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Team Fortress 2 => General Discussion => Topic started by: ATARIS on October 25, 2013, 11:50:15 AM

Title: SCREAM FORTRESS 2
Post by: ATARIS on October 25, 2013, 11:50:15 AM
Hey guys I'm too lazy to find the old thread, but can we do what we did for last years Halloween event where one serve was Halloween while the other isn't???  I'm sure there are others like me that like to partake into the annual Halloween maps (on rotation too of course).  Let us know what Hyperion's plans are!!!!!!!
Title: Re: SCREAM FORTRESS 2
Post by: [SLUG] God Loves Ugly :D on October 25, 2013, 12:21:52 PM
Agreed! Last year I spent hours playing on the Hyperion servers during Halloween and I had a blast.
Title: Re: SCREAM FORTRESS 2
Post by: Christian on October 25, 2013, 12:34:39 PM
yeah we're getting ready for it. Waiting on Valve to announce it. If it's the same as last year, it will most likely be held on server 2. Probably a few rounds on server 1 for the first couple of days.
Title: Re: SCREAM FORTRESS 2
Post by: chuy409 on October 25, 2013, 01:17:42 PM
yeah we're getting ready for it. Waiting on Valve to announce it. If it's the same as last year, it will most likely be held on server 2. Probably a few rounds on server 1 for the first couple of days.

How was it last year? I became a regular to HG until Spring of this year so I didn't see it. Is it maps or stuff like that?
Title: Re: SCREAM FORTRESS 2
Post by: Christian on October 25, 2013, 01:36:07 PM
you had to kill this boss hehe. funny thing is the other team could kill you while you're trying to kill this guy haha.

http://www.youtube.com/watch?v=OHlSTqSFjL8
Title: Re: SCREAM FORTRESS 2
Post by: ApatheticMango on October 25, 2013, 02:55:30 PM
I thought last year's boss was Merasmus, and Monoculus was from the year before.
Title: Re: SCREAM FORTRESS 2
Post by: chuy409 on October 25, 2013, 03:24:09 PM
So its map-wise or do they add this monster to current maps? Haha sorry I would never play TF2 during the Holloween month since i started playing tf2 in 2011 :P I do, however, see that monster in trade servers with that eyelander skin.
Title: Re: SCREAM FORTRESS 2
Post by: Plasma on October 25, 2013, 10:58:09 PM
So far, it's only on specific maps, koth types, the ones ending with _event.

Last year was indeed Merasmus. Both teams had to work together to kill the boss, and if they were successful (time limit), a portal was then opened to an island. If you could reach the center without dying (or getting killed by the other team), you could get special Halloween hats/items. It's very fun for the first few days, then it kinda gets dull. There are also Halloween achievements.

We don't know yet what Valve has in store this year. I'm guessing it's going to be very similar. Maybe they'll have a MvM Halloween event too.
--
Usually, we make the 2nd server (Payload #2/Votation) Halloween event 24/7 at least at the beginning of the event. When people are getting bored towards the end, we'll probably switch back to the regular mapcycle. As for Payload #1, it remains on the regular mapcycle, except we add the Halloween event maps in the mix every hour or so. As usual, players need to vote for the map to play on it. And like for Payload #2, when people get bored of the event, we'll remove the maps from the rotation.

Basically, we don't want to modify Payload #1 too much because I know a lot of people who'd rather play a round or two of the Halloween maps but then go back to regular old pushing of carts.
If you want to play the Halloween event maps, you can jump on Payload #2 (will be renamed to Halloween Event 24/7). If you prefer to keep playing regular Payload mode, stay on Payload #1. You'll still be able to play the Halloween event maps every hour if enough players vote for it though.

That's the plan for now, but things are likely to change when Valve reveals more about this year's Halloween event.
--
In the past, the big issue with the event was players not working with each other to kill the bosses.
It's fine to play the game when the boss is gone obviously. However, when the boss respawns, a lot of people got angry if other players kept killing each other instead of focusing on Merasmus/Monoculus/etc... A solution would be to prevent players from killing each other when the boss spawns, but I've heard arguments both for and against.

I haven't decided yet, but we could potentially prevent players from killing each other when boss spawns on Payload #2, but not on PL #1 for more challenge/fun/etc... That way if someone really wants to kill the bosses for loot or achievements, they can go to PL #2.

Let us know what you guys think. Either way, the Halloween event is always fun for the first couple days. ;)
Title: Re: SCREAM FORTRESS 2
Post by: ddavidn on October 26, 2013, 10:58:48 AM
I think it would be nice to prevent us from killing each other while the boss spawns, at least for a little while. It's always a major point of contention on the server. I like to get the achievements in without one bozo running around torching everyone.
Title: Re: SCREAM FORTRESS 2
Post by: [SLUG] God Loves Ugly :D on October 28, 2013, 09:53:41 AM
you had to kill this boss hehe. funny thing is the other team could kill you while you're trying to kill this guy haha.

http://www.youtube.com/watch?v=OHlSTqSFjL8

Lol it was so hilarious last year. Everyone would be shouting "stop killing each other!", but there was always someone who would pretend to agree and then start mowing everyone down. I got lucky and was able to actually play a few rounds where everyone on the server cooperated and was able to kill the boss.
Title: Re: SCREAM FORTRESS 2
Post by: Plasma on October 28, 2013, 12:19:27 PM
Yea, it's a fun event with some nice new items :)
We'll definitely try to figure out the best way to play the event maps.
Title: Re: SCREAM FORTRESS 2
Post by: Wolfpup on October 28, 2013, 12:20:06 PM
"I got lucky and was able to actually play a few rounds where everyone on the server cooperated and was able to kill the boss."

Teamwork, in TF2? That's impossible! ::) :P
Title: Re: SCREAM FORTRESS 2
Post by: chuy409 on October 28, 2013, 05:21:32 PM
Yea, it's a fun event with some nice new items :)
We'll definitely try to figure out the best way to play the event maps.

Still no news on the event? Man Valve is lagging it this time. Every other holloween event was released on the 26th or 27th except the first one which was the 29th. Hope they extend the even length.
Title: Re: SCREAM FORTRESS 2
Post by: Plasma on October 28, 2013, 06:16:43 PM
Still nothing from Valve.
I believe the Halloween Steam sales start tomorrow... so it's very likely TF2's event will too.

I hope Valve will be smart and let us server ops know at what time the patch will be coming. It would be nice to test it before opening it the public as big patches are always buggy/incompatible with Sourcemod.
Title: Re: SCREAM FORTRESS 2
Post by: Wolfpup on October 29, 2013, 02:49:29 PM
Scream Fortress 2013 is LIVE!

I just got the update and that was the news/blog title. Soul Brothers!!!

Quote
Ahoy, buoys and gulls, it’s almost Docktober 31st, and that means it’s time for the Fifth Annual Team Fortress Tort-urous Halloween Special, which this year is based entirely around the terrifyingly complex legal questions that haunt maritime law. AWOOOOOOOO! [Sound of receiving a jury summons]



And that horrifying description of an obviously terrible idea for a Halloween update — an idea so dreadful that we gave up on it almost fourteen hours ago — was just the FIRST of this year’s many spine-chilling, spine-tingling, all-around spinal cord-injuring shocks. We have one word of advice to those of you who survived our previous four Halloween Specials: Stop lying. These updates will kill you — GUARANTEED! [sound of our lawyers reading that sentence]



This year's Scream Fortress map is Helltower, a Payload Race variation, with at least one major difference: You're all powerful magicians. Everybody gets a spellbook gifted to them automatically, which you can equip in your Action Slot in order to pick up and cast spells. The team that wins the race will be granted a buff for the final climactic battle, where you will fight for the ultimate Halloween reward: Your own lives. And a reward.



So, fear fans, it’s time to put aside your precious laws of the sea, because this year anything can happen. Ghosts? Yes! Forbidden magic? Yes! Skeletons? Oh, yes. A Hellmouth? Obviously. A corpse? Yours. Really? Check your pulse. The murderer? You. Anyway, we’d love to sit here and shock you to death all day, but the update’s live.
Title: Re: SCREAM FORTRESS 2
Post by: Plasma on October 29, 2013, 02:54:19 PM
Yea, servers are updated.
Unfortunately, Valve did not share any server specific information with us, so I'm still trying to figure out what's new, etc... You can play on the regular servers for now, but there are no Halloween maps yet.

I'm working on that right now. I'll keep you guys posted.
Title: Re: SCREAM FORTRESS 2
Post by: Plasma on October 29, 2013, 04:16:59 PM
OK, so right now, Payload #2 has been renamed to Halloween 24/7.
It's on a fixed map cycle, playing all 4 Halloween maps, but the new one, HellTower will be played every other map. It's a lot fun with AllTalk on as well.
--
The plan for Payload #1 is to add the new HellTower map only to the map vote options every 30min or so. We don't want Payload #1 to be left out, but at the same time, we want to keep a somewhat normal Payload server during the event as well :)

For now, Payload #1 does not have the Halloween map. Soon.
Title: Re: SCREAM FORTRESS 2
Post by: amanderr on October 29, 2013, 04:33:49 PM
Currently the item loadout server says it's down on the Halloween server (which makes equipping the halloween item to cast spells impossible). I'm guessing this is a Valve thing and not a hyperion thing, but may be useful to anyone who is looking to play the halloween maps right now.
Title: Re: SCREAM FORTRESS 2
Post by: Plasma on October 29, 2013, 04:53:27 PM
Yes, item server issues are almost always a problem on Steam side. There's nothing we can do ourselves (well, there are options we can look into in the future).
--
I'm trying really hard to get the Halloween maps working, unfortunately, there will be crashes, issues and possibly some lag in the beginning. Right now, the main issue is crashes. This is very likely due to Sourcemod needing an update; I'll update this post when I have more info.
--
Dave told me he added HellTower to the mapvote options. You should be able to vote for the new Halloween map on Payload #1 every other map or so. There won't be any other Halloween maps on Payload #1.
If you want to enjoy the Halloween content, the best way is to play on the second server (renamed Halloween 24/7 - Payload #2). We're running the new HellTower map every other map for 30min and all the past Halloween maps in between!
Title: Re: SCREAM FORTRESS 2
Post by: ATARIS on October 29, 2013, 05:02:16 PM
THANK YOU FOR THIS!!!!
Title: Re: SCREAM FORTRESS 2
Post by: Replacementklr[IAOA] on October 29, 2013, 11:57:08 PM
i'm down to farm some shit :)
Title: Re: SCREAM FORTRESS 2
Post by: Wolfpup on October 31, 2013, 10:48:10 AM
Uhg, the lag is unbearable on Halloween Event server.

I kill someone, and 2-3 seconds later it registers. I'm dead before I even know someone is shooting me. :(
Title: Re: SCREAM FORTRESS 2
Post by: Plasma on October 31, 2013, 10:55:00 AM
I'm not getting any lag.
What's your ping, lerp, choke and loss? (net_graph 3)
--
It's possibly other players are lagging. We're getting a lot of quickplay traffic during the event, and while there's a ping/choke kicker, it's likely to see players with ping averaging 200.
Title: Re: SCREAM FORTRESS 2
Post by: Wolfpup on October 31, 2013, 11:00:53 AM
Someone mentioned they got a message threatening to kick them due to choke while I was on.

My ping was 50ish, didn't check choke or lerp. Will do next time I'm on.
Title: Re: SCREAM FORTRESS 2
Post by: Wolfpup on October 31, 2013, 11:11:07 AM
I jumped back on to test but there were less people this time. (30 before, 22 this time.)

Ping: 42-45
Lerp: 100
Choke: Hit 10 at one point. Bounced around from 0-5 here and there. Stayed at 0 when there wasn't much going on. As soon as a bunch of people showed up it started to go up.
Title: Re: SCREAM FORTRESS 2
Post by: Plasma on October 31, 2013, 11:29:44 AM
OK, I'll keep an eye on the Halloween server.
It might be a bit worse in the next few hours, as I'll be working on the machine a bit.
I'll try to interfere as little as possible.
--
(You never had choke issues on our servers before right? Only happening on the Halloween server? Just checking as usually choke issues are from client settings. Make sure the update didn't reset your configs.)
Title: Re: SCREAM FORTRESS 2
Post by: Wolfpup on October 31, 2013, 12:04:54 PM
I don't really play any other servers.

I added this to my autoexec.cfg

cl_cmdrate 66
cl_updaterate 66
cl_interp 0.0152
rate 60000

Seemed to help a little but I did notice my choke hit 27 at one point and Loss hit 11. I couldn't seem to hit people right in front of my with rockets. No splash damage, nothing. Makes for a frustrating game.

Payload 1 was never this bad, though it to can have issues from time to time, it's never this bad!