sandvich. Now with 2x as much ham!
Centrifuge Rotor – In a manner that defies all science, the heavy is now heavier than a Black Hole. Just try and airburst him.

*Medic
Uber Transplant – Need to help another medic get his uber faster! Now you can just give him your own energy!
Doping Injection – If the medics current healing isn’t fast enough for you, Go Wolverine style with the Doping injection!
Styptic – As a medic, we all know its your job to help others. But what about yourself? Now you can use your own uber charge energy to heal yourself!
Supercharger – Fairly simple, for those “Pure” medics who just want their ubers as fast as they can get them.
Flying Doctor – Don’t you hate it when you’re healing a demoman or soldier and they just go flying off? Now they can’t! Because you’re coming along for the ride!

*Sniper
Marking Shot – It’s like an admin beacon, but anyone can do it!
Curving Arrow – Pull a William Tell and steer your arrows where you want them, if you’re talented enough!

*Engineer
Metal Hopper – Supercharged Exploding Dispenser Jumps. ’nuff said.
Reverse Engineer – Tired of spies sapping your teleporters? Now you can just teleport back through it and whack them in the head!
Sleep Switch – We all know the sound of a sentry, with its little beeping noise. With the sleep switch, bring back the stealth of the sentry! The sentry will also slowly repair itself whilst turned off!

*Spy
Sapper Throw – Yes, now even you can be like the spy in Meet the Spy, with the added bonus of shorting out cloaks!

Here is a video of most of the abilities in action as well, for those of you that want to see to believe!

RMF Ability Pack

Server Information

> TFP #5

> TFP #6

Read up and enjoy yourselves!

- The Burd

the-haunted-pound-2009-weekend-1-in-detail

The Haunted Pound 2009: Weekend 1 in Detail!

by NikkyVix on October 22nd, 2009

It’s that time of the year again!

We’re bringing Halloween fun back with the Haunted Pound 2009! Witness the return of last year’s server-filling TF2 Sourcemod hit: Zombie Fortress! Now with more maps to play (and more stable server behavior this time! Really!). Starting this Friday evening and ending late Sunday evening, Three TFP servers shall be password-locked for you and those you invite, specifically hosting ZF and any maps we add for the event.

Additionally, one of the most unique payload race maps you will ever play has manifested itself into our playlist: PLR Animus, by Kim “Fearlezz” Nehzaty.  Exclusive for this event, getting this cart to move will need you to put some serious SOUL into it!

And as a little bonus for our alternative gamers, we’re bringing our Left 4 Dead servers back up for a special darling custom map favorite of TFP’s admins:  Night Terror! Spend an evening of fright in the Director’s twisted haunted house and movie recreations; the D’s just DYING to drop you in!

Our Killing Floor offerings are also still live.

It’s gonna be one hell of a night! See you there!
———————————————————–
CONNECTION DETAILS:
Team Fortress 2

  • TFP #2 CST US  (password: zombfurries)
  • TFP #5 EST US Members-Only  (password: zombfurries)
  • TFP #6 EU  (password: zombfurries)

Left 4 Dead
To find our server when searching, you must first enable and open your game console, then enter this key whenever you start Left 4 Dead:
sv_search_key tfp
Server password: zombfurries

Killing Floor
Normal: 74.93.99.237:7707
Hard: 74.93.99.237:27032

———————————————————-
THE STUFF YOU MIGHT WANT TO PRE-DOWNLOAD:

Haunted Fortress 2009 Map Pack -  (61MB 7zip)  If you want to have the maps pre-downloaded before the event, use this link.  (Alternate Download Link )

Night Terror -  (141MB RAR)  You will need this if you wish to play the Night Terror custom campaign.

tf2-tactics

TF2 Tactics

by DrJones on October 7th, 2009

A new blog has appeared recently that amasses all sorts of tips, tricks and tutorials on how to effectively play the game. This blog is called TF2 Tactics and can be found here.

More recently, they have released a video of their own, showing why FOV (field-of-view) is important. You can check it out here. It is not the first one, however, check out christianmalazarte’s Youtube channel.

haunted-pound-2009-whatchu-want-dog

Haunted Pound 2009: What’chu Want, Dog?

by NikkyVix on October 1st, 2009

It’s closing in on that time again!

Many of our older denizens will remember last year’s Haunted Fortress event, held Halloween night.  It involved converting two of our servers to use maplists and mods geared towards the then-new Zombie Fortress SourceMOD plug-in for TF2.  Much fun was had (and hilarious videos made).  Well, the occasion approaches us again!

We on the staff have our own intentions of what we’d like to put together for this Halloween.  What I’d like to hear is what you, our sparky li’l zerglings, would be fun events, mods, or ideas to propose for the hallows weekend.  Are there maps or specific mods you played on other servers which you would like us to consider using? How about other games, like the ever-popular Left 4 Dead?  Please drop a comment with your ideas in the comments section of this post, or in the following places:

Our forum thread:

Right over here!

Our Steam Communities announcement:

It’s over there!

We want this input to be open to as many people as possible.  As the time draws near, you’ll hear more info on its development.

- Voop Out

major-announcement-so-epic-its-too-large-for-steam

Major Announcement: So epic, it’s too large for Steam

by Witchiebunny on September 16th, 2009

Hey guys. This announcement is long overdue, and there are several things I wish to cover in it. So listen up.

The first and foremost is that we have some new Mods and some promotions.

I’d like you all too welcome Nynnja, Commander Lost, Sekh765 and Retro Armadillo to our moderator team. You guys know them, so congratulate ‘em. :3

We also have some promotions to Admins to announce, namely Pathia, Keller and Elrabin. I.E, they now have the power of Permaban and other fun admin gifts. Remember: Do not taunt happy fun admin.

Next, is the announcement of a new initiative I hinted at during VALVe’s Halo-gate.

The Furry Pound has always been meant to be a haven for friends….a place for friends to gather and play and have fun. And what started out as 30 or so friends a little over a year ago has blossomed (ballooned?) into 1800+.

I’m really happy that so many of you find TFP a great place to hang out. However, we are no longer as close, and therefore problems are cropping up. Namely, trolling in a variety of forms, as well as blatant and not so blatant rule breakers.

The number one rule of TFP is “Don’t be a douche”. Time and time again, the admin team has preferred to allow conflicts to play out on the servers, interfering only as needed.

This can no longer be the case, as it is seriously disrupting the intended purpose of TFP. Bear in mind, though anyone can invite in a friend (to keep this from being the “admin’s friends club”) this is a PRIVATE group, and we reserve the right to boot anyone out of the group, the chat, and the servers, for any reason.

Our reasons will be as follows:

Cheating: This one is truly self-explanatory; Hacking, aimbotting, and the like, anything to give one an unfair advantage past their skill in the game. Cheaters are given an instant permaban the moment we can verify that they are, in fact, cheating. No second chances.

To avoid being kicked out for Cheating: Don’t cheat.

Hard Trolling: These are your typical hardcore trolls, out to blatantly disrupt the gameplay and the players in a variety of ways. This includes (but is not limited to) people who micspam, and who come in to “troll the furries” fall into this group. Hardcore trolls are given one warning, and thereafter booted from the game. Further trolling results in their being banned in increasing increments depending on the number of offenses and the severity of the offense(s).

To avoid being kicked out for hard trolling: Don’t troll.

Soft Trolling: These are those whom most of you have been complaining about in the game. Less severe than the blatant trolls, these people are continually insulting to others, passive aggressively trying to get their way in a game, or even consistently putting others down. These people tend to think that everyone who doesn’t play their way or do what they say are idiots, and let them know, berating their team verbally and over text. These people are also continually and blatantly disrespectful of everyone, including the admin team. They generally make the game very unpleasant to play for one person or for many.

These people (unless they already have been given warnings prior to this) will be given two warnings….after the second; they will be kicked and given the exact reason why they were kicked. Further offenses will result in their being banned in increasing increments depending on the number of offenses and the severity of the offense(s).

To avoid being kicked out for soft trolling: Listen to the Admins when they give you warnings, and listen to the players when they tell you you’re being a jackass and stop being one. This is a place for everyone to have fun, not a place for you to vent whatever issue you have with someone else. This is something we will *not* be giving multiple chances on, as we have in the past, and even Mods now have the ability to temp ban. Don’t be a jackass.

Now, though we are (still) adding more Mods and Admins, this is not a job we can do on our own. We need *your* help, as the community. How?

First and foremost, especially in the case of trolls, tell/ask them to stop *respectfully* (no pouring fuel on the fire, in other words). That means no profanity, what means doing it calmly and in a collected manner. If they don’t, take a demo. (Directions on that available here )

Once you have your demo, you can go about it one of two ways: You can upload the demo to your file sharing client of choice and send the url to us via the forums, or you can e-mail it to: admin@thefurrypound.org Either option gets your demo to the Admins.

The other option is to call an admin into the server, but if you take this option make sure you have the name and Steam ID of the person causing the problem, a description of what’s going on and what server it happened in. If you can’t get the Steam ID, get their Steam Profile page, and we can extrapolate it from there and take the appropriate action.

Remember, this is not just our community, it’s yours too. The goal of TFP always has been, and continues to be to become a server for friends to play on. We’ve strayed from that goal and it’s time to get back to it. All we ask of anyone and everyone here is that they treat others with respect. Those who do not, will no longer be welcome as part of TFP. If there are those of you who feel like you cannot/do not want to be on the servers, or in the group due to these new rules, we’ll be sad to see you leave but if you want to, we’re not going to force you to stay.

To those of you who do stay, we’re glad to keep you, and hope to make this the kind of server it once was, and can be again.

Oh, and one more thing guys, please try to keep all drama restricted to this announcement. (I know it’s gonna spill over onto the chat/forums/server, but try to keep the majority of it here please.)

~Witchiebunny

spy-video-from-sekh765

Spy Video from Sekh765

by Witchiebunny on August 28th, 2009

Sekh writes:

Hey everyone, Here is the final version of the spyfrag video I have been working on for the past couple of weeks. The gameplay footage was recorded over a month or two and its meant to just be a cool spy skill showcase vid. If enough people like it I might attempt to make some spy tutorial videos in the future.

The video is my first attempt at using any sort of video editing software. Took me a few weeks to learn to use it properly but I like the way it came out. The random blurs are intentional as they are during time acceleration moments when nothing important is happening. I would have it on youtube for you all to view it there but they blocked it due to my music. Leave any comments you like below!

Enjoy the video!

Links:

www.yqmonline.com/SpyPyro.rar – This is a downloadable High quality .wmv file. Should be very fast download speed.

http://www.filefront.com/14317581/SekhFinal.wmv – This is another download site. It also has a streaming button on the right. The maximize looks like a little dpad.

Thanks for the submission Sekh!

and thanks for not beating this bunny upside the head with sapper for procrastinating so long in putting it up. :x

the-demovixens-how-to-defense-on-cp_steel

The DemoVixen’s How To: Defense on CP_Steel

by NikkyVix on August 15th, 2009

Prologue:  Gotdammit, Nikky!

Duke of Demolitions.  The Nitroglyceride Negro.  Black Scottish Cyclops.

The Demoman

When I started playing Team Fortress 2 at the behest of my friends DrJones and Taross in February of 2008, I had no idea what the classes were capable of, much less what the classes were.  I initially felt the Scout would be the solution for me.  The little pipsqueak did nothing but let me scamper around like a brain-damaged mouse with no hand-eye coordination.  Then came the Soldier, whose rugged, grizzled grit was perhaps too cumbersome in my noobish clutches, giving me mixed results.

As they say, third time’s the charm: I then met the Demomahhn.

With the first victims I managed to detonate, liberating their limbs from the hated oppression of their torsos, I knew I had some special connection with the handicapped, jeering drunkard.  I staked out my prime hunting spots in places like Turbine and Quarry (in the fond old days when stickies could not be moved and laying an unattended net about an intel case was a defining trap of the Defensive Babysitter Demo). I familiarized myself with the beat and tempo of this jazzy character, learned the basics as best as I could, then began to experiment.  As anyone establishing their career class, it’s important to experiment to learn the sneaky nature of the class and how to use environments to one’s advantage.

That’s where this particular article comes in handy.  It’s the shavings of my experiences with this wonderfully versatile class.  You can take my advice or leave it as you wish, however as one of the top-scoring Demomen of our quaint little community at over 700 hours of experience I think it’s a good bet that I know my stuff! You might even learn something new.  Every map has different characteristics of effectiveness for an observant, creatively imaginative Demo.  Today’s map is one of the best.  But first, you must know your tools:

Grenade Launcher
The primary weapon of the Demoman. This baby is best suited for offensive situations. It fires up to four grenades inbetween reloads with the power to potentially take down any class with three to four direct hits, regardless of overheal.  This weapon, like the secondary Sticky Bomb launcher, fires in an arc that must be compensated for.  A direct hit delivers the full range of damage to the target while bouncing off of a surface activates a minor timer, after which the grenade detonates for reduced damage.  Grenades can also be used for minor bomb jumps, with the right timing.

Sticky Bomb Launcher
The secondary weapon of the Demoman.  This lass is a more versatile weapon which functions better in defense, but can be devastating in certain offenses.  With a salvo of 8 bombs which stick to most surfaces floor, wall and ceiling, the Demoman uses these detonator-dependant explosives to set traps for the enemy to take harm when they wander within the blast radius. They are also used to bomb jump to elevated areas, used for area denial and defense of cap points, etcetra.

Both Stickies and Grenades have a blast zone–a shell of blast range which they can do damage in, extending up to six feet (for stickies) or three feet (for grenades) from the bombs themselves.  You will do more damage the closer to the center of this range your target(s) are.

Scrumpy
The tertiary/melee/mostus awesomus weapon of the Demoman.  It’s alcoholic cider in a hardened, heavy glass bottle.  What more of an explanation is needed?

All of these weapons have their applications, but they are merely clumsy toys if the Demoman does not employ the thing that makes them most dangerous in his hands: Tactical Inventiveness! (a little liquor never hurts, either, for you of-age types).  Now that you know your tools, let’s venture on…

Hot Steel (RED Defense)

CP_Steel.  Steel is one of my favorite (if not my top favorite) cap-point maps to play as a Demoman.  Steel is, essentially, a rocket launch facility that is bundled up like a fortress; its mingling of open, clear perimeters which tighten down to tight close-quarter action makes it a dynamic and exciting environment for practically every class.  The overarching objective as a turn-based CP is for BLU to capture E, the final point.  BLU can make this job easier for itself by capturing points A through D in succession, opening new paths and making E cap a more accessible point for them.  RED is to prevent this capture and any others at all costs.

Since the Demoman is a primarily defense-oriented class, and this article is geared towards Defensive strategy, let’s put our bomb-pissing drunkard on RED first.  Your concerns as a RED Demoman on Steel are:

  1. Suppressing enemy advancement towards your capture points
  2. Be on the lookout for any signs that the enemy’s Engineer has a forward base
  3. Taunting and Jeering
  4. Lay traps to kill any enemies that could be crucial to breaking your team’s defense

Perimeter Cap A: He Who Knows Not..

Your cap point has two ways BLU can access it: A longish run uphill from the main gate around the corner, or, coming over the top of the fronting wall to drop in front of your spawn exit court (and behind A Cap).  My personal cuppa is the classic stickying of the exits.  Now where you place your sticky bombs is an evaluation you must make based on one simple fact:  He who knows not, suspects not. If you want to maximize the chances of a kill, you will hide your bombs where the average player will not look.

Put yourself in the enemy’s shoes and mentally run out those exits with him.  Envision where his eyes will focus to find threats.  Most commonly this is at the ground level where enemy players and sentries will most likely be located, making overhead spaces the ideal to place your traps.  If an enemy is coming out a doorway staring straight at the opponent he intends to engage, of course he will be less aware of the string of stickies placed just outside that door, above his head.

Three stickies are usually enough to murder any class save a Heavy, so three will be satisfactory for the fronting wall window exit.  This leaves you with five to spread in overlapping cover upon the eaves of the main ground level exit for more coverage.  It’s all about coverage when thinking of how many to place.  With luck, you’ll have a place you can settle at to properly detonate those bombs the instant a fly wanders under your trap.

An important thing to remember about startup trapping:  Usually you can count on a Medic or two with full Übercharge to be coming out with his patients.  If you get a tip that BLU will be coming out with an Über ready, then the Medic is your prime target, not his patient.  Any wise Medic will wait until the opportune moment in the field to use their Übercharge on their patient.  As such, let his patient run safely under your bombs, follow the link of that blue Medigun trail, and blow your bombs the instant the Medic steps into the blast zone.  If you’re lucky, congratulations boyo: you’ve just blunted the spearhead of BLU’s offense! You can bet there’ll be plenty of cursing on their end. But be sure to hide yourself as best you can from BLU’s view; a lone Demoman seen standing in the open, watching the doors, puts the enemy on alert to traps.  But he who sees not…

Falling back from BLU’s spawn, you have other opportunities to trap your enemy.  The fronting wall on RED’s side is a sheer drop to the court. Eager BLUs looking to charge in will peek over this ledge before dropping in. It’s a prime place to lay sticky bombs either on the wall face itself, or on the ground directly in front of it.  Eight stickies are enough to make this area a lethal death trap for anyone foolish enough to drop in without looking down first, and your grenade launcher, properly aimed, can discourage enemies from straddling that ledge to try to fire down on the cap.  Beware the fact that the berm of the ledge provides BLU Demomen a position from which to shell you with indirect grenade fire if you choose to stand on the ledge.

If you chose to go low, there’s numerous corners you can hide stickies on.  Additionally, the shed that contains a full health box is a wonderful place to plant bombs for anyone seduced by the concept of full healing and a shelter from attack.  Just remember to hide those stickies from being seen by anyone who runs in (at least, until it’s too late).

Eventually you may find yourself being pushed back to the cap itself.  If you find yourself there, you’ll notice that the point has horizontal struts overhead which ring the platform.  These are acceptable places to put sticky bombs due to the nature of them being overhead (and thus less likely to be seen at first glance).  With an adequate spread, you can manage to injure attackers if not outright kill them.  With luck, you or your teammates can then finish off survivors and retake the point.  Stickying the ground of the point is fine and will do in a rush, but placing those bombs above eye-level is even better trap for an enemy that feels the way is clear.

Inevitably, the unthinkable happens:  BLU comes in force and your backup is still too far away (or respawning), and thus you must fall back.  Cap A is lost; it’s time to defend B.

Perimeter B:  Spittin’ Downhill…

Like Cap A, Cap B is a point that BLU must fight an uphill battle to get.  These situations reward RED with the high ground advantage.  B also has the boon of a more direct attack alley than A. There is no chance of BLU flanking RED, unless RED was incompetent enough to allow BLU to get an Engineer somewhere into their base.

For the early bird–err, Demo, BLU will most likely be charging down the access alleyway leading straight from A, drunk on victory from their successful siege and spamming their battle taunts.  Leave a spread of stickies for them at the dropdown chamber where the full health and 200 metal boxes are to…sober them up a little.  Be ready to feed a salvo of pineapples (grenades) into that alcove from the B side also, to deal with any of the friends of the victims you just detonated and who will no doubt not grasp the danger they are in before they drop down onto their comrades’ squishy, mangled remains.

Like A, B has an access way that is both primary and secondary: BLU can run out the main gate from their spawn area at ground level and into the basin, or, they can take the stairway along that path and cut to the top of the basin wall, from which a chain link fence and Sniper cabin front B.  Both paths meet at the front of the basin leading to the cap.

If you wish to deny BLU access to the main entrance it’s just an easy matter of sticky-bombing the main entrance itself and using grenades to force BLU into cover, but be prepared to be flanked from high left when BLU comes up the secondary path.  The secondary is a more important path in my estimation due to the ease with which it gets BLU into play safely, and, its ability to be locked down with an Engineer’s sentry (a sneaky BLU Engineer can have a teleporter up in the Sniper cabin without your dunce teammates realizing it).  Plus, its tight quarter stairwell concentrates the effectiveness of your munitions.  Therefore, denying BLU access there is more apropos for you.

When placing stickies here, cover your bases well.  A BLU Medic-Buddy team could be using this stairwell to get their Uber past the basin and quickly into range of the cap.  My personal touch is to hide a pocket of four stickies over the first doorway into the stairwell, then the rest beyond the second doorway at the L-bend.  This ensures that you have bombs adequately spaced and of sufficient power to kill anyone that charges into the L-bend.  Hopefully an Übercharging Medic and his unsuspecting patient (and anyone among them caught in the blast).  For anyone who perchance avoids and/or survives your trap and is determined to charge up the steps at you: feed them some pineapples until they stop moving.  Even novice Demomen will have little trouble racking up kills in this close-quarter death alley.  Just be wary of going down to re-place those stickies; that’s an unlucky time to come face to face with a Scout or Pyro.

The basin and its low ground is your advantage when firing upon the enemy, but should you end up surrendering it and being pushed back to the cap, all is not lost.  You can launch stickies over the wooden fencing barricading B cap from the spawn area and detonate them in mid-flight over the heads of any BLUs on the point.  And if that is not feasible, there is another Sniper nest that RED has ready access to, overlooking B itself.  Observant Demomen will use this to discreetly lob stickies down onto B from the window.

Of course, in our scenario, luck turns for BLU:  The perimeter is lost, your base grounds breached.  It’s time to fall back…

…Or rather, it’s *almost* time to fall back.  Once BLU takes B, any forces on the cap have two directions they can go: Into the base and past the E Core chamber to get to C, or further up the hill where a gate in sore need of some WD-40 is slowly opening to allow the same access.  Let’s stop in wait at the Grand Rusty Gate.

Looking back downhill, you will see the corner you came around to get up here.  Place a cluster of four sticky bombs just over eye-level on the right wall, then step back the final four every foot or so, creating a “comet tail” trail of stickies.  This is adequate enough to kill anything that comes around that corner as long as you are vigilant enough to detonate before they pass the tail of your bomb comet.  It’ll be the strategy for the secondary hall access to B all over again. You have metal and a nearby medium health pack to last you if you wish to make an extended stay.  But do not forget that BLU does not need your precious little alleyway to get to C, and if you have no action after a while it’s highly likely that BLU is attacking your base elsewhere while you sit on your bombs. Keep moving; when engaged in stalling guerrilla tactics like these you never want the enemy to be able to pinpoint your location.

Basin C:  The Point of No Return

Now that the perimeter has fallen, your base is in twice the peril than it was before.  BLU can enter your base via blast doors and access ways at both A and B; They have ready access to the rocket core, E cap (though still only Scouts, Soldiers and Demomen can rightly touch it); They can now begin infiltrating your base proper, and crafty BLU Engineers will be looking for unscouted locations inside your territory to set up a forward base and/or sentry nest.  It’s only going to get worse if C falls to BLU, as this triggers the catwalks which will allow Pyros, Medics, Heavies and all other baddies access to E.  Holding C, a cap with several blind spots yet still overlooking the deepest dry basin yet, is your last chance for a relatively focused defense.

You will function best as the doorkeeper, here.  The gate from B, high behind the retaining wall opposing C cap (where you just came through if you were corner-camping), is a major entry point for BLU.  It allows BLU to run the rim of the basin and drop down to a convenient hallway ramp that leads straight to the cap.  But almost as important are the two entryways on ground level, one above the other.  The lower entrance holds a full health box, the upper, 200 metal for an offensive BLU Engineer to establish a forward base.  An Über pair can also run out from below under cover from most effective sentry positions and charge the point in a matter of six seconds before deploying.  All of these things must be checked for at intervals, and turtling on C–that is, staying in the safely watchable area and not investigating the immediate surroundings leading to it–can be an invite to BLU to build fortifications, charge and ready Übers.

Now as the doorkeeper, you want to either resort to the aforementioned B-C stalling tactic while keeping an ear open to any sounds of battle in C basin; place stickies at locations adjacent to as many entries into the C area as you can reliably watch; or adapt the B-C technique for use at the OTHER accessway from B to C: The one previously mentioned which crosses in front of E.  Doing so for this accessway denies multiple routes for BLU.  It prevents them from accessing E via B, and cuts off their access to the two ground entrances to C by your slaying them before they can reach the fork in the paths leading to them.  You don’t have as close a quarter as you did in the side stairwell on B, so you will need to be more accurate and steady when using your grenades if your placement of stickies fails to kill the enemy.  But you and a fellow Demoman (or most other classes) can effectively deny the enemy their access to C.

Additionally, here’s something many people don’t know:  The grate in the floor at the doorway that leads to C (the one with the view down into the lower accessway, where a full health box rests) does not block splash damage.  If you’re on one side of that floor/ceiling grate and the enemy is on the other, set some stickies on it, back away, and nuke the suckers.

These tactics are all one way a Demoman effectively defends: By keeping the enemy as far from their objective as possible.  Even if you are killed while forcing the enemy to use an Übercharge out of fright or in the effort to kill you, you will have forced them to use such a deadly tool prematurely, blunting (or nullifying) its intended effectiveness in the area beyond you.  In a game of chaos like Team Fortress 2, such acts can snowball into a win for your cause.

Should BLU push hard enough to reach the cap, however, you still have last ditch options:  There are numerous blindspots from the spawnward access, from the rampway leading up to it, and from the basin itself due to the steepness of the incline.  If BLU is swarming the point and you have not been noticed, you can attempt to get into the shadow of the point by the stairs leading up to it and toss stickies or grenades up onto it, detonating when you have a sufficient number to cause wide damage (three or four).  There is also the option of tossing those bombs from the location of the half-health medic box opposite the cap platform.  Or charging balls-out into their midst from the spawnward ramp.  A Demoman appearing in your midst around a blind corner with his bottle out, yelling wildly and swinging, is a frightening sight! …Well, usually…

But let’s say your valiant efforts are not quite enough, and you fall as control of C is wrested from your char-stained mitts.  It’s certainly looking bleak my friend.  The facility’s inner walls are your only refuge and they are soon to be crawling with BLU.  If you are able, meet RED in the hallway that contains your spawn room door which they will almost certainly charge through to get to D.

You can try stickying the walls holding the doors leading in from C to see if you get lucky and tag some BLUs, but more than likely you will end up trying to defend that stretch of a hallway in-between your two spawn doors which joins C to D.  Standard hallway defense applies, of course:  Sticky up the doorway BLU will enter from on your side, detonate on those that come through and launch grenades at the survivors.  More than likely you will be needed elsewhere soon, due to BLU now having access to your base via A and B as well as C.  BLU’s focus is still, ultimately, the capture of the core at E.  But the one thing which will make this easiest for them (and thus require your defense) is:

Interior D: Warding the Waiting Room

D is your last shot at ground you can control from a relatively watchable radius.  BLU has four ways to enter D: From the elevated ledge that leads in from the C-D hallway, running across RED’s spawn doors to drop onto the cap itself; From the two portals that lead in from both A and E’s joined access route, both portals being directly across from D cap; and from the entryway to E, if BLU manages to infiltrate E and cross the gorge to the other side.  There are lots of options for BLU but all of them still avoid surrounding RED, allowing for the possibility of keeping all eyes in the general directions that BLU can enter from.  Plus, D has ready access to RED’s spawn, which is certainly a plus for health and re-arming.

It’s really going to come down to team cohesiveness at this point.  Your team must be capable of watching the access ways and chasing the enemy back, because if BLU manages to confine red to specific locations inside their own base–say, the D cap room or the core room at E-then that gives BLU free reign over a huge share of the entire map, tipping the balance and limiting the effectiveness of keeping BLU from rushing a force in from any point.

You should be more effective in the close quarter of the inside, but you want to be on the lookout for any signs that the enemy has a forward base or teleporter set up: An excessive grouping of BLUs denying RED access to a location, the definitive blue sparklies falling from the feet of enemies you find in your territory, etcetera.  If it turns out that BLU does have a base then destroying it, like before for C’s defense, will become your priority.  If BLU can get right to the front and keep attacking, they will fear death less, take more risks to weaken your defenses, and eventually force through by the sheer frequency of attacks.  Good places BLU Engies love to build are:

  • The control cabin that observes E core through tall glass windows.  A full health box and 200 metal sits here, and the junction forms an easy access to D and E via Perimeter A cap for BLU that is moderately difficult for RED to retake.
  • The stair hall leading from Perimeter B to E (the same you might have chosen to defend when C was in danger).  BLU Sentry placements can be made here in a variety of ways, and BLU Engineers can leave a teleporter in a nook beside the rampway which is commonly overlooked by REDs who manage to destroy the base here.
  • C cap.  Another location that provides swift access to D and E, and is also far enough away from the fronts of those areas to avoid easy detection.

Check these locations if you are on the hunt for an Engineer’s nest, as they are among the more effective locations.  How you tackle them is up to you, but remember: In a pinch, all you need is three sticky bombs near a sentry to take it down.

Back to D, however: You can place sticky bombs on the wall of the dropoff ledge specifically for BLU to fall in front of and detonate, or you can get up to that entrance access itself (the one fronting the spawn door) and place bombs over the heavy safe door entrance, stepping them back in your spread to widen the blast range and kill anyone who steps foot through that door.  It may meet with mixed success as the enemy is spoiling for a fight when they enter that little door, which makes trying to hold down the hallway it connects to a potentially more effective prospect.  If there is heavy harassment coming from the portal opposing D point, lay some stickies in wait at the foot of the guard rail at the L-bend visible just beyond it.  Often times the enemy coming around that bend and staring into D Interior are not looking down at the little guard rail to their right hip.  It’s a prime spot to hope and catch a Demoman or Soldier who is trying to spam-kill any sentries that might be visible from there.

D is somewhat difficult to defend if BLU is determined to take it, and any Über that manages to be popped while in the chamber has the potential of dealing heavy damage due to the relative close quarter.  But D is defensible with a coordinated defense and teamwork.

Usually, however, a determined BLU will attempt to divide your team’s attention again by harassing E, especially if they have a chance to hop onto the point.  This is why defending D is a troublesome prospect, and many teams tend, unwisely, to surrender D just to fortify E.  if you find yourself stressed with BLU’s push on D, you can try and gain the high ground by your spawn and lob stickies and pipe bombs down upon the capping enemy, using the gate and plate walling nearby as cover when necessary.  A Demo can watch the entire interior from a perch atop D’s stairwell, and from this position stickybombs placed at those entrances can all be monitored as needed.

But let’s not be fooled; D is often unholdable even with the best of teams.  Perhaps you find the Interior falling to your foes and are forced to retreat.  It’s bleak, yet all is not lost, yet.

Core E:  The Last ‘Oorah.

The Rocket Core is the ultimate objective.  It’s what BLU is after, and it’s the most important part of your base.  BLU has access to E from the start of this map, but only crafty strategies will allow BLU the chance to steal it from RED before the defenses and outer layers of the facility have been taken, due to the fact that most of its easy accesses and platforms to allow access for every class must be made available by the capture of the other locations.  Nevertheless, you might see BLU sending Scouts, Demomen or Soldiers to E in an effort to threaten capture and distract your team from their defenses of other parts of the base.

While it’s imperative that BLU not be allowed to capture E, it’s also important not to break an area’s defense down in order to go deal with what could be a minor threat.  This is extra important if you are the keystone to the defense effort by performing area denial on a stairwell or a basin.

But if the facility has been surrendered and the core remains your last thread of possession to you, then it’s time to knuckle up.

E Core has four access ways BLU can attack from, all of them bad for you.  There is the B cap entryway at 12 o’clock to the point (pictured above); it has a ready catwalk to the point. There is the A cap entryway at 3 o’clock to the point, also with a ready platform.  There is the D-cap entryway at 9 o’clock which leads to a third catwalk.  And there is also the stairwell access underneath RED’s raised Sniper/Sentry platform which leads from the C cap basin through its underground tunnel and up to merge with the B door entryway.  This location is particularly troublesome for RED because it contains a sub-platform from which a BLU Demoman or Soldier can easily lob shots up to the superior platform’s ceiling and detonate any in-range enemy personnel or buildings from relative safety.

But where E Core is as exposed as the discarded panties of the Scout’s mother, it is also a place for RED to marshall its full strength and focus, secure the area for the Engineers to erect any sentries, and push back.  Demomen can be instrumental to this.

Assuming your team can watch E sufficiently, your primary goal should be to hunt down forward BLU bases.  Doing so will buy your team some breathing room due to making BLU have to run the distance instead of being immediately at the front.  Never, ever underestimate the importance of destroying that enemy teleporter or re-gaining territory when under siege; it can save the game for you.  But as an agent of push-back, particularly in an effort to stall and buy time for your teammates to support or assist, you should work to flush BLU out of the area with your bombs and lay them down in visible places.  Counter to wanting to kill them by surprise, this will notify the enemy that death or severe pain awaits if they enter your territory, pushing the boundary back.  Every room you can re-secure for your side moves their effectiveness back a touch, as nothing is worse than the enemy at your gates, seconds away from their goal, so close they can taste it.

You will need to scout possible places a BLU Engineer might build and laying traps again, such as in doorways of areas that have been recently re-taken and where BLU is expecting RED to have surrendered in exchange for fortifying the core.  Above all, be mobile.  Move around, move from one location and trap to another, and never turtle yourself inside the final area.  Never underestimate the effectiveness of such guerrilla tactics; keeping the enemy guessing as to where traps will be adds an edge for you by making the enemy cautious and slowing down their rush.  Your Engineers may get time to re-establish a fixed defense with support buildings for the other fighters.

If BLU manages to push their way into the core and claim the point, you fortunately have a few options to clear them off:

Remember that subplatform mentioned earlier? You can try to slip down there and perform the same act from the defense of cap C, in tossing stickies and pineapples onto the capture point in sufficient quantities that it will detonate everyone aboard it.  Hopefully they will be jumbled and pacing close enough that they will not notice.

There is also the platform above that one.  You know, the one Engineers can’t resist spanking their sentries upon and spamming ‘Help’ from.  With its superior position and slight shielding against B door, it makes a good position to rain bombs down upon the enemy.  When rushing the point, lining up the enemy using the catwalks and tossing pineapples into their midst is good for using splash damage to wax the lot of them.  Sticky bombs roll on the catwalks, but stick to the cap point.  In most cases, especially if they have a Medic on the point with them, you don’t want to throw and detonate individual sticky bombs; it will not be as effective of a sure kill as a spread.  This is, of course, situational.  And if a Pyro with a flamethrower airblasts them, your spread could be ruined.  But in the end your splash damage may be the last thing standing between your team and certain loss.

If it comes down to you keeping sticky after sticky on that cap, then that is what you’ll have to do.  E cap does not run down quickly, and there should be enough time for at least one respawn and concerted attack from RED to rush the point.  So pick your safe spot and soften those BLUs up with every bomb you have in the hope that you’ll be able to win through.

Steel is a complicated map.  Like the best ones, it demands the use of the environment if a Demoman is to be an effective credit to team.  It demands you exercise some spatial awareness in placement of stickies behind doorways and over eaves, and weigh your priorities accordingly when it feels like BLU team mercenaries are coming from all corners.  But it’s a map where the Demoman class really shines, too!

I hope this was helpful and informative to at least some of you.  Stay tuned for Chapter II: The Offensive Demoman on CP Steel!

But not so soon.  I’m off to the Netherlands, then Eurofurence, for the next two weeks.  Ta!

– Voop Out

tfp-maptest-opinions

TFP Maptest: Opinions?

by Witchiebunny on July 27th, 2009

I’m curious to hear what you guys out there think about our maptesting process this time around. Should we continue it this way, or should we go back to trying to cram all of the maps into one night of testing? Sound off here or on the forum post available here.