I swear that didn't work the first time I tried it. Also it doesn't seem to be more reliable than timing space for jump anyway. :(
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SteamID64 | 76561198012730425 |
SteamID3 | [U:1:52464697] |
SteamID32 | STEAM_0:1:26232348 |
Country | United Kingdom |
Signed Up | August 21, 2013 |
Last Posted | December 21, 2016 at 5:06 PM |
Posts | 245 (0.1 per day) |
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Or am I being an idiot and it's
bind MWHEELDOWN "+jump;-jump"
It's too late in the evening for writing code.
I found a post (that I've now lost) from clockwork (I think) saying it's worth learning to bhop in TF2 because it can be practiced on rollouts (so you may as well), you actually go faster if you're jumping off downward slopes, helps avoid rockets (though not scouts) and you can get a script that makes it really easy? He mentioned a mouse wheel script, but my google-fu is failing me and all I get are rocket jump scripts, pre-2009 scripts.
At a guess, is it just this?
alias A "+jump; bind MWHEELDOWN B"
alias B "-jump; bind MWHEELDOWN A"
bind MWHEELDOWN A
Before that game, I suggested to my team that we focus on one or two maps, for focus, then once we're better we can start translating what we do over to other maps. I thought badlands would be a good place to start because it's so challenging, but maybe I was wrong and we'd be better of starting with snake and process.
IDK man, we got 2 or 3 ubers and none of them successful, while they got several really good ubers and kritzs on us. I feel like that game went wrong in every way badlands has ever gone wrong for me while I was medic for my team.
The team I’ve just joined played in ETF2L s23, and I’ve just returned to tf2 after 2 years.
We played a 25 minute badlands scrim last night that we lost 5-0, and we’re looking for corrections and advice. This game we played significantly worse than our last badlands game and I’m at a loss to point out exactly what we should’ve done instead.
Server demo (we're Red):
https://sucs.org/~edmund/tf2/04-03-20-56-cp_badlands.dem
Mumble comms:
https://sucs.org/~edmund/tf2/Mumble-2016-04-03-19-36-23-mumble25.gotmumble.com-Mixdown.ogg
Game starts 20:05 in. The guy talking the most is the pocket, followed by the roamer. I (the medic) am the quite one who needs to move his mic closer.
Logs: http://logs.tf/1348403?highlight=76561198012730425
We’re also interested in a longer term team mentor. We play once or twice a week at the moment due to exams, and plan to pick things up during s24.
Been using only linux for years now. Biggest way it hurts my tf2 is there's no overlay for mumble. That's it. Everything else runs fine.
For those that don't get the brunswick reference: http://www.youtube.com/watch?v=qMkYlIA7mgw#t=1m52s
I suggested the name from that story, because it sounded like a perfect TF2 setting.
Watch Crash Course:
Part 1 https://www.youtube.com/watch?v=xw9Au9OoN88
Part 2 https://www.youtube.com/watch?v=cn0WZ8-0Z1Y
Edit: Prerequisite? https://www.youtube.com/watch?v=MSYw502dJNY
I'm feeling the strain as the guy on a 6s team who's in charge of arranging officials, scrims and practice, when our roamer is on a highlander team that practices regularly. It takes conscious effort to not waste energy disliking highlander for it.
Silence but for comms whilst in-game. One thing at a time.
In fact, I rarely listen to music when I'm busy with something. A few years ago, I tried wearing headphones all the time, listening to music with everything for a while. I really tried to make it work, but ultimately, I found I preferred silence when working and I enjoyed music more when listened in moderation; only when I'm in the mood. I love the music I love and want to stop and listen to it when it's playing. Music has no interest to me if I can't stop and focus on it, and when working, I prefer silence to hear my thoughts clearer.
That said, when I used to play melty blood and hisoutensoku (1v1 fighters), I did take a liking to putting trance on in the background. Clubland, etc. And similarly, whilst jump mapping, I have found myself leaving on Space Disco/Synth. Perhaps heavily sensory activities go with music, and now that I've switched to scout, I might try music with TF2.
https://www.youtube.com/watch?v=A24JMjyenpI
I have not wanted a game or mod this badly in a long time.
Lucky_ShotHiGPS actually did a pretty good job on this topic. If I can find the link I'll put it here.
EDIT: http://www.youtube.com/watch?v=K3maAwUUG6U
Awesome. Basically:
- How many entrances are there into a room or area? 3 to 6 are good numbers.
- What's the quickest entrance to get to and through? You should be at a disadvantage to the team holding in the room/area.
- What entrance gives you the most advantage? It shouldn't be the quickest.
Edit: And the problem with vanguard is confusing aesthetics/lighting, unclear layout, doesn't follow above rules, lots of annoying invisible walls, and has way too many props, most of which don't add to the map and just rob frames.
The map just need to jive with itself, be interesting, allow for fast paced gameplay, and get tested to achieve this and kneed out unforseen bugs.
Edit: Actually, basically, you need to be able to push from any point to any point. Each and every point needs to be attack-able and defend-able.
Especially for last, you need to be able to cap it without defenders being able to spawn and lemming onto it successfully (which is a stalemate) yet you need defenders to be able to push out to 2nd successfully (else it means either losing 2nd is losing the round or the game stalemates on last, though snakewater got away with this for a while).
Push CTF? Like 5cp but you take the intel in the middle to your opponent's base. Perhaps add a middle cp for forward spawns and to lock things down for the mid fight.