Saturday, December 27, 2008

TF2 on deviantART

deviantArt.com is kinda like Flickr for artists. A great community for sharing art of all kinds and exchanging comments and getting inspired by others of like talent.

I've found quite a variety of artists who also enjoy Team Fortress 2, and you can see a bit of that in my TF2 Collection there.

You'll notice that there are a lot of folks that like drawing the medic, the heavy, the pyro, the spy -- but I finally found someone who gave the demo man a little love. Check it out (click to the dA page and view full size):

TF2: A Day in the Life
TF2: A Day in the Life -- 1
by ~alciha on deviantART

Please, if you find any Team Fortress art gems, post a link in a comment!

And don't forget to drop by my dA gallery when you get a chance and leave a comment on my profile to say hi! I've only got a few pieces up so far, starting with a "self-portrait" of the dedicated medic buttercup!

Thursday, December 18, 2008

Team Fortress Game Sprays by GameSprays.com

I found another Team Fortress gem the other day.

Gamesprays.com is a rich resource for quality TF2 sprays. Here's a few of my favorites... (NOTE: the gray around the edge is actually transparent when you use it as a spray, so the signs look more realistic in-game...)






They have a good tutorial on how to make your own, too.

Monday, December 15, 2008

A little TF2 Christmas cheer

When I started playing TF2, I browsed around YouTube for stuff, and came across these. Too, too funny.

May you find these Christmas-themed Team Fortress videos as enjoyable as I did! Even if you've seen them before, there's always room for another round of Christmas cheer, right?

I recommend watching them in order:

It's Beginning to Look a Lot like Dustbowl
(or see the lyrics here)

Chaos Got Run Over By a Railcar

Spy Sapping My Sandwich

The thing that REALLY gets me is that real, grown men MADE these videos and sang these songs! Goodness! LOL.

There are more, but you can find them easily enough on your own... If you find another gem, please put it in a comment below and share the laughs!!!

Friday, December 12, 2008

Map creators - be inspired!



Recently we visited the U.S.S. Hornet in Alameda, CA. This was our second time touring the old ship-museum, and the first time since starting TF2 gaming. As we walked through the narrow corridors and I noted all the signs and arrows on the walls, there was one thought that pulsed in my brain:

This would be a great environment for a TF2 MATCH!!!

Wow, the ambience was perfect. Steel walls and floor. Thick ropes, cables, pipes everywhere (floor, walls, ceiling). Stairways, hatches and catwalks. Large panels of switches, readouts and gauges. There was tremendous variety available in terms of space:

  • the upper flight deck was huge and open

  • the hangar bay was big and open yet could be easily cluttered with large crates and stationary aircraft for cover

  • rooms of varying sizes and with a variety of props (offices, comm rooms, torpedo maintenance, machinist shop, engine room, sick bay, bathrooms, bunk rooms, mess halls, briefing rooms, etc.)

  • the tight corridors are similar to the vents of some maps like Turbine and Black Mesa

  • several decks offer opportunity for multi-stage movement if you want a longer game
I'm no map creator myself, so I only know enough to recognize the potential. I'm guessing it would best be a cp map. It seems to me you could have a capture point on the bridge and a few below decks. Maybe one on the open flight deck, although I don't know the pros/cons of taking/defending wide open spaces.

You could have a sort of officers vs. mutineers scenario: One team starts on the bridge, the other starts in the bowels of the ship or in a small building at the far end of the flight deck. Each trying to take control of all the cap points (maybe 5 total points).

It might be tricky, but I suppose you could do a payload map, too. Try and escort the bomb from the flight deck down to the engine room or something (or from the bomb room to the bridge).

Just imagine all the fun you could have on a ship like this! Surely I'm not the first to think of it. Does anyone know of any maps set on an aircraft carrier?

If not, here's an open call to the map makers out there (yes, I'm talking to you, Blade!). Take a look at some of these photos I brought back with me, and be inspired!

Create another masterpiece, this time set on an aircraft carrier! Pleeeeeeeease!

Monday, December 8, 2008

Don't meet the spy - video

If you love the spy -- or love to hate him -- this is an excellent quality video with a nicely done music / sound clips mix. Enjoy! (try full screen!)

Saturday, December 6, 2008

A satisfying KA-BLOOEY


As you may have noticed (if you play with me at all), I play medic 95% of the time (or more).

However, there are some maps or situations that just don't seem to lend themselves to this approach, and so I venture into the other classes.
The Viking map (probably related to ctf_yaaargh, shown in images and youtube video used in this post) is one of those cases. Last night, with few players on the server and map objectives that aren't particularly medic-friendly, I chose to try pyro, demo and scout this time.

It was my demo efforts that prompted this post. I consider myself very, very newb at the classes other than medic. Their speed, movements, reload timing and weapons fit like gloves two sizes too big -- everything feels slow and awkward, unfamiliar. In other words, I hit the respawn room a lot.


But I know by now that only with practice does skill come. So I stuck with demo a bit on this map to try and improve my grenade lobbing aim. The spiral stairs is a great place for this. There were enemies up the stairs, and I figured I should be able to lob a few grenades and damage them without getting in range of their weapons.


It was a nice theory.


Did I mention that I respawn a lot? Anyway, I kept at it, and then decided I'd try the sticky approach. While they were gone from the stairs, I placed some stickies on the ceiling and walls. It was kinda obvious, but I still hoped to catch someone.


A scout came running along and figured I was easy prey for his shotgun (not the first time). I lured him up the stairs, and he came cheerfully along, figuring to dodge my 'nades and mow me down with the scattergun at close range. And he almost did. But I fell down the stairs out of his way, and then just as I guessed he was passing my stickies on his way to finish the kill, I hit the right mouse button.


KA-BLOOEY!!!!


SCOUT STUFFING EVERYWHERE!!!


Oh, my. Oh, my! It was truly satisfying. I finally killed somebody with my stickies ON PURPOSE. I laid the snare, I lured them in, and BAM! got the timing right.


Ahh, yes. Very memorable moment, my first sweet kill as demo.


So tell me: What TF2 firsts do you remember best?

And for your viewing pleasure, a video that pretty much captures the fun of this map:



Monday, December 1, 2008

Map: Black Mesa


There are two things I remember best about my first time on the Black Mesa map:

1) there were so many points, and I never seemed to know which one to go to

2) spies! there were spies everywhere!

I've been playing on the excellent =(eGO)= Black Mesa server (72.233.91.126:27015). Highly recommend it. The first couple of times I visited, it was jam packed with players, and the action never stopped.

Not having any clue about the map, I just followed other players out into the fray and medic'd as best I could, dying often. The enclosed spaces (corridors, vents, small rooms) take some getting used to, and pyros especially seem to mop up on this map.

There are many clever hiding places for spies -- even things as simple as hugging the wall on the same side that the enemy usually barrells through from their spawn point (who ever looks behind them when running through an "obviously" empty room on their way to the front line?).

There are fun places that demos can camp and lob grenades (ledges around the top of rooms, catwalks, vents). A scout in an enclosed space is always difficult to target, so they might have fun -- though I wouldn't call the map scout-friendly per se. Snipers can shoot down looooong corridors at enemies rounding the corner at the far end, or camp out in the basement catwalk areas and pick enemies off cap point A.

There's definitely a little something for everyone, no matter what class you like to play.

The other night I experienced Black Mesa for the first time with relatively few players: 5 vs. 5. Given that there are five capture points (I think -- sorry, but I don't feel like logging in to double-check the map for accuracy at the moment, so I'm just writing this from memory), trying to win with 5 players is a whole new dynamic.

When we played with a full server of good players, I don't recall any actual wins when I was there -- just stalemate after stalemate.

But with the smaller number, every decision made a difference, and our team pulled it together into a WIN, at least once, maybe twice! (You know how it is, the last match is the most memorable, and I remember winning that one!)

Some tips for playing with just a few teammates on this map:
  • Even when numbers are low, medics are still important! I tried going attack class with the idea that medics aren't needed with so few, but ended up switching back. As a medic, I found myself both busy and useful. There were times that I could capture or defend a c.p. by myself, and there were lots of chances to partner with teammates to take well-defended points together.

  • Engineers are important, too! I think we had a medic, an engineer, and then a mix of attack guys who switched as needed between pyro, demo, soldier, heavy, etc. An engi with a sentry gun can sit and lock a key point while the rest of the team takes the others.

  • You gotta communicate, people! I loved my team, because the chatter was friendly, cooperative and focused. When the engi's sentry was under attack and he couldn't reach the enemy in the vents above him, he'd call for assistance. When we were losing point A and needed to get it back, we dispatched someone without losing focus on whatever other targets we were pounding. This coordination was the key to our win, imho.

  • Know the map! It was maybe my third time on the map, and I was still learning the details, but overall it was a HUGE help that I understood where to go when the call went out for everyone to gather at a particular capture point. All you really have to do is look up on the walls and read the signs to get the basic idea. And guys, don't be afraid to ask for directions. I found the others very helpful when I did get lost (thanks, guys!).

  • Watch your HUD for cap point info! There's a very handy HUD indicator at the bottom of your screen that shows which cap points are held by which team. Use this! You can see which c.p.'s are under attack and need defense, even if you don't have anyone stationed there.

I'm looking forward to my next visit to eGO's Black Mesa server. Maybe you can meet me there and we'll secure some B-L-A-C-K points together!

Meanwhile, what's YOUR favorite map right now, and why?

Wednesday, November 26, 2008

Social motivation

I'm interested in a lot of social / relational things about the Net. My personality is such that I desire deep connection with people. I have always been somewhat impatient with shallow polite conversation. I want to know what deeply moves a person. What makes them tick.

What things do they fear the most, in their darkest moments? What things do they love the most and what do they do to pursue what they love? What stops them from that pursuit of what they love?

What has been their greatest hurts, their highest moments of greatness? What's the best thing someone ever did for them? What's the best thing they ever did for someone else? What gets them through the daily grind of life? What hopes do they hold for the future? What do they hope to look back on at the end of their lives?

The questions in my mind about people I meet is endless.

I'm a deep dreamer, and want to look deeply into the souls of those around me. To connect. To understand. To find understanding.

How does this apply to gaming? Well, I find the social conventions of normal real life relationships often make it difficult to establish the sort of connection I'd like. We wear so many masks. We have such busy lives. We are often shy, fearful, uncertain and self-protective. We are hurt and walled up behind barriers of emotion or memory. We are different. We are sometimes blind to the hearts of others or not empathetic enough to see how someone else is the same as ourselves in some way.

Online, and in the past when I have corresponded in long-distance paper letters, there is the possibility for more. More trust. More feeling of safety due to a buffer of time and/or distance. More willingness to offer understanding. More effort expended into the relationship, because it takes effort to communicate by writing your thoughts, and when you take the time to do it, you are making an investment. And so you tend to be forgiving, in order to protect the investment you've made in the relationship. Isn't that odd? I find it fascinating.

For a while now, the biggest barrier for me has been lack of time. I haven't spent time online around the types of people I usually get along best with (the creatives and thinkers - whether artists, musicians, writers, programmers, gamers/game developers, geeks in general, etc).

Deciding to start gaming with TF2 has been a w-o-n-d-e-r-f-u-l experience for me personally. More than just the entertainment of the game. It has been a fascinating place to observe social interactions in a gaming environment, especially because Valve has created such a special environment with TF2. They have put great thought into making it something that ENCOURAGES teamwork, working together with strangers, establishing rapport and communication and ability to connect in a short time with others of such varied traits.

I realize not everyone is wired the same as I am. My husband never talked about the social aspects of the game as anything special or a reason to play the game. I think that's a guy thing (if I were to make free with a gender stereotype).

Even if you think of it as "just a game", take a moment and ask yourself about some of your most satisfying moments. Was it when someone noticed your contribution to the team? When you found a teammate who was willing to work together to destroy a difficult target? When you dominated the stats and several people friended you after a match?

What are some of the things you like about the social aspects of TF2?

Saturday, November 22, 2008

iPod Shuffle without iTunes

The Hubby surprised me with a wonderful treat the other day: an iPod Shuffle. Cute little thing, metallic lime square made to clip on your clothes unobtrusively and deliver audio-yumminess directly in your ear. YES.

So I settled down next to the laptop to make it go. We have a thing against iTunes in our household, so the search began: how to set the thing up to play music without iTunes.

It was actually pretty easy once I found the right pieces. Here's what's worked for me (for anyone interested):

  • the script below requires Python, so download and install that first
  • then run rebuild_db

The instructions on the rebuild_db page made it smooth as cheesecake. Except that I missed one little detail the first time around. When they say "initialize your iPod with iTunes (that is, give it a name, and enable its usage as a mass storage device)", I missed the part about enable it as an MSD. Which led me along the following rabbit trail:

I gave it a name, but then I couldn't access it via drive letter. It wouldn't show up in an explorer window for me to copy files.

The iTunes interface is highly self-serving, which makes it bad interface design, imho. They push a lot of propaganda at you, so once in the main window for my device, I had to click 2-3 buttons to say "No, I don't want to register" and then "Cancel" JUST to reach the normal view of my iPod contents. It's the sort of grief that pushes folks to give up their privacy to registration just to shut the thing up. Anyway...

Once there, you click the tab at the top for Settings. Towards the bottom is the checkbox for "Enable disk use".

Side note: I'm not sure about the songs vs. data slider bar. It seems logical to me that you'd want to give it more room for data, since iTunes probably only counts "songs" as songs that it is managing. So that's what I did -- set the slider for more data and only left room for about 10 songs to iTunes (just in case I ever find a CD in iTunes format that I really want and don't have time to convert it before sticking it on the iPod). If anyone knows better about the data vs. songs, let me know; it's just a guess on my part.

This all did the trick, and I was able to copy my .mp3 files onto the iPod and they played perfectly. Awesome.

Another nice feature: the rebuild_db "smart shuffle" feature (part of the script by default in recent versions) is a better random than the default shuffle. Have you ever been annoyed by "random shuffles" that keep hitting the same song or album, or don't ever seem to hit others? This one is better!

A little more tweaking of the Python script (they have some sweet little options for folks that like to listen to audio books or lectures), and everything is now just the way I like it.

Beautiful.

It's stuff like this that keeps me saying, "Ah, technology" (to the tune of "Ah, amore!").

What cool little tech hacks have made your life more enjoyable lately?

Tuesday, November 18, 2008

Mood: Expectant

For me, starting to play Team Fortress 2 was a bit like having children.
(but only a bit)
(in fact, just enough for literary purposes and no more)
The first time you do it just because your friends seem to be enjoying it, and it's just expected that some day you'll join them. ;-P

You look forward to it, but perhaps with a little apprehension at trying something new. You're not sure if you'll like it.

At first, it's really hard. There's a lot of "firsts", new things that you've never experienced before (if you haven't played similar games). You ache in places you never ached before (even though I used a wrist brace right from the start!). You stumble around figuring stuff out. You make some friends along the way (hopefully) who show you the ropes when you need it most.

The game grows on you over time. Becomes more familiar, a bit easier, more enjoyable. Less time thinking about how to play and more time just playing. And then one day, you experience a tough firefight -- and you push -- and you survive! And you realize that it's all gonna be easier after this. You've gotten past the newbie stage and are doing pretty good.

It's an awesome feeling.

I've played predominantly medic in my TF2 time. It's extremely satisfying to me to play a class that is generally needed (it's rare I find a team with too many medics already there, although there are some maps that make medic less useful or a lot less fun). I love providing ubers to my team. It satisfies both my desire to watch things go "KA-BLOOEY!" and my desire to save lives.

But after a while, playing ONLY medic wasn't enough. I realized it was time for something new. Going back to the "having kids" metaphor, it was time for an addition to the family. And even though I knew it would involve a lot of work, there wasn't the same nervousness as the first time. I knew how to walk, how to strafe, how to shoot -- I could "carry" this child easily, remembering the first time.

The frustrations and times when it just seems impossible won't be so bad knowing that they will pass. And someday, perhaps, I will see my name as number three (or one!) on the game stats -- and this time it wouldn't be as medic.

It will be as...

Spy.

After some conversations with other players to figure out if I really wanted to try this reputedly difficult class, I've begun my spy training (thanks, Vision!). I can tell it's gonna take some work. But I have several friends (and have encountered many "enemy spies" in-game) who inspire me to think spy will be really fun once I get the hang of it.

Ah, the glow of an expectant woman.
(Sorry, guys, for the woman-centric reproductive metaphor... Kaliki, you probably understand)

What future TF2 moment do you look forward to right now?
(an achievement? new weapon? doing something amazing that isn't even listed as an achievement?)

Wednesday, November 12, 2008

"Enthusiasm" is my middle name!

People that know me well know that I get inordinately excited about the littlest things -- mostly because I believe the universe is made up mostly of little things. Little things that come together in marvelous ways to create miraculous things like life, the universe and everything. Forty-two! And thanks for the fish!

So my enthusiasm for Team Fortress 2 is partly a reflection of that innate enthusiasm for life and its details. I tend to see more miracles in simple things than other people I know, and often draw conclusions that are appreciated by a smidgen (or less) of the population of the world. But that's okay. Blogs are a niche life form, after all.

One of the fun things about TF2 is that it encourages people to get excited about something. Excited about defending the point. Capturing the point. Popping the uber and whacking stuff. Winning the round. Taking the intelligence. (And even if you're playing with a bunch of silent gamers, Valve made sure that when you win the round, you hear people shouting and clapping over the victory. Thanks, Valve!)

Some other little things that keep me laughing in TF2:
  • people's names (screen names / Steam ID)

  • when people burst into spontaneous singing

  • quoting various "cult classic" movies at appropriate moments

  • the taunts and quotes of the various character classes

  • getting sent to respawn by my husband (when we don't get on the same team)
As you can see, it can be the simplest things. It sometimes takes a bit of work to make a habit of looking on the bright side and milking every last drop of enjoyment out of life. So give it a little practice now:

What little things in TF2 make you smile?
Come on, don't be silent bob -- leave a comment!

Tuesday, November 4, 2008

testing one, two, three

Hey, guys and gals!

*buttercup clears her throat and steps to the front of the 12-step meeting*

My name is buttercup, and I love Team Fortress 2.

I'm pretty unassuming in the game, as I still feel like a bit of a newbie (only been playing since the tail end of August 2008), but there's a lot going on in my head. I suspect it's the same for you. I'm hoping this blog might become a place we can chat a bit and exchange thoughts, ideas and tell the tales of our best (and worst) moments in the game.

So, excelsior! Read on and don't forget to comment (or email me) with YOUR thoughts on life, the universe and TF2!

Sunday, August 31, 2008

My apologies - Love, buttercup

An open letter to all Team Fortress 2 players on the Net (ha-ha):

Hello, this is buttercup.

I'm sorry I'm not a very good medic yet.

I'm sorry for all the times I finally reached ubercharge and then fell behind and lost you a few seconds after we charged into the fray. My movements skills are still pretty crude (after all, the last time I played this sort of game was Doom 2!).

I'm sorry for all the times I ran all the way around the map the long way (or wandered in tunnels or buildings for several minutes) before finally getting back to my team.

And for my own sake, I'm sorry for all those times I ran in the wrong direction and ended up in the enemy's camp, a lost little medic with no defenses and very little in the way of a gun (that's a very short life).

And thank you to all the patient, understanding guys on various teams who have given me kind off-hand comments, tips, instructions or generally yelled "MEDIC!!!" and trusted me to help them out as they ran headlong into the enemy's camp.

It's only been 4 or 5 hours of gameplay so far, and already I understand why it's called "TEAM" Fortress.

Someday perhaps, buttercup will be the medic that everyone wants at their back (like Jello56, whose example inspires me). Until then, at least I'm having fun with the hubby!
Meanwhile... I've got bookshelves to organize. And children to play with. No more gaming for the moment!

Update: Oops. Make that 14 hours of gameplay since I started. Three times more than I thought. The typical 1:3 subjective time warp ratio has already occurred. Oy!