The Format Problem

why having two dominant formats has been detrimental

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Ever since most people can remember, there have been two dominant formats in which most competitive players participate: 6v6 and Highlander. I believe that this arrangement has been ultimately detrimental to both formats and to the general progression of competitive TF2.

2015: TF2 Year In Review

a look back at the defining moments of the year

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Another year has passed by, one that has seen the 19th birthday of the Team Fortress franchise and the 8th birthday of Team Fortress 2 - both seemingly very old by modern standards. Despite its age, however, Team Fortress 2 and its moderate competitive scene still had several surprises in store for its fans and participants, as well as many hopes for the future. Without further ado, let’s look over what defined the year and made it so interesting.

froyotech: The Conquerors of the World

a look back at the most dominant team in TF2's competitive history

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All dynasties must come to an end eventually, and it is now froyotech’s turn to take its bows and fade gently into the stars. In honor of their impressive achievements, let us review their history from meteoric rise to fall from grace and look at the legacy they leave behind for teams to look up to.

The Intricacies of TF2 Timers

why managing them is so much of an issue

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Timing in Team Fortress 2 (as far as competitive goes) has always been something of a delicate issue. The round timer is a perfect example of it - decrease the timer, and defenders have even more of a reason to attempt to slow down the game even more; increase the timer, and attackers have no reason to push forward until they can create the perfect storm.

I’m not really here to discuss the metagame issues, though, but rather to look at the complex technical issues surrounding them. In order to do that, let’s look at how another game handles timers compared to TF2. In Counter-Strike: Global Offensive, there is no timer for the map. Each round has timers which limit the round’s length to a maximum of three minutes. This is in contrast to TF2, which has a map timer set to thirty minutes (usually) and a round timer set to ten minutes which is reset every time a control point is captured.