Team Fortress 2

We all love a game of Team Fortress 2. But do you love the default HUD? It's colourful and fun, sure, but do you think it could be improved? For those players who might find the default slightly distracting we've searched to find you the best alternatives. Read on to find out what they are, where you can find them, and why you should be using them.

1. PVHUD

PVHUD is by far one of the most popular HUD mods in the community. Mention user-created HUDs in a Steam forum, and it wont be long before someone points you in the direction of this little guy. PVHUD is all about immediacy; the components are pulled towards the centre of the screen, made big and simple, and just tell you how it is.

2. Broeselhud

The Broesel HUD is a nice balance of an immediately recognisable format but made minimal enough as so to be less distracting. It brings the components to the centre of the screen, just below the cross-hairs and removes the character portraits from the health bar. The icons are smaller than those in PVHUD, meaning more of the screen is available to view the game through.

3. Oxide

Oxide is a HUD for those looking for a more competitive edge. The aim of the mod is to reduce the HUD to only the complete necessities. Health, ammo and special abilities counters are reduced to small, unobtrusive icons. The who-killed-who blog is reduced to barley anything. Hell, even the menus are reduced to simple lists. It eliminates the flamboyancy of the original, giving you only what is needed to own like a pro.

4. Flame's TF2 HUD

This HUD is once again a minimalist's HUD, but does it with a significant degree of polish. Where some other HUDs are clearly user made, Flame's is so well designed it looks like an original. Featuring centralised components, a slickly designed objective tracker and maintaining that disticnt 'TF' feel, Flame's TF2 HUD is one for serious consideration.

5. FrankenHUD

Why choose one HUD when you can have them all? That's the philosophy of FrankenHUD, which combines all the great touches of other popular HUDs and combines them into one mega HUD. You've got your minimalist pop-ups, your merged payload objective bar, your Steam avatars in the chat indicator and a snazzy little window to select your class from rather than the line-up screen. Combine that with easy read icons, and you've got a winner on your hands.

Installing a new HUD is simple. Head into your Steam directory (Program Files/ Steam/ steamapps/ [your username/ team fortress 2/ tf2). In the tf2 folder you'll find a small group of folders, two of which will be called 'resource' and 'scripts'. When you download the HUD files, open the file (you may need a RAR extraction tool if you don't have one already). Inside you'll find 'resource' and 'script' folders. Simply replace the ones in your 'tf2' folder with the new ones, and you've set up your new HUD. It's probably a good idea to make a backup of the original 'tf2' folder before you start tinkering with it, so you can revert back to original settings if you change your mind.

Which are you favourites? Let us know how you get on in the comments.
Team Fortress 2

A robot has dropped a churro. The tasty Spanish treat tops off my Tank class character’s life bar, and I push deeper into the blue team’s territory, rending more automatons with my railgun as I go. En route, I pass a teammate dumping minigun shells into Monday Night Combat’s adorable mascot, Bullseye—a guy in a plush, smiling suit that dances through the arena and bleeds coins instead of blood.




Monday Night Combat imagines a hyper-consumerist, hyper-violent future where cloning, corporate sponsorship and genetic enhancement combine to produce a future-sport—a hilarious vision that influences every aspect of its design. At first touch, the cartoony, six-on-six, class- and team-based shooter may appear to be a Team Fortress 2 knockoff. The game's six classes are all doppelgangers or amalgams of TF2 classes--like the cloaking, backstabbing Assassin or the the healing gun-toting, turret-dropping Support class. But when the action begins--and a sleazy announcer calls out a line like "It's Father/Daughter Day here at the Dome! Good to see so many dads in the stands sharing a day of mortal combat with their little girls," you know you're in for something different.

A big slice of MNC’s originality comes from a cross-pollination with the mechanics of Demigod, a DoTA-style strategy game that many of its developers helped create. Every minute or so, both teams’ bases churn out a wave of AI-controlled robots that march in a pre-defined path toward the enemy base. The carnage and attrition these minion-bots create is my favorite thing about MNC, and it almost creates two simultaneous, parallel modes of combat that players can participate in. I can wade into the crowds of marching droids anytime I want a break from hunting players, and I still feel like every bot I blast is moving my team an inch closer to victory. Reinvesting the cash I earn from killing bots to build turrets around my base, unlock jump pads scattered around the level or upgrade skills produces—like in DoTA games—creates an economy that I want to participate in. I’ve never played a shooter like it.



It also feels like a fairly careful port from Xbox Live Arcade to PC. MNC's beta period tweezed out the frustrating insta-deaths I experienced during the pre-release (many of the grapple moves--fighting game-style grabs that lock you and your enemy into a set animation--now only take a 1/3 or 1/2 chomp out of your life bar). There's a command console, too. More importantly, characters handle perfectly with a mouse and keyboard--the sense of friction you have against the environment when spin-turning or executing a jetpack dash as an Assault class feels just right. These gameplay elements have definitely received some PC-specific attention, though a few ghosts from the XBLA version still lurk: HUD logos and menu items take up valuable screen real estate, the server browser doesn't currently exclude servers that have a mismatched version, and the Call of Duty-style gamertag banners that you earn for completing achievements are still at the low resolution from the console version.

My other complaints are modest: the character classes aren't as lovable or expressive as I wish they were, the single-player content boils down to set of (admittedly challenging) player-versus-bot survival events, and some weapons feel hollow (the Tank’s jet gun barely animates when it spits out its player-immolating laser beam), but this barely erodes at the sum of dynamism and humor MNC puts forth. With five mostly-similar maps, it may not stand in with the longevity of your primary FPS, but at $15, it's the best-available diversion to the 300-plus hours you've put into the shooter you're growing tired of. MNC also has the distinction of being a game where you can fire a grenade that coats an enemy's screen with ads for genetic enhancements. Go buy it.





Team Fortress 2

Space Channel 5 is a Dreamcast (and PS2) rhythm action game that had you controlling a sassy reporter through a series of dance-offs. It has absolutely nothing to do with multiplayer shooter Team Fortress 2. Until now.


Using the magic of the personal computer, YouTube user xcloudx01 has put together this clip in which Space Channel 5 (which if you're not familiar with you can see below) is played not by Ulala and Michael Jackson, but by...some guys from Team Fortress 2. And Grand Theft Auto IV's Nico. And a Pyramid Head from Silent Hill. And...Daft Punk.


It makes no sense, but then, as xcloudx01 points out, the backup dancers you had in the original made no sense either, so it's totally cool!



Team Fortress 2

Monday Night Combat is now available on Steam, and to make it's launch a little more interesting, some cross-overs are happening between it and Team Fortress 2. Read on for details on the bonuses.

“Purchase Monday Night Combat on Steam by 10.00am PST February 1st and get access to Monday Night Combat content in Team Fortress 2 and Team Fortress 2 content for Monday Night Combat,” say the game's developer Uber.

Players can earn six new Honors by playing a character wearing TF2 gear in Monday Night Combat. A seventh viral Protag - MNC Fever - can only be earned by killing a player equipped with it. Initially the development team will be the only players in possession of MNC Fever.

The crossover gear for MNC includes equipment from Team Fortress, among which are the Sniper's stylish hat and the Pyro's gas-mask.

Gear available for Team Fortress 2 is more limited than that of MNC, but is made up of a small selection of clothing including a baseball cap and some socks.

The Xbox 360 version was well received, and has been on the platform since August. It's available on Steam now for £9.99



Jan 24, 2011
Team Fortress 2 - SZ
<a href="http://store.steampowered.com/app/63200/"><img src="http://www.teamfortress.com/images/posts/MNC_demo_assault.png" width="420" height="210" border="0"></a>

If you buy a copy of <a href="http://store.steampowered.com/app/63200/">Monday Night Combat on Steam</a> between now and 10AM PST, February 1st, 2011, you'll get two batches of exclusive items. In MNC, you'll receive class-specific mods to make your classes look a bit more TF2-y. And over at Team Fortress, you'll get an MNC-branded hat that any class can wear, as well as a custom hat and outfit for the Scout.

Why are we doing a cross-promotion like this? We've been playing Monday Night Combat at the TF offices, and it is frickin' addictive. We wanted to make sure the TF2 community knew about it. So buy Monday Night Combat! You'll get a chance to play a fun game, and get a pile of new items for your trouble.
Jan 24, 2011
Team Fortress 2 - SZ


If you buy a copy of Monday Night Combat on Steam between now and 10AM PST, February 1st, 2011, you'll get two batches of exclusive items. In MNC, you'll receive class-specific mods to make your classes look a bit more TF2-y. And over at Team Fortress, you'll get an MNC-branded hat that any class can wear, as well as a custom hat and outfit for the Scout.

Why are we doing a cross-promotion like this? We've been playing Monday Night Combat at the TF offices, and it is frickin' addictive. We wanted to make sure the TF2 community knew about it. So buy Monday Night Combat! You'll get a chance to play a fun game, and get a pile of new items for your trouble.
Counter-Strike: Source - Valve
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  • Fixed the dedicated server not running on machines using Win2k

Team Fortress 2
  • Added the Monday Night Combat gear
  • Added Crit-a-Cola to the weapon drop list
  • Added missing chalkboard/serverbrowser materials for 5Gorge
  • Fixed some missing particles systems in the low violence version
  • Fixed a bug with the round ending when a control point is captured during Overtime in CP_Egypt
  • Fixed the game not running on machines using Fat32
  • Updated the localization files
Jan 24, 2011
Team Fortress 2


If you buy a copy of Monday Night Combat on Steam up until 10AM PST, February 1st, 2011, you'll get two batches of exclusive items. In MNC, you'll receive class-specific mods to make your classes look a bit more TF2-y. And over at Team Fortress, you'll get an MNC-branded hat that any class can wear, as well as a custom hat and outfit for the Scout.
Left 4 Dead

Richard Cobbett goes back to school to face an old fear. The Witch has returned, and she wants your soul. Or to see if you can handle basic literacy puzzles for six-year olds. One of the two.

Hers is the face that haunted a thousand nightmares. Hers is the laugh that chilled the blood of almost every child during the decade that taste forgot. There was no running from it. There was no hiding. If you were at school in the 80s, facing her was as close to a rite of passage as figuring out what the older kids were actually doing behind the bikesheds. She was Freddy. She was Jason. She was the blood-soaked murderer in your older siblings' carefully hidden videos. And at some point, your teachers would nervously plug in your school's single BBC Micro computer and make you dance for her amusement.

She was... The Witch. And if this blocky cyan face means nothing to you, know that across England, a generation of gamers is even now crawling back into their skins after seeing it. Oh yes...





Back in the 80s, computers were rubbish and expensive. Most schools only had a handful - inevitably the BBC Micro, which was built by Acorn Computers for a BBC-operated programme called the BBC Computer Literacy Project. The BBC Micro pre-dated the more popular ZX Spectrum and Commodore 64, and was the first 'real' computer that most kids got their hands on until at least the mid-80s. Most teachers were completely clueless about them, and in my school, they were generally kept out in the hallway where they wouldn't scare anyone, and used for exactly three things: writing simple programs in BASIC to make it print "WILLIES!" a thousand times, very primitive word processing, and playing games.

Of course, by 'games', we're really talking 'edutainment'. Obviously, there were plenty of BBC Micro games out there, but they were deemed far too frivolous for school use. At least, until someone inevitably came in with a disc of pirated ones, like Frak and Repton. That usually took... ooh, whole seconds!

Of the Approved Games For The Improvement Of Young Minds, there were four that most people knew of: Podd, in which you gave orders to a tomato man to see if he could do them ("Podd can Dance" he was okay with, "Podd Can Shit Himself" wasn't likely to happen, no matter how often kids tried), and three adventures from a company called 4Mation: Dragon World, Flowers of Crystal, and Granny's Garden.

Of the three, Dragon World was by far the easiest. A typical puzzle was working out that "Nogard" is "Dragon" backwards, and that love and friendship are the greatest of all treasures - a heartfelt sentiment that taught young kids everywhere the true meaning of the word 'bollocks'. As for Flowers of Crystal, it was just... insane. I remember much of the game, but I can't for the life of me explain what the hell it was meant to teach, how you were meant to work anything out, or... or anything at all. Maybe I'm just thick.



Last, but by no means least, there was Granny's Garden. It was aimed at ages 6-10, and for the most part, not very difficult. This is the one that absolutely everybody remembers, if only for The Witch. Make a mistake? The Witch would get you. Trip a trap? The Witch would get you...

But why mention it here? Isn't it a BBC Micro game, and thus by definition not a PC one? Yes, but 4Mation is still around, and still distributing it - both a modern update, and an emulated version of the original. The classic game, running on your PC. How can anyone put a price on nostalgia like that?

Oh. Turns out 4Mation found a way. And it's £15. Grr.

(They also sell Flowers of Crystal for around the same price, adding "which is less than the price it originally sold for!" Okay, fair enough, it's cheaper than it once was. It's also a game from 1983. Not exactly the greatest deal this side of a Steam sale, even if it does come with the full extras.)



Granny's Garden is an odd title, since as far as the game's concerned (until the very last line), you're actually a noble adventurer questing through the mysterious Kingdom of the Mountains in search of the King and Queen and their missing children. This made lots of kids scratch their heads at time, wondering just who this Granny was. Was she the witch? No. The whole thing is a game being played by a couple of her grand-kids to entertain themselves in her apparently phenomenal garden full of caves, huts and dragon cities, but you'd only know that if your teacher bothered to read the manual and tell you.

Said manual is actually pretty ballsy, not just for all the typos (including talk of kids' "motovation", the game's "grate" features and the "Wiched Witch"), but for a whole section that suggests teachers actively think up explanations for the game's nonsense logic, like why one character eats keys, how the hell an apple can kill a snake, why a witch's broomstick simply appears out of nowhere for one puzzle, and most incredibly of all, why a Chinese caricature called Ah-Choo keeps sneezing. "Is it Asian flu?" it asks.

Sigh. Somewhere, Gene Hunt is grinning. Still, never mind. Onward to adventure!

The first puzzle really sets the tone. Here it is.



Did you solve it? No, you didn't. It's pure trial and error. Welcome to Granny's Garden.

Probably the oddest thing about the game is its bizarrely authoritarian tone. At least, that's how it feels to me, although it could well just be my bad memories of Miss Wood's classroom. Miss Wood was five foot of evil wrapped in the stolen skin of a bitter old bitch, but she provided my introduction to this game, and so it's hard to play without thinking of her voice narrating it. "Do you want to go into the cave?" the game asks. NO, you type. "Yes you do!" it informs you. "Do you want to help the King and Queen?" NO, you protest. "That's not very nice!" it snaps. "Do you want to help the King and Queen?" And so on.

Basically, Granny's Garden is a SEE ME note carved into my soul. Your nostalgic memories of it will probably be different, because it was quite a small class and I'm pretty sure you weren't in it.



Much like Miss Wood, whose catchphrase was "It's a disgrace! A disgrace!", Granny's Garden has little tolerance for stupidity, real or imagined. The puzzle above is the first real one (and bear in mind that this is a game for kids). What's the password? Get it wrong and it patiently tells you it's written on the wall. Get it wrong again and it tells you to look for the blue letters. Get it wrong a third time and it just tells you the answer outright, but still insists you type it in yourself. Otherwise, how would you learn?

(In Miss Wood's class, it was funny to pretend not to be able to solve this. Just stare at the screen for several minutes, lost in deep thought, trying to unpick it and savour her frustrated fury at not being able to shout "It's FIG! FIG! Are you blind AND stupid? FIG!" Sigh. Good times. Good times...)

Inside, the Witch has set some Traps. One of them is fairly obvious - a red broomstick. Do you take it? "Silly silly silly!" the game shouts, summoning the Witch to tear off your flesh and make a puppet out of your still quivering bones send you back home. Fair enough. Red does mean danger after all.

Unfortunately, the other traps... make much less sense. For instance, there's a snake in the basement. You have a stick and apple in your inventory. Throw the stick? Oh, you idiot. You blundering arse. "The stick was an evil magic wand," the game chortles, like the most punchable kind of Dungeon Master. Think you can do better in the Kitchen? Just try it. "There is a huge cooking pot hanging over a very hot fire," the game teases, whistling innocently. "I wonder what is in there. Are you going to look in the pot?"

Well, a pot seems safe enough, right? It may even have a spell in it that I can use later. So, yes, Granny's Garden, I call your bluff! YES, I say. I am going to look in-

"Oh dear, oh dear, oh dear!" laughs the game, summoning the Witch to curse your family with branded images of your screaming face on their buttocks send you back home again. It doesn't even explain why. Was the Witch in the cooking pot? Was it alarmed? Doesn't matter. You're done.

Having defeated the snake by throwing an apple at it, which makes a green broomstick appear elsewhere in the house, which turns into the missing princess Esther when you take it... or something... it's onto the next challenge. This one is set in the Giant's Garden, and is much more fun. Guided by a talking toadstool - just roll with it - you have to use a set of animal friends to find the next kidnapped child, Tom. There aren't any Witch attacks in this bit, which helps, and it's an entertaining concept. Need to cross a pond? Call the giant butterfly. Need protection? Climb into the snail's shell, and don't think too carefully about it. Need to get past a dog? Get your friend the bee to sting it, oblivious to the fact that you just sent him off on a suicide mission and are therefore a stupendous dick. Ah, well. At least it died a hero.

Garden crossed and Tom saved, your next mission is in...

Oh. Oh dear. The City of the Dragons. Apologies on behalf of the 80s...



Ah-Choo sets you a challenge involving feeding baby dragons, which is far, far too hard for the age-group this game was made for. Even sillier, he makes the greatest mistake a game for kids can ever make - letting players type things for the characters to say. In this case, he wants to know what your favourite food is. Whatever you answer... oh, who am I kidding? Here's every playthrough ever:



Cheery racist caricature out of the way (and in fairness to Granny's Garden, this was in no way unique - the popular kids TV show Knightmare had its own, even worse example in the form of a trader called Ah Wok), it's onto the thing in the world more terrifying than the Witch.

Welcome to The Land of Mystery. You will come to know it as "Hell".



I know what you're thinking. Doesn't look like much. Don't be fooled. This is, without a doubt, the single cruellest, nastiest, most obtuse bit of game design in the history of adventures. It's the interactive version of the teacher's cane. It is the puzzle box that Satan would make to prove his existence to a skeptical world. Torture. Genocide. The Land of Mystery. Debate over. Dawkins, get in the Poo Lake.

The only way to complete this section is pure, bloody-minded trial and error. Go to a location in the wrong order and the Witch shows up to grind your bones into bread that weeps as she slices it with her serrated scalpel send you home. Solve puzzles in the wrong order and you'll lose the items you need to win the game. To get the water to put out the forest fire for instance, you have let a monster eat a key you found... but if you do that, you can't get into the Castle. The Castle isn't actually your final destination. Instead, it's a tower that you're not actually told about, up in the Forest. And if you try to go to the wrong destination at the wrong time, oh, you poor, poor fool. "That was not a good idea!" the game chides, giving you a big squelchy, terrifying face full of cackling Witch horror. How I hate the Land of Mystery.

Need more proof? Here's its most infamous puzzle.



THE CORRECT ANSWER IS "YES". See, if you say 'Yes', he admits he doesn't really eat people at all, and you get to collect a stone you need from his hill. Say 'No' and he just chases you off. As far as lessons to kids go, this really is right up there with "Strangers often have the best candy."

Being Hell, there's no saving in the Land of Mystery. Every time you snuff it - and you'll snuff it a lot - you have to go back to the title screen, hear a few bars of classical music, enter a password, be told the names of the kids you're trying to rescue, watch a magic raven slooooowly welcome you to the Land, and then retrace your steps and try and work out how to avoid screwing yourself over this time. For instance, go to the Witch's Cottage, and you're given two options - to take a key from outside and leave, or venture inside. Inside, the Witch is just sitting there with a cake in her hand. You're given the option to take the cake... but no explanation at all of how you'd actually get away with that. Since earlier in the game you could die by looking into a cooking pot or throwing a stick, surely this stupidity is suicide?

Nah. You just pick it up and walk out. Of course, try to walk to the Lake afterwards...



BUT YOU WERE IN YOUR COTTAGE! I WAS THERE! I TOOK YOUR CAKE!

Back in the 80s, this is as far as I ever got - not really because it was hard, but because a little cartoon of the Witch labelled "Miss Wood" led to the disks being put away forever in favour of silent long division exercises. Replaying the game now, with a pen and paper to get through Hell, I finally saw the ending. Was it worth waiting about twenty years? Probably not, no. Still, at least it's a game I don't need to regret never having finished. And I can finally put the cyan-drenched nightmares to rest. At least, for now...



Or, if you were in Miss Wood's class, an hour of silent long-division. Sob.
Team Fortress 2 - SZ
As if we'd let you languish without some updates from the community!

<a href="http://construction.tf2maps.net/"><img src="http://www.teamfortress.com/images/posts/construction_theme.png" width="420" height="249" border="0"></a><ul>
<li><a href="http://tf2.wireplay.co.uk/">Wireplay</a> is about to launch Season 8 with some new unlocks allowed. Check out their site for the full list.</li>
<li><a href="http://tf2maps.net/">TF2Maps.net</a> has released a completely new theme pack this week dubbed the <a href="http://construction.tf2maps.net/">construction theme</a>. Additionally there's a new arena map, "Hard Hat" that goes along with it showcasing the new assets. They also have an <a href="http://forums.tf2maps.net/showthread.php?t=15962">Asymmetry vs Symmetry</a> control point mapping contest going on for good measure. Hopefully they don't take up blogging anytime, because that'd be really embarrassing for us.</li>
</ul>
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