Team Fortress 2 - Hat Fortress 2: America's #1 War-themed Hat Simulator

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Best class(es) to play as?


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Update: I have now played Sidewinder. Pretty good map, it feels like 2fort if you cut out a lot of the fat and fleshed out the combat arenas so you have more space to maneuver, build stuff, etc. The map is short enough that the objective can be achieved in a reasonable amount of time, but the layout makes sure that defenders can still make them have to work for it. I can imagine myself playing it very often if it stays behind after the event ends.
 
I remember when Josh mentioned an open source or community version of sorts which attempts to rehabilitate the 2007-2010 version. I dont quite remember what it is but could anybody let me know what it is and what its specs are? I want to return to TF2 but its too big and unwieldy for my pc currently, if its like a small (<5-10gb) resource light game like goldeneye source or something, I really would like to try it out for nostalgias sake. I miss TF2 :feels:
 
I remember when Josh mentioned an open source or community version of sorts which attempts to rehabilitate the 2007-2010 version. I dont quite remember what it is but could anybody let me know what it is and what its specs are? I want to return to TF2 but its too big and unwieldy for my pc currently, if its like a small (<5-10gb) resource light game like goldeneye source or something, I really would like to try it out for nostalgias sake. I miss TF2 :feels:
there was tf2 classic mod which got rebranded to "tf2classified" and it doesnt focus on being expanded version of 2007-2010 tf2 anymore, instead it reinvents hat-less modern tf2 with gimmicky custom weapons including health grenade launcher for medic taken straight out of a MOBA shooter.
the latest release takes like 15gb (at least as of 2023 when i played it for the last time) + source sdk base 2013 which is around 3gb. be aware that the only active servers are moderated and endorsed by devs who happen to be troons.

another mod that released recently on steam is "tf2: goldrush" made by autists which isnt accurate to "old tf2" with its weird weapon selection (no gunslinger and demoknight) and absolute nonsense decisions like no autoreload. it may still have some active servers, so go play it while it lasts. BUT since it has to be downloaded from steam, it requires you to install 30gb of bloat that is regular tf2 because its not a standalone mod.
 
it may still have some active servers
I will be honest. I checked earlier today and there was 13 people in servers. I will check again now just for funsies
1768089934976.png
Yeah it's over. Prime weekend and 12 people in game.
 
sorry for the doublepost, but out of boredom i've had decided to give a look at old tf2 (and the three available prototypes as well) builds, and things were rather interesting with spy
as written, backstabs on release day were very funny since they did not care if you were facing the back of your target, just that the animation was triggered like this


this behavior did get partially fixed in a later patch, the game still didn't care for which direction your initial target was facing, but you couldn't share that stab with other targets, in 2008 this behavior did get completely fixed
shounic did a video on this, and as it's stated you could interrupt the animation of your knife and stab people in all situations (which yes, all classes could do it), but what he did not show was that backstabs could be interrupted, by the time of the partial fix of the previous patch it was completely fixed though
and then for things that everyone already knew, you could do the regular stab animation or pre-fire and skip it completely, and you could taunt while invisible as him

silly stuff, but cool nonetheless
 
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sorry fo the doublepost, but out of boredom i've had decided to give a look at old tf2 (and the three available prototypes as well) builds, and things were rather interesting with spy
as written, backstabs on release day were very funny since they did not care if you were facing the back of your target, just that the animation was triggered like this

releasedayknifenstab.mp4
this behavior did get partially fixed in a later patch, the game still didn't care for which direction your initial target was facing, but you couldn't share that stab with other targets, in 2008 this behavior did get completely fixed
partialreleasedayfix.mp4
shounic did a video on this, and as it's stated you could interrupt the animation of your knife and stab people in all situations (which yes, all classes could do it), but what he did not show was that backstabs could be interrupted, by the time of the partial fix of the previous patch it was completely fixed though
releasedayyknifeholdstab.mp4
and then for things that everyone already knew, you could do the regular stab animation or pre-fire and skip it completely, and you could taunt while invisible as him
normaloldstabs.mp4
invisibletaunt.mp4
silly stuff, but cool nonetheless
Three prototypes?
 
Three prototypes?
technically it's two prototypes since the third is the v1000 of tf2, but it was lumped with the september build thus i treat it as a prototype
explorer_7mINROtwXa.png

but for the previous two, the tldr of them is that the first one is the postal 3 leak non-functional* build, while the september build is the one that was offered to people that pre-ordered the game, which is also necessary for making the the postal 3 leak functional

*it's possible to make it functional but it requires major jury rigging to make it barely playable, all of the maps have error models all over the place and hydro is the only one you can actually spawn in without crashing the game (e: but need be, you can manage with just using cp_cloak, cloak and devtest to test the behavior of classes without crashing the game)

and yes, all of the maps in the postal 3 build have differences to their release day to them, will require another effortpost over it, but have some examples with dustbowl
hl2_8dHNrlD7Q5.jpghl2_HBNsdSQU05.jpghl2_IZavJxzpp9.pnghl2_nABYSD7rbI.jpghl2_tt4Akq0zkZ.jpghl2_n0M9F4XdXN.jpghl2_u8R50CPHzb.jpg

e: also the respective links for these three versions if interested
second e: devtest + cp_cloak + sfm beta's cloak in here if also wanted
 

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technically it's two prototypes since the third is the v1000 of tf2, but it was lumped with the september build thus i treat it as a prototype
View attachment 8416655

but for the previous two, the tldr of them is that the first one is the postal 3 leak non-functional* build, while the september build is the one that was offered to people that pre-ordered the game, which is also necessary for making the the postal 3 leak functional

*it's possible to make it functional but it requires major jury rigging to make it barely playable, all of the maps have error models all over the place and hydro is the only one you can actually spawn in without crashing the game (e: but need be, you can manage with just using cp_cloak, cloak and devtest to test the behavior of classes without crashing the game)

and yes, all of the maps in the postal 3 build have differences to their release day to them, will require another effortpost over it, but have some examples with dustbowl

e: also the respective links for these three versions if interested
second e: devtest + cp_cloak + sfm beta's cloak in here if also wanted
I don't think anyone knows about this but you can still use the catwalk from second pic because the invisible wall is slanted and you can wallbug on it
I've managed to use this to kill a kritzkrieg medic once
Also the bottom part of the catwalk that connects to the wall above the stairs is a sleeper sticky trap spot
 
proto map talk
to continue on this talk, i did overstate the differences since it's mostly centered towards an absence of invisible walls/ceilings



but there's still more differences that should be highlighted, 2fort, gravelpit and well are mostly identical to the final, biggest difference stands on the placement of resources

the only ammo/health present in this map is in the sewers and that's it

and well's had a completely different resource distribution in the 2nd point of each team
but bigger differences reside in hydro, dustbowl and granary
dustbowl's got the most in the first and 3rd stage, the 1st stage has a completely different last on the attacker side

all maps (but using the 2nd stage) have messages that explain what's what to players

with two unused areas in the 2nd last


and then finally ending with a mixture of everything in the 3rd stage

mostly centered around mid and the lasts, the flanks on the area infront of mid and the window flanks are not present



however this map is rather unique since these differences might be because they've had to modify it for meet the soldier, a small comparison with the last in the map and the last (and what's behind the last) in meet the soldier


was able to find two major differences, there's probably more, but it's hydro and it's a rather labyrinthine map
first and foremost a completely different satellite area (and the arrows also had different positions and shapes), with instructions that appear on the last of each respective side




as a last addendum, the lightning is a bit fucked since i'm using the september build, this is what happens if i try to run any non-hydro map on the june build


e: i'm an idiot and forgot to add this tidbit to the dustbowl section, before the february 14, 2008 patch the spawn of the 2nd stage on dustbowl only had a singular exit
 
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After playing the game in the past few days, I can confidently say that Valve succeeded with matching casual and competitive experience.

... That is, you can only get 6 vs 6 at most if you aren't playing most popular maps like 2fort/powerhouse/harvest/upward (:_(
 
Once again Valve prove themselves to be fundamentally retarded. Instead of properly addressing the issue, they just go "SHUT IT ALL DOWN!!!" and proceed to roll back when people tell them to fuck off. God forbid we put the minimal effort into investigating the issue and punish the actual parties responsible

:stress:
 
Just an FYI, this is still hosted behind SDR, so that IP address and port will change on every server restart, you are better off just searching for "Kiwi Fortress" in TF2C's server browser...
 
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