Team Fortress 2 - Hat Fortress 2: America's #1 War-themed Hat Simulator

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Best class(es) to play as?


  • Total voters
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Speaking of servers, I'd love a classic Freak Fortress 2 server, current FF2 is full of fucking retards with only default bosses or a bunch of random trash anime/reddit meme bosses with point-shop garbage & other autism plugins, I miss the bosses of old like Gangplank, Bonk Boy, Freddy Krueger, BLTIZKRIEG (fuck this guy, unless u were playing him lol), NinjaSpy, SeeMan & Seeldier, Gabe Newell, Cuddly Heavy, MLG Sniper, etc. Don't even get me started on the v-script VSH/FF2 either, what a fucking joke, I could forever sperg about how bad they ruined that "remaster".

These servers don't even have Painis Cupcake for fucks sake, wtf?? I feel personally attacked since I was a severely obsessed child that played these old servers & watched Gmod "freak" videos religiously, now it's just a shitfest of MLP/anime bosses or le random fictional character.

Here's two of my favorite freak series:

I have a deep autistic love for this "genre" of TF2, I spent way too much time trying to tele-frag/taunt kill bosses & other equally retarded tactics back then, also felt like Jesus whenever I got to be a boss, I almost never lost & put pride into that gameplay, I'd tweak out bad if I ever did lose a round as boss, especially since you had to wait what feels like hours to get another chance.
I played tons of other community game modes & none of them quite clicked like FF2/VSH (besides the very few times I had fun on JailBreak & WarioWare). I enjoyed CSS as well & never really got into shit like JB or zombie escape like I did with FF2, & I'm glad I got to experience it. TF2 feels like it was made with these types of modes in mind, even if it wasn't intentional, all the classes in shit like FF2 or JailBreak have a purpose (except maybe a pyro in ff2), & it just shows that TF2 truly is........... LE TIMELESS MASTERPIECE!!!!
 
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(p.s. speaking of newfags and hosting servers, I have a spare mini pc that could be used for an unofficial server, if SDR is capable enough to be listed on the server browser, I could have a go at making an unofficial kiwi fortress, although this would be an EU server)
Small update on this, seems that SDR-routed servers do show up on the server browser but would cause the minimum ping to go up by 10-20 ms, so I could take over assuming the main attempt goes south.
 
it_lives.png
Ok, the server lies in the server browser, for the moment I'm done with the network side of things, now I just need to configure the server map/gamemode wise.

The server will be setup like this, of course I'm happy to change things up based upon feedback:
  • Fixed spread/fall damage
  • Random crits are enabled
  • Scramble vote is enabled
  • RTV is enabled (should I enable nominations?)
  • Previously played maps are on cooldown for 4 maps
  • Weapons are reverted to their pre-JI/MyM status
  • Most of the game's maps are in rotation plus some workshop maps (see below)
  • The server tags and name are set as seen in the image above, I'm a bit hesitant on the tags and emojis as most people won't be able to see this anyways
  • The map timer is set to 33 minutes
  • There is no win limit set
I'll exclude only the training maps, MvM and arena maps from rotation.

Custom maps and gamemodes are going to be a bit of an issue, since SRCDS' file transfer system is really really slow and FastDL with SDR is going to be a bit of an issue since I'm not in a good spot to spin-up a HTTP server somewhere with the files without expecting potential problems, I might be able to figure something out using Cloudflare, but that's a near future thing.

This means that for the moment I can really only add workshop maps into the server's rotation, sorry about this.

Workshop map wise:
  • I see some quake like vscript maps that might be a decent idea
  • rd_asteroid_redux
  • Cactus Canyon Redux
  • Convoy (both CTF and 5CP variants)
  • I see a (likely dead) server network branded Toyfort that could be added
  • Variants of Hydro (Conquest/Attack and Defend)
 
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The server will be setup like this, of course I'm happy to change things up based upon feedback:
What I'd like to see:
  • Random Damage Spread / Fall Damage
  • Map Nominations
  • Arena Maps (#ArenaLivesMatter)
  • rd_asteroid and pl_cactuscanyon (redux is fine but classic is preferred)
That's all I can think of off the top of my head. I'd prefer the server be mostly vanilla (with the exception of some classic community server maps).

Also, can you give us a detailed list of the maps in rotation?
 
What I'd like to see:
  • Random Damage Spread / Fall Damage
  • Map Nominations
  • Arena Maps (#ArenaLivesMatter)
  • rd_asteroid and pl_cactuscanyon (redux is fine but classic is preferred)
That's all I can think of off the top of my head. I'd prefer the server be mostly vanilla (with the exception of some classic community server maps).

Also, can you give us a detailed list of the maps in rotation?

I'll probably put the spread issue up for a poll once the server goes live and the separate thread is made.

With Arena maps would plain ol' arena be fine or should I set up the variant where a team respawns their players if they capture the maps' control point?

ctf_2fort
ctf_2fort_invasion
ctf_applejack
ctf_crasher
ctf_doublecross
ctf_doublecross_snowy
ctf_frosty
ctf_helltrain_event
ctf_landfall
ctf_pelican_peak
ctf_sawmill
ctf_snowfall_final
ctf_turbine
ctf_turbine_winter
ctf_well
cp_5gorge
cp_badlands
cp_canaveral_5cp
cp_coldfront
cp_fastlane
cp_foundry
cp_freight_final1
cp_granary
cp_gullywash_final1
cp_metalworks
cp_powerhouse
cp_process_final
cp_reckoner
cp_sunshine_event
cp_snakewater_final1
cp_sunshine
cp_vanguard
cp_well
cp_yukon_final
cp_altitude
cp_brew
cp_carrier
cp_gravelpit_snowy
cp_dustbowl
cp_ambush_event
cp_egypt_final
cp_frostwatch
cp_gorge
cp_gorge_event
cp_gravelpit
ctf_haarp
cp_hadal
cp_hardwood_final
cp_junction_final
cp_lavapit_final
cp_manor_event
cp_mercenarypark
cp_mossrock
cp_mountainlab
cp_snowplow
cp_spookeyridge
cp_steel
cp_sulfur
cp_overgrown
cp_burghausen
cp_degrootkeep
cp_degrootkeep_rats
cp_standin_final
tc_hydro
pl_badwater
pl_barnblitz
pl_bloodwater
pl_borneo
pl_breadspace
pl_cactuscanyon
pl_fifthcurve_event
pl_camber
pl_cashworks
pl_chilly
pl_corruption
pl_embargo
pl_emerge
pl_enclosure_final
pl_frontier_final
pl_frostcliff
pl_goldrush
pl_rumble_event
pl_sludgepit_event
pl_hasslecastle
pl_millstone_event
pl_hoodoo_final
pl_odyssey
pl_phoenix
pl_pier
pl_coal_event
pl_precipice_event_final
pl_rumford_event
pl_snowycoast
pl_spineyard
pl_swiftwater_final1
pl_terror_event
pl_thundermountain
pl_upward
pl_venice
pl_wutville_event
plr_bananabay
plr_hacksaw_event
plr_hacksaw
plr_hightower_event
plr_hightower
plr_nightfall_final
plr_pipeline
koth_badlands
koth_brazil
koth_cachoeira
koth_cascade
koth_bagel_event
koth_viaduct_event
koth_lakeside_event
koth_harvest_final
koth_harvest_event
koth_highpass
koth_king
koth_krampus
koth_lakeside_final
koth_slaughter_event
koth_lazarus
koth_los_muertos
koth_maple_ridge_event
koth_megalo
koth_megaton
koth_undergrove_event
koth_moonshine_event
koth_nucleus
koth_probed
koth_rotunda
koth_sawmill
koth_sharkbay
koth_synthetic_event
koth_slasher
koth_slime
koth_snowtower
koth_sawmill_event
koth_suijin
koth_viaduct
sd_doomsday_event
sd_doomsday
cp_cloak
rd_asteroid
ctf_foundry
ctf_gorge
ctf_hellfire
ctf_thundermountain
pass_brickyard
pass_district
pass_timbertown
pd_atom_smash
pd_cursed_cove_event
pd_farmageddon
pd_galleria
pd_mannsylvania
pd_monster_bash
pd_pit_of_death_event
pd_selbyen
pd_snowville_event
pd_watergate
vsh_distillery
vsh_nucleus
vsh_skirmish
vsh_tinyrock
zi_atoll
zi_devastation_final1
zi_murky
zi_sanitarium
zi_woods

All of them or just the ones that were ruined?
This plugin (there's a list on the page) covers a good chunk of them, and it lets you toggle them on a per weapon basis, so you can mix and match old and new play styles.
 
Weapons are reverted to their pre-JI/MyM status
is it universal or selective?
some weapons were buffed in these updates (cow mangler, manntreads, pretty boy)
and some others were nerfed out of necessity
[reserve shooter on pyro, sort of the crit-a-cola, sandman+guillo*, razorback and darwin (which got buffed in a different manner)

*thinking more about it the sandman stun was more bearable than i made it out to be, but the guilliotine made the stun a death sentence on any distance, please don't bring back sniper scouts

e: saw the answer now, but should still talk about what you plan on limiting server-side

second e: rephrasing the previous e
 
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View attachment 6445927
Ok, the server lies in the server browser, for the moment I'm done with the network side of things, now I just need to configure the server map/gamemode wise.

The server will be setup like this, of course I'm happy to change things up based upon feedback:
  • Fixed spread/fall damage
  • Random crits are enabled
  • Scramble vote is enabled
  • RTV is enabled (should I enable nominations?)
  • Previously played maps are on cooldown for 4 maps
  • Weapons are reverted to their pre-JI/MyM status
  • Most of the game's maps are in rotation plus some workshop maps (see below)
  • The server tags and name are set as seen in the image above, I'm a bit hesitant on the tags and emojis as most people won't be able to see this anyways
  • The map timer is set to 33 minutes
  • There is no win limit set
I'll exclude only the training maps, MvM and arena maps from rotation.

Custom maps and gamemodes are going to be a bit of an issue, since SRCDS' file transfer system is really really slow and FastDL with SDR is going to be a bit of an issue since I'm not in a good spot to spin-up a HTTP server somewhere with the files without expecting potential problems, I might be able to figure something out using Cloudflare, but that's a near future thing.

This means that for the moment I can really only add workshop maps into the server's rotation, sorry about this.

Workshop map wise:
  • I see some quake like vscript maps that might be a decent idea
  • rd_asteroid_redux
  • Cactus Canyon Redux
  • Convoy (both CTF and 5CP variants)
  • I see a (likely dead) server network branded Toyfort that could be added
  • Variants of Hydro (Conquest/Attack and Defend)
Is there any way to anonymize player names or is everyone just showing up on an alt?
 
Is there any way to anonymize player names or is everyone just showing up on an alt?
I don't think there's a plugin to anonymize player names, I'll have a look.

Worse case scenario you can show up on an alt, either way SDR will be hiding your IP address anyways, meaning that both the server and clients don't know their true IP addresses.

edit:

I've written a 40 line plugin to do this.
It looks like this in the server's chat:
Code:
Your name was changed on the server to protect your identity.
mJhgCYeIyMmVxGT joined team BLU

Seems to apply to everything including the server browser, however in-game players will still know your STEAM_ID and can right click on the scoreboard to view your steam profile.
 
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With Arena maps would plain ol' arena be fine or should I set up the variant where a team respawns their players if they capture the maps' control point?
Vanilla Arena, please.

As for the mapcycle, a lot of the post-JI maps are terrible or painfully mediocre (Valve stopped giving a shit about quality map curations afterwards); I'd recommend adjusting it to all maps pre-2018 (with maybe the exception of a few such as Cashworks, Haarp and Burghausen to name a few that stand out to me).
 
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  • Agree
Reactions: Da Capo and HexFag
I don't think there's a plugin to anonymize player names, I'll have a look.
https://github.com/EtraIV/TF2-Imageboard-GreenText (don't mind the readme, it hasn't been updated)
Be aware the chatbox can get pretty fucking gay with this thing on.

There's also the attached plugin, which randomizes player names based on a list of first and last names. IIRC it also changes the names on the server browser, at least the one on the Steam client. You'll have to edit it because it's full of ponyshit.
 

Attachments

Alright I've removed the password from the server as I think it's ready enough to get some early feedback, I'll write up a thread tomorrow.

The player name hider works well but has a flaw where players on the server can see the name change prompt in chat, I'll fix that soon-ish, so I would still take precautions for the moment.

There is no server IP that I can provide since Steam Datagram Relay IPs will rotate the moment the server has a connection hiccup or is restarted, so you can find the server on the browser or using the tags: kiwi, farms, fortress

If anyone is wondering what maps I decided to remove here's a list:
// ctf_applejack
// ctf_turbine_winter
// cp_canaveral_5cp
// cp_hadal
// cp_overgrown
// pl_breadspace
// pl_embargo
// pl_odyssey
// pl_venice
// koth_cachoeira
// koth_krampus
// koth_megaton
// koth_sharkbay
// koth_slime
// pd_atom_smash
// pd_mannsylvania
If there's any maps that shouldn't be here or should be excluded, let me know.

Really? Not 41 minutes?
Point taken, upped to 41 minutes.
 
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