11-01-2007, 02:20 AM | #1 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
1.1 Impressions
So, patch 1.1 is out. Discuss.
Maps: - Bases: Honestly, this map is an absolute work of art. Although not finished, and not even visible without specing, the map is just visually pleasing beyond recognition. The flagroom is too good looking. - Waterpolo: Looks great and looks like some good fun. FPS takes a hit, but it's not unplayable. The text announcements aren't working though. - Attrition: Looks alright, really simple design, haven't seen it in action. - Palermo: Looks great, but signage could be a lot better. Signage could be a ton better. There are like 3 signs in the whole map. Not sure if it was meant to be included in the patch or not though. - Broken Maps: Hopefully servers don't run these maps. Gameplay tweaks: - HW: Looks like all the suggested nerfs were added. We'll see how that pans out. HUD: - Spy bar looks good - Colored text is implemented nicely, with the team colors matching the numbers associated (1 for blue, 2 for red, etc) Other: - Load times seemed to have decreased a ton. Really good job on that. Disappointments: - No training mode - Incomplete maps included |
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11-01-2007, 02:30 AM | #2 |
D&A Member
Join Date: Sep 2007
Posts Rated Helpful 13 Times
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Lost my configs after 1.1
After running this update, I lost all my custom class config files. Well I didn't loose them, they were replaced with empty files for each class. The only one that remained was my userconfig (thank god it had the most in it).
So backup your configs first just in case it. Might not have happened to everyone, maybe those that keep them read only were spared. Cheers, Hammock |
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11-01-2007, 02:32 AM | #3 |
Retired Mapper
Join Date: Mar 2007
Location: Tulsa, OK
Posts Rated Helpful 1 Times
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Yeah I hope bases gets finished soon, it looks like it would be fun.
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11-01-2007, 02:39 AM | #4 |
Retired FF Staff
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yeah, my bad on bases; that wasn't supposed to be there
fatties, waterpolo, and palermo were though (even if i haven't played them in ages myself :P )
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11-01-2007, 02:40 AM | #5 |
a fucking comedian
Beta Tester
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#1 thing I'm excited about: voice icons show up.
I'm happy with the patch so far...still waiting on bases... I'd like to see the shotty reload anim, too. And team color on the clothing on weapon models. Love the nerfed HW tho. woo. -Joker |
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11-01-2007, 02:45 AM | #6 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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11-01-2007, 03:02 AM | #7 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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lol, good thing ff_2fort wasn't on the SVN, or Mulch might have accidentally released that, too
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11-01-2007, 03:48 AM | #8 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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lmao I can now see why he might not have access to the front page all the time!
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11-01-2007, 04:04 AM | #9 |
D&A Member
Join Date: Sep 2007
Posts Rated Helpful 13 Times
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I'm definately happy with the changes so far.
Zero talent and I spent some time experimenting on the sg's. He being a defensive player exclusively and myself being an offense player primarily. We both agreed that the sg's have been beefed up. Their reaquiring speed is hella faster now. He had an sg in his yard at the top of the ladder in crossover, and it would lock onto me almost instantly when I poked my head out just slightly at the far back of the T on sniper deck. I forsee, far more difficulties as an offensive player now lol, and subsequently he said he's probably gonna play engy exclusively now. It also seems to lock on faster in general. We tested some rather normal jumps I'd normally do; FD on crossover 2, straight into the pit. Well before an sg sitting at the elevator wouldn't touch me on route to falling into the pit. Now if my conc and bhop aren't perfect to the point of me not reaching maximum speed, that sg will knock down half my life, and sometimes pin me into the wall. I like the brighter sky in well. Nade pack on crossover is awesome HW is definately nerfed, but again with a little practice that initial windup won't be too bothersome. It's like there's two timer bars on it now. You don't have to let the AC wind all the way down before winding up again so even though the wind up speed is extremely slow, you can still keep the wind up on the verge of firing. Hopefully with the boost to sg's, and decrease to hw's, defense has balanced itself a bit more. Spreading the strength around. Voice icons are the single greatest fix alive... ever! Now I don't feel like I'm talking to ghosts. That's all for now Cheers, Hammock |
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11-01-2007, 04:28 AM | #10 | |
Fortress Forever Staff
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BTW, I updated with CrosuS and lost my configs too. I'm sure thankful for backups. Last edited by 4est; 11-01-2007 at 05:12 AM. |
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11-01-2007, 04:47 AM | #11 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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OMG I HAVEN'T CRASHED ONCE YET! Maps are brighter, so are the SG's, and just so many things to name. BUT NO TIME TO TALK! It's pwnin time
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11-01-2007, 04:50 AM | #12 |
Join Date: Jun 2007
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Good work. Despite HW being nerfed, I am actually liking it so far. Nice balancing act, devs!
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11-01-2007, 04:53 AM | #13 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
I don't know what you guys are talkin' about with the config stuff... I downloaded the patch from a torrent, extracted it to the FortressForever folder... I got the new files and all, but my configs were not overwritten (and no, they are not read-only).
I would have to say the most disappointing thing with the patch was the first server I click on gives up a "DifferentClassTables" error, meaning the server did not update the patch. It would be nice if there was a way for server owners to get a lead time on the patch, even by an hour, so they can have their servers all updated. But hey yeah, I'ma go rewrite all of my configs with bitchin' color codes now. Secks!
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11-01-2007, 05:12 AM | #14 | |
Fortress Forever Staff
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11-01-2007, 05:14 AM | #15 | |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
Quote:
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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
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11-01-2007, 05:36 AM | #16 |
Retired FF Staff
Join Date: Mar 2007
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Personally very happy with the patch. Engy very nice. But the fatty is so crippled now a med or scout can just fly by him. zero chance against a soilder or pyro. According to the game clock it takes abot 1.5 sec for your first shot to wind up,speed seems to be almost half when shooting than it was. May as well just put up statues of hw's on the maps. guess I'll be playing engy alot more.
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11-01-2007, 06:10 AM | #17 |
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I like the brightness on Well, haven't gotten to any other maps yet.
The concs do fly a lot further will take getting used to. Looks like all nades do, which is good I thought they were a little to weak before could only throw them a few feet. A little, ok alot, disappointed the conc ramps have not been changed in Well. People are already pissing everyone off in my server. Medics just drop down from above and infect and hop back out and run back up ladder and do it all over again. Don't mind shooting into the ramp, don't mind throwing nades into it even with a demo. But being able to enter enemy conc ramps should be fixed. |
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11-01-2007, 03:09 PM | #18 | |
Join Date: Mar 2007
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11-01-2007, 04:25 PM | #19 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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The spin up noise for the AC is pretty weak and the animation looks odd but other than that I don't have much problem with 1.1 (so far).
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11-01-2007, 04:25 PM | #20 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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the hell with that , remove them so the sniper has to actually do something besides spawn...
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