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  • hcaz

    By hcaz, in News,





    The Recent Rumble de Royal event featured 28 soldiers fighting it out to being champion. After intense battles and a number of amazing airshots, yoog and obv remained in the competition. The finals featured yoog vs obv where yoog had a great start but obv's persistence got the better of the battle and allowed him to win the first Rumble de Royal event!


    Thank you to all those who participated and we have created a review thread so you guys can give opinions on how you think the event was held and whether we should continue running this event on a monthly or fortnight basis!


    Link to thread here







    Hello folks, another event comes along now! Presenting Rumble de royal. Soldiers will battle to control the point. Following the concept of cp_turris, this map is a bigger scale version of cp_turris. The limit of the number of people that can sign up is 32 players. Teams will be generated randomly and fairly.



    *******IMPORTANT*******The losing team will not be eliminated. The rules have changed to prevent unsupportive and non-team-play players to be promoted to further stages of this event. Now, the top halves from each team will progress into the next round and the bottom halves from each team will be eliminated. For example, in the first round of 16v16, featuring team 1 vs team 2. The top 8 players from each team will move forward to the next round in the "8vs8" category. Following this, again the top 4 from these teams will then more forward to the 4 vs 4 and it goes on to the last man standing in the "1vs1" category.


    There will be no time limit for this map. Server used is Asiafortress server 5.


    The respawn time will differ according to the number of people that remain in the competition:-

    • 16v16 - 4 second respawn time
    • 8v8 - 3 second respawn time
    • 4v4 - 2 second respawn time
    • 2v2 - instant respawn time
    • 1v1 - instant respawn time




    Click here to register


    Click here to download map

    • Sign up is free
    • Map - cp_4to1
    • Registration Limit - 32 players
    • Date of event - Saturday 18/2/12




    Credit to iridescentFuzz for the awesome poster!


    By hcaz, in News,



    Ever wondered what new maps are out there? Ever wondered who makes them?

    Well Gamers United is giving you the opportunity to find out!!


    On Sunday 26th February 2012 from 3.30pm – 8.30pm AEDST

    You will be able to play these maps for as long as you like as much as you like!!

    You will have 5 hours to play 5 maps & vote for your favourite!

    The top 2 most popular maps as voted by you will feature in a 6v6 exhibition match from 8.30pm


    Live on STV, cast by Greaver!!


    Stay tuned to find out what maps you will be unleashed upon & who the invited teams will be!!






    Welcome to Greaver vs The News for this week. There has been some awesome action this week including some awesome ESEA Intermediate and Open games, more epic Premiership action from ETF2L and of course Respawn LAN for those who braved Melbourne so check it out below.


    Respawn LAN took place this weekend at the Latrobe University in Melbourne and saw a sizeable ozfortress contingent set up for the weekend and jump into some epic LAN action. Stand out teams included both Tom+5 and Inversion Therapy - GreaverTV was all set up to cover the matches live and we get did bits and pieces covered but unfortunately the TF2 side was plauged by network issues which were later determined to be in part the result of a dieing piece of network equipment, a post produced cast of the Grand Finals will be available in the next two days on GreaverTV.


    I'd like to give a big shoutout to everyone who attended, especially the ozfortress admin team who spent a large part of the LAN trying to get things working.




    ozfortress News


    We are only a week away from the release of the OWL7 Sign ups thread so get your teams in order and start locking in your rosters people because we are almost ready to lock and load.

    Don't have a team yet? Check out this



    Don't get caught without backups because noone likes to forfeit - check out this forum.



    Highlander is getting to the really exciting portion of the competition so check out Tony's run down on what's coming up and keep an eye out for some epic Live Highlander action!


    "With Fray winning their playoff decider last night and AGDI narrowly edging out Duf for the honour of second place in Group A, we're now on to the playoff stage. The teams going through to the knockout stage are:

    • Earth Defence Force
    • E-Weasel Gaming
    • GTSOM
    • vR
    • Hoobastank Fanclub
    • Occupied
    • Fray
    • AGDI


    For the remaining 10 teams, we have a format of 3 matches a week, with 1 map per match. This ensures each team will play eachother, while keeping it within the same time boundry as the upper bracket. We'll have the matches ups for single elimination and round robin up either tonight, or tomorrow morning.The maps for the next round are:

    You'll find the matches for each bracket here:

    Upper Bracket || Lower Bracket



    You can also look at how the upper bracket is currently progressing here."


    OZFL this week saw dk stomp DialUp gaming with a 5:1 victory while SQL delivered a solid 5:2 victory over GTSOM

    Round 72 - TITLE MATCH: iM defeats vR via 5:0


    Round 73 - TITLE SHOT: lotb defeats Untitled 5:4



    This week we covered plenty of games so buckle in and check em' out - I will make a thread in the next few days but just a heads up that I will cover everything you chuck at me from ozfl, OWL7 and the Highlander league so get at me people because demos break monthly, casts are forever <3



    2166 are a newer team in OZFL who approached me recently about having a couple of their games casted - the clanleader is a bona fidé GC so I jumped on them immediately and managed to enlist both Comedian from VanillaTV and Agro from Kritzkast to cover their Gravel Pit match so catch that below


    I also had the pleasure of interviewing Havoc MD, 2166 clan leader about their clan and their experience in ozfotress so far so check that interview out below.


    I also had some highlander games lined up to do live this week but had some PC issues - shoutout to Seeker for helping me sort my machine out, I am sure the ministry of education is going to turn up any moment and take my IT certs off me but in the meantime I will try and get that awesome Fray vs GTSOM game casted because apparently it was crazy.






    ESEA Intermediate and Open League Playoffs




    This week has seen some simply awesome games in the Intermediate division with Laser Beams securing a finals position with an extremely tight win over Washed Up gaming (first VOD below). Dinosaurs rolled Xenity 5-1 which wasn't entirely expected while Leviathan Gaming cut it far closer than expected with a 5:2 victory over Beybladers.


    Check out Immolations excellent weekly news post where he aggregates up and coming games for many different leagues and regions - its a great way to identify the big games coming your way




    And ofcourse make sure you check out this weeks edition of eXtravision - the recently launched eXtv show that covers all sorts of major TF2 news. There is ozfortress news this week so make sure you check it out.







    ETF2L Season 11 Kicks Off


    As you can imagine the premier division in ETF2L is as epic as we expected and there have been some huge games so far this season - I am working on an in-depth write up and hopefully an interview soon but in the meantime check out the top game from this week and the current standings.



    Premier Division Playoffs

    • 4th vs 3rd: March 18th – March 24th
    • Winner vs 2nd: March 25th – March 31st or sooner
    • Winner vs 1st: April 1st – April 7th or sooner

    Again if you have feedback or if there is news you would like to see covered or any game you would like to see coverage of post below - Have a good week people





    By cleric, in News,

    How to play the medic


    Things you need to know

    1. Survival

    2. Maximising healing

    3. Uber management

    4. Communication

    5. Awareness





    1. Defensive (survival) and aggressive postures (maximising healing)

    2. Identifying the safest forward and backward positions in a section of the map

    3. Following at max range from the pocket (defensive) or front most player (aggressive)

    4. Selection and use of cover



    Only dodge in situations when you must remain with the team. Need to know advantages.

    1. Watch the enemy!

    2. Stutter step

    3. Strafe jumping

    4. Strategies against individual classes

    a. Scouts – movement and using corners, moving through your pocket

    b. Snipers – exposure and crouch-jump-spin

    c. Spies – checking back and awareness

    d. Soldiers – making shots difficult, strafe jumping, what to do when they jump you

    e. Demomen – making wasted stickies. Dodging grenades


    Maximising Healing



    1. Rollouts – in spawn (soldier, demo). En route (scouts, one soldier, then the other). Entering midpoint (watch for your scouts and demos)

    2. Deathmatch/ Fast push – Keep your beam on anybody that’s deathmatching, quick heals on patients that are not directly in combat

    3. Travelling forward/ slow push – Full buff for scouts, roamer/ demo, pocket

    4. Holding forward position – full buff for scouts, soldiers, demo

    5. Holding far/running – keep your beam on the pocket, then whoever you can reach.



    1. Always be healing

    2. Understand the healing ramp

    3. Avoid staying your beam on a player which has full buff. Unless you’re playing very defensively

    4. Healing is not the same as following. Get players to come to you. You can only vary your position slightly to chase players before you have to follow your pocket again.

    5. If both your soldiers are down and you have numerical advantage, confidently call your scouts and demo to guard you as you cautiously push or cap. Does not work if the enemy team has uber advantage and uber.


    Uber Management


    When to uber

    1. Own survival (100hp mark, uncertainty)

    2. Committed situations (high damage)

    3. Not letting anyone die (counter uber situations, uber advantage)

    4. Pushing past a choke point quickly (sticky trap situations)


    When NOT to multi-uber

    1. When only one player is in danger. You don’t want to multiuber in an uber trade, but if you have to, you have to



    1. Place yourself in a central position during uber and look all around you

    2. Place yourself in a safe position at the end of uber




    What you need to communicate:

    1. When you are threatened (as early as possible)

    2. Where is your position, what is your combo doing

    3. What is your uber charge percentage vs the enemy medic’s

    4. What is your team’s numerical advantage/ disadvantage in the middle of a fight




    How to have it:

    1. Look around you often, especially the routes which your pocket cannot cover

    2. Listen to the comms

    3. Press Tab often

    4. Infer what your pocket is fighting from the spam he is receiving, listen for fighting that is happening if your pocket seems to be uncontested

    5. Synthesise 2, 3 and 4 to form a mental picture of where your team is, where the enemy is, which places have been cleared of traps and ambushes, which places haven’t been cleared, where is the fight still occuring

    Playing to Win


    This section elaborates on the types of:

    1. Advantages

    2. Manoeuvers

    3. Postures

    The key is to understand the advantages of the situation you are in, adopt the appropriate posture, and look for the manoeuvers available to you





    Who has the most players in fighting positions(They’re 2 down, we’re 3v5)? This is best communicated by the ghosts. When you die, call out that you’re dead, then immediately press tab. Make a note at that point whether you died early or late in the fight. Do this by looking at how many of the other team were dead when you pressed tab. At this point, you can help the fighting players by telling them how much we’re up or how much we’re down in terms of numbers that are actually fighting.


    Spawn advantage

    The second most important thing you can do by holding down tab is by watching who spawns first. By knowing where the engagement is still taking place, spawn locations based on capped points and when the ghosts (including yourself) spawn, you can tell which team is going to be reinforced first and roughly when. This is especially important in a fluid linear fight. It dictates how far you should extend in an advantageous push, and how far you should fall back when retreating.


    Positional Advantage

    One way of looking at this is in terms of space and height. Within a particular section of the map, the team which has more space gets spammed less (important for scouts to survive), and maximises the amount of spam damage dealt (important for demoman to safely move into his best spam range). If you are not at a numerical disadvantage, space also provides your team with access to routes where you can flank and backstab, completely surrounding the enemy.


    Height advantage is the most relevant to soldiers. When a soldier controls height advantage, he creates space for his teammates, by "guarding" the space around him. Choose the correct high ground depending on where the enemy team is clustered. Taking height advantage must be flexible. A soldier holding height advantage for too long makes two mistakes. Firstly, his damage may be minimal if he’s only using long distance spam against an enemy that is falling back when he should be aggressively pushing the enemy team. Secondly, if he doesn’t know when to give up height advantage against multiple enemies that have pushed up in the space around him, his medic will be unprotected. At that point, he should fall back with his medic and cover the medic’s retreat through the choke, or tell the medic to run early while he jumps the enemy medic.



    Who will be getting uber first? When and how big is the window when one team has uber and the other does not? There are 5 basic conditions.

    1. Both teams have uber

    2. You have uber while the other team does not

    3. They have uber while you do not

    4. Both teams do not have uber but you will have uber first

    5. Both teams do not have uber but they will have uber first.


    Uber advantage goes hand in hand with numerical and positional advantage even if you have uber while the other team does not. Here are some things to take note with uber management. The following decisions correspond to the above situations from 1-5


    1. Trading ubers. The combo’s priority is to make the enemy medic pop uber, then hunt the demo, then do maximum splash damage on congregated enemies, then take whatever picks it can get. The rest of the team, if unable to bounce the enemy uber away, should focus on fighting away from the enemy ubered combo so that your medic only has to multi-uber if it is absolutely necessary. If your team is not doing this as well as the enemy team, the combo must secure an exit to fall back by the time uber ends. If you have a numerical advantage and both teams have ended uber, the medic must try to stay in the fight as your players hunt down the remaining enemy.

    2. Popping uber with uber advantage should make use of multi-ubering to pre-empt players about to take damage, or to make sure nobody dies.

    a. Popping uber while in a bad position and without having numbers to follow up with damage should only be done for the survival of the medic/ combo and you must ensure you are in a safe position at the end of the uber. You will probably have to forfeit the contested point if your patient cannot get kills.

    b. Popping uber in a good position but without numbers increases the chance that you will get picks and creates a brief window where you will have numerical advantage as you are reinforced before your enemy. This window is larger if you have the midpoint due to spawn location advantage. This window closes when the enemy medic gets uber/ or is reinforced. At this point, the team should be securing position and stacking the point for a quick cap in preparation for the enemy’s counter uber.

    3. Medic/ combo should hang back while the team looks for opportunities to force uber. You don’t want to give up too much territory without making the enemy medic uber unless you’re at a large/moderate numerical disadvantage as well.

    4. If all else is equal, slow push while keeping the medic safe. Try to time getting uber with engaging the enemy combo to kill the enemy medic quickly. Fake uber to scare them off for free territory or point.

    5. If you have numerical advantage, try to flank and kill the medic as soon as possible. If the enemy medic retreats safely, take position and cap points instead of going for kills because the numerical advantage can disappear very quickly when you’re pushing and the medic will achieve uber soon. If so,use position to pop uber and fall back quickly.





    We can imagine the entire map as a big linear fight, with choke points that favour the holding team, and open spaces that favour the team with more numbers. A linear set of manoeuvres can be either static, or fluid.


    In a static linear manoeuvre, the disadvantaged team immediately falls back behind the choke and gives up the point. They ascertain whether the delay the opposing team suffers in capping the point is enough for their reinforcements to catch up. This determines if they hold their current choke, or fall back further to another choke. Hence the team has only two postures: aggro push and falling to hold the next choke. This leads to many stalemates and relies on key picks before the situation changes.


    In a fluid linear manoeuvre, the disadvantaged team will try to maintain a presence (without further dying) by not just using the chokes but other positional advantages in the map. They will slowly give ground (without the medic dying) until their reinforcements arrive and try to pick off enemies that overextend, sacrificing only for key picks. They also have an easier time setting up ambushes and luring enemies into sticky traps because the enemy team does not have the luxury to check the entire area. The team has multiple postures, including slow push and holding far.


    Likewise, the advantaged team will extend further than the cap point to push the other team back. By continuing to engage the enemy with a numerical advantage, your team can probably take the next point as well. Knowing the spawn timings is especially pertinent in this scenario. Overextending occurs when your team pushes without getting kills and the enemy team is reinforced with their spawns while some of your team is still capping the previous point.




    When trading ubers, if your team is not at a major/ moderate numerical disadvantage, it’s possible to avoid the enemy uber by wrapping round the enemy combo instead of falling back from it. Best executed with prior intel on where the push is coming from, and a decisive call from the heavier classes. Watch out for sticky traps on the enemy’s non-medic flank.


    If you hold the middle point, the whole team can move to back cap. If you do not hold middle point, a strong enough force must double back to wipe the remaining enemy leaks. Another option is to leave both a hw guy and a sentry gun on your last point while the rest of the heavies circle to backstab or backcap. This is a good option when in desperation/ major uber disadvantage when they uber in.


    Holding and Pushing


    Fast push

    In an aggressive push everyone is fully committed to the fight. The combo wants to move up close and deal as much damage as possible. It requires everyone to take part, even those on low health should stay within reach of the medic, call out for heals and spam from distance.


    Conditions – With uber advantage and uber, or moderate/ major numerical advantage.


    Objectives – Damage. Pop uber/ kill medic. Kill demo. Gain position for post-uber push.


    Posture – Medic needs to be forward balancing heals between all players directly deathmatching. Players need to focus on maximising damage while scouts finish off low players. Trading for nearly any type of kill is acceptable. Soldiers usually jump straight at the enemy. Scouts that have leaked should try to kill instead of backcap (unless you’re attacking their last point).


    Slow push

    A slow push is when you are basically walking up the map and bullying the enemy off. The difference is that you don’t want to die or trade like in an aggro push. You try to use your health (medic advantage), spam (demo advantage) and positioning (soldier/scouts advantage) to outplay the enemy. Usually a slow push will get control of one side of the map and try to outflank the other side. Heavy classes should maximise spam, manage their health, and protect the medic. Be aware of traps.


    Conditions – Minor/ Moderate Numerical advantage possibly after an uber trade. Uber advantage but not having uber yet.


    Objective – Get some sort of positional advantage. Try to take ground without utilizing uber.


    Posture – Medic needs to try to heal the scouts as much as viable so they can flank. Soldiers rotate or leap and bound for position or getting heals. Low health players that are waiting for heals still play a role in distance spam and protecting the medic/ demo. Avoid trading, unless it is a sacrifice for a more valuable player. Scouts should concentrate on leaking and harassing flanks.


    Holding close

    Holding is defending. It is the enemy who has to make the move. Primarily you have early pressure on the enemy team when they try to push through the chokes, so they uber earlier than they really want to. When holding close it means that you keep ALL the chokes closed. As the enemy team ubers and begins to enter, your team must decisively kill the leaked enemy, fall back, or counter uber for yourselves. When trading ubers, it’s viable to reverse positions with the enemy by circling them as they push in if you have control of midpoint. A minor uber disadvantage opens the option of faking uber, or circling/ holding far as they uber in, buying enough time for the uber.


    Conditions – Equal ubers/ minor uber disadvantage. Minor numerical disadvantage but able to not leak.


    Objectives – Making them pop uber earlier than you and countering soon after to save everyone (if you have uber). Stalling time while grinding uber (if the enemy already has uber and you are close to it, grind uber slightly behind the front lines). Getting any sort of pick.


    Posture – Medic should be in a central position and up front. All players should receive buffed health especially the roamer and scouts. Combine fire in order to get picks. Avoid trading in most cases. Scouts should probe, and bait. Leaking behind the enemy team is suicidal unless your team is ready to push.


    Holding far

    When holding far there is a little pressure on the enemy when they try to push through your chokes. Your combo is always positioned at least one rocket jump away from the enemy combo but maintains a presence on the point, preferably at a flexible position with height advantage. Your medic is very hard to reach, usually on the opposite side from the enemy combo and near the exit. This is the preferred setup if the enemy has uber advantage. It is still possible to have pressure on the enemy combo, for example from a sniper, a stickytrap, distance spam, a hiding soldier/scout. What can work very well is sacrificing a scout or soldier to pop uber as the enemy medic commits to entering the area.


    Conditions – Uber disadvantage against an enemy with uber. Moderate numerical disadvantage -- it is impossible to hold all the chokes with sufficient spam


    Objectives – Maintain a presence on the point while being ready to fall back to the next choke. Punish overextending players (esp scouts). Sacrifice the point, positional advantage, or a player for key picks or to pop uber to allow for a solid counterattack when teammates respawn.


    Posture – Medic should be healing from as far back as possible. He can remain in the centre but must move to the opposite side the moment enemy forces enter the point and get ready to run or fall back with his pocket unless you are absolutely confident of getting uber in the next few seconds. Demomen should be trapping, and retrapping the chokes. Soldiers should be distance spamming and looking for extended players. Scouts should be patient and opportunistic, their role is to hide, try to split the combo if the soldier is aggressive/ or sacrifice for an undefended demo/ medic. Scouts may also try to leak on the opponent’s weak flank to try for a backcap, defusing an enemy push while not actively engaging.



    You lost four players, while the enemy still has most of their team up. The only thing that matters is surviving. Use suppressive fire and tank to keep your medic alive. If nobody makes any other mistakes you can have a solid defence again in about 15 to 20 seconds.


    Conditions – Major numerical disadvantage


    Objectives – trying to conserve/ charge uber for a better occasion. A pick on an overextended enemy is a bonus which may allow for a counterattack when reinforcements arrive.


    Posture – Medic should be as far as possible behind the most backward player, abandoning him if he has to. Players that cannot escape should try to trade, players that can escape should regroup with the medic as soon as possible and use suppressive fire.


    Trading Ubers

    Trading ubers with equal numerical advantage is the most unique situation in the game in that some players must be extremely aggressive, while others must kite. Whichever team does this better is in a better numerical advantage at the end of the uber push.


    The team that is defending last point in an uber trade is at a slight disadvantage because they have do not have an option to fall back without leaving the last point vulnerable (this is especially true in small last points like badlands, gullywash and freight). As such, the medic is usually forced to multi uber and it is important that he uber later than the attacking medic.


    Attacking large last point maps like granary and obscure may require a different strategy for attackers in a stalemate position because the defending team can kite around the last point for a catastrophically long time, ubering much later. Sacrificing players to pop uber, holding far and popping uber to defend the fourth point and then a slow/fast push to establish positions in the enemy’s last point is a strategy that tests the entire team’s understanding of numerical, spawn, uber, and positional advantages.

    Alternatively, the simpler option of patiently waiting for a pick before ubering into the last point is still an effective play.



    Individual skill and teamwork have equal importance. While what I have tried to highlight in the above seems to be formulaic, the difficulty is in getting the whole team to be on the same page at the same time. The second difficulty is for the whole team to react to changes in the situation at the same time in an appropriate fashion.