Scarcity, it seems, is the name of the game. Specifically, TF2 in this case. While scarcity is fun for the haves, it generally is a big pile of suck for the have-nots. Most would argue that scarcity is the basis of all life on this planet, and as human beings, we are driven by that scarcity of resources (see food, land, and money). However, I would also argue that having that same scarcity in a virtual environment is not only kind of silly and couterintuitive, but downright retarded.
Why?
Because, as we have seen with all the other swag, it creates an air of morbid competition that frankly does not need to exist. If trading were in place, then my argument would be null and void, because trading creates a system by where if you really really want something "cosmetic" (see hats and stupid shit), then you can offer up half your inventory to your enabler-of-a-slimeball "friend" in order to get that hat, or wrench, or silly magic whatsthefuckidontcarewhosit.
But, alas, trading is not available. Crafting sure is though. And that is good... If you want all the wrong stuff. Why does scarcity have to exist in a virtual environment? Just for the chance to be a "have", and to flaunt to the "have-nots"? I know Apple enthusiasts get off on it, but in TF2? I would like to see more game modes, or new creative game styles. Not more hats, not more cosmetic items, and definitely no more promotional tie-ins.
Remember back in the early days of Left 4 Dead, there was an influx of announcements about ambitious custom campaigns? How many of these creations panned out? "I Hate Mountains", though -- it's the real deal, and it only just came out the other day. I'll let the trailer above do most of the heavy lifting here, but yeah, this is a five-part campaign complete with alternate routes and the sort of attention to detail you would expect from a group of highly passionate fans.
Despite the initial bright big block insertion of the authors names as you load up the campaign, the rest of the levels are extremely well done utilizing custom visual and sound effects that really get you in the mood for kill'n off the infected. A port to L4D2 is in the works but dont expect it to be as fully polished as this version. Be sure to read the README that comes with the addon and follow instructions to get the full experience the authors intended. Enjoy!
When you see the word Versus, I would venture that generally two things come to mind.
Someone is going to get raped. (Often, and horribly.)
Someone will probably rage quit. (Followed by their entire team.)
When I see the word Versus, I think of potential. The potential for a great game dynamic that transcends your standard game of co-op. It really is a measure of energy. Potential energy that can turn into a great game, or at the other end of the spectrum, with you screaming at your monitor about the incompetent futhermucker morons you call teammates. In a friends-only game, the question of skill has come up before. Is one team better due to skill? Luck? Team dynamics? A single player? In fact, we have a thread about it in our forums... the question in the OP was about random-teamstacking (accidental and generally out of our control) causing players to rage quit because one team was just way too successful. Keep in mind this is not a pub game, this is a private friends-only L4D2 match, among people that know each other (at some level), and generally have played, not only L4D2 together before, but other games as well. So is it skill?
I would say not for a single player. If you have a single person with unbelievable skill playing Rambo, see item 1 above. They are still going to go down. L4D2 is about team dynamics, more so than TF2, and more so than most shooters out there. I think it has little to do with any one player. It is about the team dynamic.... how they think alike, play alike, and communicate. So switching up players is not about moving skill around, it is about trying to introduce some faults into the team dynamic. Having one person play slightly off from the others is going to put a massive kink into a survivor's plan. Regardless of skill... and especially with other players in a similar skill range on the other team.
Or maybe those mingebags are just that good, and contrary to personal belief, you just suck. (I hope that is not the case.)
"I am Heavy Weapons Guy, and I have new new GUN! Sure, it is expensive, but worth it. No one can outrun my PORTAL! HAHAHA, you have nothing!"
As our fearless leader, KevLar, said: "Let the Science escape!"
Join our main man, Pawn, and other 3pg'ers for a bit of mayhem this Sunday May 16 at 3pm PST for our next round of testing Aperture Science's neat gun in our beloved world of TF2.
Join us on our TeamSpeak channelprior to the event, and the details on how to connect to the Game Server will be provided to the first 32 people there! (Similar to the Captain's Night rules: participation, friend invites, passwords, etc are all coordinated through TS.)
According to the date on the source code, I started working on Team Portress about an hour after I saw that Portal 2 was coming out. I had planned on doing the public test during Captains Night on May 1, but the TF2 update a few days earlier broke the TF2Items extension and killed that plan. Team Portress relies heavily on TF2Items, but the folks at Allied Modders were able to repair the extension enough to make the portalgun work again. We were finally able to do our first public test on May 7, which is most of what you see in the video.
Come join 3-PG for our community Captain's Night the first Saturday of every month. Engage in an epic battle between two captains and their chosen teams!
All you need is a copy of Team Fortress 2 and TeamSpeak 3. For more info check out our latest post here.
Next Captains Night: Saturday October 2nd @ 10pm EST / 7pm PST
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