• The big TF2 video megathread - "... dumb frag videos" allowed
    336 replies, posted
[media]http://www.youtube.com/watch?v=Av05lbVbRhk&feature=player_embedded[/media] [media]http://www.youtube.com/watch?v=okPrOvH5O0c&feature=player_embedded[/media] [media]http://www.youtube.com/watch?v=QGzbfBBVkjE&feature=player_embedded[/media] [media]http://www.youtube.com/watch?v=RxVuSyWh0Iw&feature=player_embedded[/media] [media]http://www.youtube.com/watch?v=fRuAIoo-9ak&feature=player_embedded[/media] These are some videos i made, hope you like them :) also, you can visit my youtube channel: [url]www.youtube.com/lsdarksoul[/url]
[video=youtube;QCGvILTU8lY]http://www.youtube.com/watch?v=QCGvILTU8lY[/video] Trying to get into saving and uploading my replays. Here's one, so far!
This be-ith a few of mine. The spy one I originally spammed on /b/ for all to see, but it dried up pretty quickly. The second is some random sniper griefing I did for this clan I'm apparently in now. [video=youtube;kh_VEZdmjPQ]http://www.youtube.com/watch?v=kh_VEZdmjPQ&feature=plcp&context=C40dcd10VDvjVQa1PpcFMJpdoX7p9F8svDy3_0Oqxa KtmBCNp1O8w%3D[/video] [video=youtube;6qtJpfBnsTA]http://www.youtube.com/watch?v=6qtJpfBnsTA[/video] Nothing too special, quite fun to play though.
[QUOTE=Cape;35438739]This be-ith a few of mine. The spy one I originally spammed on /b/ for all to see, but it dried up pretty quickly. The second is some random sniper griefing I did for this clan I'm apparently in now. [video=youtube;kh_VEZdmjPQ]http://www.youtube.com/watch?v=kh_VEZdmjPQ&feature=plcp&context=C40dcd10VDvjVQa1PpcFMJpdoX7p9F8svDy3_0Oqxa KtmBCNp1O8w%3D[/video] [video=youtube;6qtJpfBnsTA]http://www.youtube.com/watch?v=6qtJpfBnsTA[/video] Nothing too special, quite fun to play though.[/QUOTE] No offence, but work on your sticky jumping.
Even though this thread is pretty much dead, I'm posting this: [media]http://www.youtube.com/watch?v=QGcOXoiEYko&feature=g-upl&context=G2bcf254AUAAAAAAAAAA[/media] Got a 4 kill streak as Medic with the Bonesaw.
[QUOTE=Man in the Moon;35448040]No offence, but work on your sticky jumping.[/QUOTE] Yeah I know, I went around 2fort afterwards on my own perfecting across map jumps as well as curving some jumps to get around corners.
My friends newest TF2 video is pretty good. Lots of Slow-mo and stuff. [video=youtube;mmpaCfgjg6c]http://www.youtube.com/watch?v=mmpaCfgjg6c&feature=colike[/video]
[media]http://www.youtube.com/watch?v=DVeaaYkGVfI[/media] So this "totally 1337" twelve year old young man joined a surf server while i was on it relaxing and winding down for the day. He gave me and the rest of the players enough enjoyment that I made a video dedicated to his sad story~! I hope he comes around again, he really was entertaining.
[video=youtube;zqabgDGniBM]http://www.youtube.com/watch?v=zqabgDGniBM[/video] Here's another one :)
here's one more from me. feel free to comment and/or provide feedbacks. subs are always appreciated just a fun event [video=youtube;MXTLAytrCGM]http://www.youtube.com/watch?v=MXTLAytrCGM[/video]
[QUOTE=SJ;35086871]Videos n shit[/QUOTE] Why. WHY. Why are so many of those videos in cp_blackmesa? That map is ridiculously imbalanced and unoptimized. Not criticizing your gameplay or anything, just I think you'd be better off on other maps that don't induce such headaches.
[QUOTE=G-Guy;35516093]Why. WHY. Why are so many of those videos in cp_blackmesa? That map is ridiculously imbalanced and unoptimized. Not criticizing your gameplay or anything, just I think you'd be better off on other maps that don't induce such headaches.[/QUOTE] how is the map "imbalanced"? it's pretty symmetric (essentially both team have same advantage or disadvantage for that matter) plus it's one of those few maps where one can play any class and do good at it. kinda like foundry in some sense...you can play every class in that map too. it's one of the chill maps i know of. you can just play to have fun. anyway, the map was taken down (after 4 years) and they decided to run shitbowl on it...i hate dat map.
[QUOTE=SJ;35526139]how is the map "imbalanced"? it's pretty symmetric (essentially both team have same advantage or disadvantage for that matter) plus it's one of those few maps where one can play any class and do good at it. kinda like foundry in some sense...you can play every class in that map too. it's one of the chill maps i know of. you can just play to have fun. anyway, the map was taken down (after 4 years) and they decided to run shitbowl on it...i hate dat map.[/QUOTE] Not imbalanced for teams, imbalanced for classes I meant. There's way too many linear hallways (and vents) which have too large of an emphasis, so non-brunt classes (support basically) have trouble getting through them when there are enemies on the other side. The spawn isn't well designed either, there's only one major exit (yeah there's that upper one but takes too long to go through for most classes). Dragonhill (the creator of the map) has stated before something along the lines of "the team's gonna have to work together to get over spawn camping). Good luck when there's demomen lobbying stickies at the door, with a heavy medic pair ubered right in front as well. Basically the only option becomes to wait to charge ubers within the actual spawn, during which time they'll have capped most of your points.
[QUOTE=G-Guy;35527143]Not imbalanced for teams, imbalanced for classes I meant. There's way too many linear hallways (and vents) which have too large of an emphasis, so non-brunt classes (support basically) have trouble getting through them when there are enemies on the other side.[/QUOTE] Can't go through hallway? go through vents...can't do that either? go down and go through the pipes or whatever those are. that's 2 alternative routes right there. soldier/demo/heavy are most effective on the control points (except A). each can easily counter the other. scouts and snipers pretty much own control point A and the entire downstairs...both can easily counter each other. if sniper is too troubling, you can always go through vent and flank him. [QUOTE=G-Guy;35527143]The spawn isn't well designed either, there's only one major exit (yeah there's that upper one but takes too long to go through for most classes). Dragonhill (the creator of the map) has stated before something along the lines of "the team's gonna have to work together to get over spawn camping). Good luck when there's demomen lobbying stickies at the door, with a heavy medic pair ubered right in front as well. Basically the only option becomes to wait to charge ubers within the actual spawn, during which time they'll have capped most of your points.[/QUOTE] i can't count the amount of times i've stabbed the very demo and heavy/medic pair you speak of. there are two alternative ways to get out of spawn for all class. one of them does not take "too long to go through" even as a heavy. from one of those routes, a soldier/demo can rocket/sticky jump into a vent. the alternative routes in spawn allows spy to get out almost unnoticed. there's also the fact that, INSIDE the spawn, your engineer can build a tele...you can take that instead. add to that you can actually build level 3 sentry on top of your spawn...build one their and base attack should pretty much be neutralized. anyhow, Dragonhill was working on a new version of the map. That one had two major exits to the spawn. It would pretty much make spawn camping lot easier to counter. On top of that, you could have a clear view from spawn to outside and the last control point.
[QUOTE=SJ;35529556]Can't go through hallway? go through vents...can't do that either? go down and go through the pipes or whatever those are. that's 2 alternative routes right there. soldier/demo/heavy are most effective on the control points (except A). each can easily counter the other. scouts and snipers pretty much own control point A and the entire downstairs...both can easily counter each other. if sniper is too troubling, you can always go through vent and flank him.[/QUOTE] It's funny how you say "oh you just flank them", when the route required for the flank requires so much extra time. Time is of importance, you need to be in combat or in support whenever you can, if it takes so long to get the flank, the people you were attempting to flank have already partially battered your team and are more capable of fighting you off. Maps like badlands do this well because mos of the given routes are viable both time-wise and tactical-wise (almost no overstretched skinny vents/hallways). [QUOTE=SJ;35529556]i can't count the amount of times i've stabbed the very demo and heavy/medic pair you speak of.[/QUOTE] Spies can be easily neutralized by any team that can learn. They'll learn to expect you and know what to look for based on your sneak style (like the spies that run backwards pretending to be in retreat, or the ones that disguise as scout but jump a lot so it's harder to notice how slow they're going compared to a real scout, or the billions of other little things they try). Spies are about preying upon disorganization, teams learn to become more organized.
Oh hello there mister machina sniper! [media]http://www.youtube.com/watch?v=zIyHJEyU2cY&feature=youtu.be[/media]
Poor hoovy [media]http://www.youtube.com/watch?v=5qbMMiyRjnk&feature=share[/media]
[QUOTE=G-Guy;35534897]It's funny how you say "oh you just flank them", when the route required for the flank requires so much extra time.[/quote] well that's why they're called alternate flank routes. if they took the same amount or less time, wouldn't everybody use those routes instead? [QUOTE=G-Guy;35534897][B]Time is of importance[/B], you need to be in combat or in support whenever you can, if it takes so long to get the flank, the people you were attempting to flank have already partially battered your team and are more capable of fighting you off.[/quote] i've no idea where you played blackmesa. to my knowledge it was only run in one server for a long time....and that 32 slot server ran mesa 24/7. in that particular server "time is of important" would be a total bs statement. each round often lasted 30 minutes or so. in a 32 man server, if you take flank routes, you'll always have enemies to flank. [QUOTE=G-Guy;35534897] Spies can be easily neutralized by any team that can learn. They'll learn to expect you and know what to look for based on your sneak style (like the spies that run backwards pretending to be in retreat, or the ones that disguise as scout but jump a lot so it's harder to notice how slow they're going compared to a real scout, or the billions of other little things they try).[/quote] the spies you describe are the DR spy. there is also the invis watch and cloak and dagger with which you can very much limit the time you're visible to the enemy. i've met so many heavy/medic pairs (most of them are communicating mind u) in mesa...they often end up in our spawn and eventually they do get countered and/or backstabbed. believe me it doesn't take a genius to do so. oh and did i mention sentry guns: you can place 'em on top of your spawn (prevents base attack by a lot; very hard to take down), you can place 'em by the map room (prevents attack from crab room; hard to come out of crab room if sentry is shooting...i've seen ubers fail), place inside final point (covers final point plus the ladder by your spawn), place in between spawn and second last point (covers vent + spawn + blocks one way to final point), place sentry above second last point (covers second last point plus blocks axx to vent that leads to enemy spawn) etc etc certainly they can be countered as well...just like everything else can be countered.
[QUOTE=SJ;35538441]well that's why they're called alternate flank routes. if they took the same amount or less time, wouldn't everybody use those routes instead?[/QUOTE] While alternate flank routes should take longer, you need to consider what sort of tactical edge it would give vs the amount of time required to decide how useful it is. Just because it's an alternate flank route, does not mean it should take so long to use. For example, take the right flank route at the bridge of badlands; while it doesn't take too long to use, it isn't utilized nearly as much as the main entrances onto bridge. Why? The main pathways are good enough for most brunt classes; they can handle a beating while delivering a beating of their own, whereas scouts/spies/pyros/etc. may be more inclined to take the flank because they aren't as good as longer ranges and often times depend on surprise for a successful strike. [QUOTE=SJ;35538441]i've no idea where you played blackmesa. to my knowledge it was only run in one server for a long time....and that 32 slot server ran mesa 24/7. in that particular server "time is of important" would be a total bs statement. each round often lasted 30 minutes or so. in a 32 man server, if you take flank routes, you'll always have enemies to flank.[/QUOTE] Just because there are enemies to flank doesn't mean the route is always the most effective, like I said, you have to consider the time. The way you mock "time is of importance" is like saying "why even bother?". So that would mean that you basically put cp_blackmesa where ctf_2fort is; for the most part, a stalemate in which DM is more of the goal than actually completing objectives. The reason you may believe that time isn't of importance is because capping the points on the map (unless they changed this) took ages, unlike basically every other good 5-point cp map. It was nearly impossible to get any sort of momentum on the map (when I say momentum I don't mean simply moving up to the front, I mean crushing the front at such a rate that the enemy doesn't have time to build up proper defense), unless people resorted to the spawn camping that I mentioned earlier. Time SHOULD be of importance, and it is, but it's hard for people to see that when the map is so slow. [QUOTE=SJ;35538441]the spies you describe are the DR spy. there is also the invis watch and cloak and dagger with which you can very much limit the time you're visible to the enemy. i've met so many heavy/medic pairs (most of them are communicating mind u) in mesa...they often end up in our spawn and eventually they do get countered and/or backstabbed. believe me it doesn't take a genius to do so. [/QUOTE] Spies can be countered by a decent team even if they don't use the DR. While there are some very good spies, I'm comparing the skill ratio of a decent heavy/medic pair to a decent spy; the heavy/medic will learn to expect and counter. I never said it took a genius to counter a heavy/medic pair + sticky demoman at the spawn, I said that it's horribly imbalanced how easy it is to cripple a team right at the spawn and that taking care of the campers takes a bit of time (charging ubers in spawn, or using that upper route that takes a lot longer, unless they changed the map since I played last). And I'm not saying just one heavy/medic pair at the spawn, once the spawn's been partially locked down, more enemies always join in, maybe even start their own sentries outside of enemy spawn. [editline]12th April 2012[/editline] Also, blackmesa hasn't always been run on one server, I used to be a regular on what I believe was the [NO HEROES] blackmesa server back in the day (that version was a bit different though than what we have today, and it might not have been NO HEROES, was a long time ago).
[QUOTE=G-Guy;35545630]The reason you may believe that time isn't of importance is because capping the points on the map (unless they changed this) took ages, unlike basically every other good 5-point cp map. It was nearly impossible to get any sort of momentum on the map (when I say momentum I don't mean simply moving up to the front, I mean crushing the front at such a rate that the enemy doesn't have time to build up proper defense), unless people resorted to the spawn camping that I mentioned earlier. Time SHOULD be of importance, and it is, but it's hard for people to see that when the map is so slow.[/quote] uhh the capping was same as usual, except for point A which caps about 1.5x faster. [QUOTE=G-Guy;35545630] I said that it's horribly imbalanced how easy it is to cripple a team right at the spawn[/quote] and it is just as easy to defend your spawn with well placed sentry or to go somewhere else using teleporters that can be placed inside spawn. apparently you seem to ignore those comments for some reason. [QUOTE=G-Guy;35545630][editline]12th April 2012[/editline] Also, blackmesa hasn't always been run on one server, I used to be a regular on what I believe was the [NO HEROES] blackmesa server back in the day (that version was a bit different though than what we have today, and it might not have been NO HEROES, was a long time ago).[/QUOTE] the newer one is better than the older one. the latest one would have been even better.
[QUOTE=SJ;35553999]uhh the capping was same as usual, except for point A which caps about 1.5x faster.[/quote] If capping is the same as "usual" for the map, then it is incredibly slow. Yes point A has always been fast to cap, which is actually kind of a problem that is failed to be acknowledged by Dragonhill. If you look at every 5 point cp Valve map, you see that the middle point is ALWAYS the longest to cap. Why? So that the point doesn't sway all the time and goes to the team that put in a consistent and timely effort. The last point is supposed to cap very fast, and yet blackmesa goes against this as well with the last points taking ages. Another problem with blackmesa is that there are only two spawns; another dooming to stalemate. If you look at 5 point cp Valve maps (I keep mentioning these because they are well designed), as a team captures more points, they get access to new spawns that are closer to the enemy, thus changing the center of map control so that the team on the offensive won't be doomed to walk all the way back to the new front from the very beginning spawn (this takes time and time [b]is[/b] of importance). This helps prevent stalemates and helps teams maintain a momentum. [QUOTE=SJ;35553999]and it is just as easy to defend your spawn with well placed sentry or to go somewhere else using teleporters that can be placed inside spawn. [b]apparently you seem to ignore those comments for some reason.[/b][/quote] Sentries aren't hard to take out with one uber, and you seem to think that the teleporter exits are always existent and useful in trying to take the spawn back or etc. You [b]can't[/b] rely on teleporters for bypassing the front because they generally get either shut down fast or are in an area that isn't as useful, you can only rely on them for quicker access to the actual front, the actual front being right at your spawn door in this case. The time and usefulness of teleporters, just like the routes we talked about, has to be considered as well. I generally ignore sentry arguments because they can be applied to nearly every map in existence. Sentries aren't the end-all, they can be taken out without too much work, and if it is too much work, and uber is thrown at them. [QUOTE=SJ;35553999]the newer one is better than the older one. the latest one would have been even better.[/QUOTE] I never said the newer one was better than the older one, I was stating that I've played different versions of blackmesa that go back years (but also recent versions) so I've seen how the map has evolved, and it has not really impressed me. While cp_blackmesa may have a unique style compared to other maps, just the concept is kind of folly for a good 5 point cp map. The map is modeled after single-player maps (aka not designed for multiplayer let alone 32p multiplayer) with a few modifications so that it wouldn't be a complete disaster. I'm sure Dragonhill could create a decent 5 point cp map with all the work he put into blackmesa, but not in this method.
[video=youtube;bQWt4Up55ac]http://www.youtube.com/watch?v=bQWt4Up55ac[/video]
[media] [url]http://www.youtube.com/watch?v=dadD-3gVlkI&feature=youtu.be[/url][/media]
[video=youtube;hv1qHjU_pbg]http://www.youtube.com/watch?v=hv1qHjU_pbg[/video]
[video=youtube;kGOHGVdOfDQ]http://www.youtube.com/watch?v=kGOHGVdOfDQ[/video]
[video=youtube;mQ6Ypwc8qts]http://www.youtube.com/watch?v=mQ6Ypwc8qts&feature=plcp[/video] [video=youtube;BGH7l7IrJfU]http://www.youtube.com/watch?v=BGH7l7IrJfU&feature=plcp[/video] Made one for you codfags out there.
Can you mix different replays together with the replay editor? [editline]22nd May 2012[/editline] Also, here is my first replay! [video=youtube;uB0Dh9g2P4Q]http://www.youtube.com/watch?v=uB0Dh9g2P4Q&feature=youtube_gdata[/video] Enjoy!
Mediocre video time! First up, a mildly amusing replay featuring none other than Tavish DeGroot and Tavish DeGroot. [video=youtube;xnnDD3edru0]http://www.youtube.com/watch?v=xnnDD3edru0[/video] Next up, another "randumb" gMod video which will likely earn me many boxes. [video=youtube;lRqbnAQa_MM]http://www.youtube.com/watch?v=lRqbnAQa_MM[/video] Have fun. :u
I did a decent stairstab and it was on a replay server. [video=youtube;GxCOvSltWVY]http://www.youtube.com/watch?v=GxCOvSltWVY&feature=youtube_gdata[/video] I had 250 ping at the time so it appears very different in the replay than it did for me.
Hi guys, after I got my Strange Mantreads, I got so exited that I use it almost all the time, after 110 kills, mostly in servers with replay enabled, I started this project of making a fun frag movie, also because people farm strages and they don't know what they are missing (the whole point of having fun while leveling up), most of my kills are from the sky box to the ground, so they make some cool visuals, anyway, I will stop talking and let you guys see for yourselfs... [video=youtube;mfR2cFOAJ6U]http://www.youtube.com/watch?v=mfR2cFOAJ6U&[/video]
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