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The lull of a loss.. Bummer dude. Great pic though, from a frequent contributor as of late: [DEA]SaltyDog!
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Comics: Shooman's Latest Comic: "Landmime." OneMrBean's Latest TF Larry Adventure: "A Bright Idea from a Dim Soldier." Enjoy!

Monday, November 26, 2001

TFCAA Update

Silicon sent in word that that the Team Fortress Classic Admin Assistant website has been updated with some information on a new release:
Been a while since any updates took place, but the TFCAA has been pretty stable! I do have some new features in mind though, such as the ability to customize what is sent to IRC - kills, suicides, build messages, etc. I probably will not be able to send flag capture events though, due to the way some maps work. Flagrun in particular sends cap messages about 20 times in a row, which would flood the bot right off of IRC.
They also have a new forum for your comments and questions about the assistant. Check that out here.

The Great Depression

Azm0 sent in word that the Unreal Fortress website has been updated with a new map called Depression. Here's his thoughts on the map:
Authored by Shadow and Pixie, this map requires the player to disable the defenses in the enemy base, grab the security key card and start a depressurisation process in the enemy base that results in the horrific explosion of any players left trapped inside. This map is fast moving and the new botcode ensures that you will get kicked around a *lot*
Head over to the Unreal Fortress site for screenshots of the new beauty that will make its debut in the upcoming release.

Sunday, November 25, 2001

SoundBlaster

Hilbert Hagedoorn wrote in with word that Guru3d has posted up an article/editorial on the Creative Labs SoundBlaster Audigy an interesting article, with multiple interpretations... Something to read if you want to ponder things :)
The Guru of 3D posted a feature on Creative Labs SoundBlaster Audigy, platinum in particular. A pretty funky, groovy yet convincing review on the latest and greatest from Creative Labs. Here's a small clip from this nine pages counting article.

"Utter disgust. Creative is the only manufacturer (in my experience) who plays with equalizer settings when switching between speakers and headphones. I suppose most folks do not own a decent set of ‘phones (or cans), but please Creative, don’t mess with equalizer settings like that. It’s a little hard to take! The headphone setting sucks out the middle and boosts bass and treble. I could stick some sponge in my ears and get the same effect! "

U4E Fortress

A different group and modification of the Unreal Fortress Team, the U4E Fortress team has revealed their preview for the upcoming incarnate of their mod:
I've just updated the U4E home page with a new U4E-Fortress preview. I've been holding this one back because every new beta I test is stocked full of new and cool stuff to show off, and this preview is just a tiny taste of what the full version of U4E will have to offer. It doesn't show off the Head of Max, Tornadoes, the new Draco2 model, the new Teddybear model, or a host of new weapons and spells. This preview is just a couple of items from the last beta. U4E-Fortress is HUGE!

http://www.planetunreal.com/u4e/u4efpreview

U4E-Fortress will be the finally piece of the U4E puzzle, the release that completes U4E as the mod we have always strived for. For the first time, we'll be adding dynamic gameplay elements to the already well saturated mix of weapons and player classes. U4E-Fortress will do to gameplay what U4Ev401 did for weapons and U4E-v6 did for character classes warfare! Here's the current list of new gameplay elements we are working on:

U4E-Fortress (Of course)
U4E-Gauntlet (Think DOOM2 Co-Op on Nightmare setting)
U4E-Jailbreak (Holger's Updated Version)
And a new U4E Weapon's Buying System for DM and CTF games

U4E-Fortress should be done before Christmas. Sorry for the delay, but with this many new elements, good work takes time. BTW, we are in need of Mappers and Skinners for U4E-Fortress. If your work is in the release, it will be played by Tens of Thousands of people, so please contact me right away if you are interested in helping out! (Note: U4Ev6 has been downloaded over 200,000 times, and this version is even better)

HL Logos

Need logos? Games-Fusion has updated with a bunch more of color logos aplicable for Half-Life or any mod of your choice (TFC, for instance, amazing how that works!). I need to make a new PF Spray logo (*note to self*).

Saturday, November 24, 2001

TFMapped Opens

Professional Victim sent in word that TFMapped has opened. Here's what this new site is all about:
Since Info_Design stopped updating its information, TF1.5 mappers have been left stranded without up-to-date information on entities and mapping techniques. TFMapped was created to solve this problem. It's an extensive resource site covering a large number of areas of game editing, offering numerous tutorials on the creation of different map types (CTF, Rock2-style item capturing, Dustbowl-style command points, etc.), style guides, downloadable resources, entity references, technical guides, entity prefabs and more.
Check out their website for a whole bunch of editing information, and then drop some feedback on their forums.

Friday, November 23, 2001

X Bot Soon

RedLink-Star has updated the American X Bot site with word on the release dates for the beta and final version. Here's a slice from their site:
After allot of work with the bot i am close to a release.... I have redesigned the navigation but the system don't work so good with bigger maps so i haft to redesign it one more time... I am working with the support for OSJB and SI...
The beta will be about 5mb in size, and will be released in about one week. The full version will be released in 2-3 weeks. Keep your eye on the American X Bot site for further info on the releases.

A Novel Idea

In a new article at 3DActionPlanet, Thorokano takes a look at short games with fully-developed plots and characters. Here's a slice of the article:
What the industry needs is a single, inexpensive, universally compatible engine. Or, since that isn't possible, at least an engine that can be modified easily to adapt to a wide range of systems and uses. Games which share the same engine certainly don't need to share the same look or feel - even if one universal engine was developed for use, the games produced with that engine would be distinct and individual.
I must say, Thorokano has a very good point. I wish we had a universally compatible engine, if we did alot of the games that have flopped might be out by now. Read the article at 3DActionPlanet and decide if you agree or not.

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