Difference between revisions of "Game Modes"

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Revision as of 13:03, 9 November 2025


       Frag Friday

Template:Clear

Public Game

Pub Servers (also known as Freestyle, or No-Rules Servers) in Quake Mega Team Fortress (MegaTF) are open, persistent multiplayer servers where players join freely to do literally anything they want—no enforced modes, no admins policing playstyles, no mandatory teams or objectives. Spawn on classic maps like 2fort5 or badlands, pick any of the 9 Classes, and unleash chaos: stack 5+ HWGuys for a meat wall, spam airMIRVS as Demo, rocket-jump as Soldier for flag grabs (or ignore flags entirely), or just FFA frag randoms with Pyros and Spies. It's pure, unfiltered MegaTF mayhem on community-hosted servers.

Overview

These servers embody MegaTF's roots as a modded Quake playground: join via server browser (e.g., quakeservers.net) or console connect (e.g., connect gamehost2.tastyspleen.net:27502). No queues, no MMR—first come, first spawn. Maps rotate via vote or admin's rotation. Expect imbalance: all-Engineer sentry nests, Medic uber-chain zergs, or griefers dropping mirvs everywhere. Minimal rules (e.g., no blatant hacks), but toxicity, teamkills, and spawncamps are fair game. Perfect for testing strats, memeing, or 24/7 class spam.

Key Features

  • Total Freedom Any class, any loadout. No team locks—go Red, Blue, Yellow/Green (if enabled), or lone wolf. Build dispensers/sentries anywhere; call airstrikes mid-fragfest; jetpack fly forever.
  • Persistent Chaos 24/7 uptime, up to 32 players. Maps vote-changed; modes accidental (CTF if someone grabs flag, DM otherwise), custom binds (drop1/2/3 grenades).
  • Minimal Rules Admins lenient; no vote-kick for extreme grief. Proxies/mirvs everywhere; no "fair play" enforced. Custom sounds/models auto-download on join.
  • Progression & Rewards None official—brag rights via demos (MVD support). Track personal streaks; community leaderboards rare. Cosmetics via skins/locs.

How to Play

1. Launch MegaTF: Use nQuake/EZQuake/FTE client; gamedir fortress. Connect to our main PUB server tastyspleen.net::MegaTF Classics: connect gamehost2.tastyspleen.net:27502.

2. Find Servers: Multiplayer > Servers > Filter "fortress". Or browse http://www.quakeservers.net/quakeworld/servers/t=tf/.

3. Connect & Spawn: Join, auto-download files. Pick class.

4. Go Wild: Flag run? Sentry spam? HWGuy conga line? Your call. Vote cmd votemap mini32s or cmd votenext optics5 for map changes.

5. Leave Anytime: No commitment—spectate, demo record (record demo x).

Variants

  • High-Pop Zergs: 10v10+ meatgrinders on 2fort5; pure explosion spam.
  • Low-Pop Pubs: 4-8 players for pseudo-Quad/ DM hybrids/ funny / Free-For-All maps.
  • Custom Maps: Community packs with MegaTF entities (keep-away, king of the hill, unlocking laser systems).

Ideal for endless sessions, Freestyle Servers capture MegaTF's anarchic soul: no structure, all skill (or cheese). Jump in, drop a prox, and own the server!

Our weekly PUB event is Frag Friday at 7pm EST. This draws the most players!


Pickup Game (PUG)

Pickup Game Mode is a casual, spontaneous multiplayer mode in MegaTF, inspired by real-world pick-up games. Players quickly form teams (up to 8+ per side) for chaotic Capture the Flag (CTF) matches on classic maps like 2fort5, without formal matchmaking or pre-made squads—perfect for solo queue or dropping in with friends. Typically teams are arranged on Discord prior to joining.

Overview

Typically, PUGs are organized initially on Discord by gauging interest and availability of players, and using 2 captains to pick teams. Alternatively, drop into a shared MegaTF server for ongoing PUG games. Spawn as a spectator on the bench, then call "next" to rotate into action as any of the 9 classes (Scout, Sniper, Soldier, Demoman, Medic, HWGuy, Pyro, Spy, Engineer). Teams (Red vs. Blue) form organically: first arrivals claim spots, newcomers fill the opposing side or sub in. Winners can stay as "flag kings," defending their position while losers rotate out—mimicking street scrimmages but with rocket jumps, proxy grenades, and MIRV spam. Alternatively, completely new teams are picked after the match to keep the action fresh.

Key Features

  • Dynamic Team Formation | 8+ players per team for mega-scale CTF. Call "next up" to sub in when a slot opens. Class selection on spawn—mix Scouts for flag runs, Engineers for defense.
  • Game Length | Short, frantic matches: First team to 3-5 flags (win by 2), or 30 min timer. No halftime—pure momentum shifts with mega teams clashing at mid.
  • Casual Rules | Call-your-own fouls, Player-voted options: enable/disable jetpacks, grapples, or airstrikes.
  • Quick Join | Instant queue: Solo or partial squad. 30-sec ready-up, join mid-match. Auto-class suggestions based on team needs (e.g., "Need Medics!").

How to Play

1. Queue Up: Join the server. Pick map (e.g.,ff-destroy3, 32smooth) and class preference.
2. Arrive at Arena: Spawn spectating the ongoing CTF. Ping "next" to enter the rotation queue.
3. Form Teams & Vote: Live balance—join Red/Blue as needed. Vote on rules (e.g., "Proxies on?").
4. Frag & Cap: Rocket-jump to enemy flag, coordinate with randoms (Medics heal, Spies infiltrate). Losers bench; winners hold base.
5. Rotate Out: Bail post-game, let others join in. Matches end on cap limit or timer.

Ideal for 15-30 minute blasts, Pickup games capture MegaTF's massive team brawls and class synergy in pure, no-commitment chaos. No grinding—just grab the flag and frag!


Quad

Quad Mode is an intense, small-team Capture the Flag (CTF) variant in Quake Mega Team Fortress (MegaTF), designed for 2v2 or 3v3 matches on compact, symmetrical maps like xpress3 or quad-specific arenas. One team assaults the enemy's flag for 10 minutes using Soldiers only for precise rocket jumps and speed, while the other defends their base tooth-and-nail with Soldiers + Demoman leveraging proxy mines, pipes, and HW-level firepower. Sides then switch for a second round, and the team with the most total flag captures wins—emphasizing raw explosive synergy and brutal holdouts.

Overview

Perfect for quick, skill-testing sessions, Quad Mode strips MegaTF down to elite small-team play restricted to Soldiers (offense) and Soldiers + Demoman (defense). Attackers blitz the flag with rocket barrages amid grenade-jumping and nail spamming, while defenders lock down ramps and battlements with pipe traps and sentry-like denial. No massive zerg rushes or other classes—just razor-sharp explosive coordination on maps tuned for 4-6 players total.

Key Features

  • Team Sizes & Roles | 2v2 or 3v3 (auto-balance). Offense: Soldiers only—rocket launcher spam, nail/frag grenades for pushes. Defense: Soldiers + Demoman—pipes, mirvs, prox for chokepoints. No class swaps; locked per role.
  • Round Structure | Round 1: Blue attacks Red (10 mins). Switch: Map restarts and players switch teams. Total caps decide winner (e.g., 4-3 victory).
  • Casual/Competitive Rules | Quad-locked classes; jetpacks/grapples on; player-voted toggles (e.g., no proxies for purity). Flag drops on death; "make-it" optional. Power-ups spawn neutrally (Quad for attackers shines).
  • Quick Matchmaking | Solo queue or premade through Discord. 30-60 sec warmups; spectator after losing, let new players in.

How to Play

1. Queue Up: Ask Discord players to start a match. Or join the Quad server and spectate until a slot opens up. Choose map from a 2v2/3v3 map pool. Connect to our Quad server tastyspleen.net::Quad Server: connect gamehost2.tastyspleen.net:27505.

2. Assign Sides & Classes: Pick a side, Blue attacks. Auto-lock: Offense = Soldiers; Defense = Soldiers/Demoman.

3. Round 1 - Attack/Defend: Soldiers rocketjump, bunnyhop, and juke for flag grabs; Demoman pipes flag & spams attackers, Soldier goes for kills, blocks, airshots, and protects the Demoman. 10 mins.

4. Switch & Tally: Roles reverse (offense gets Soldiers, defense mixes). Most caps wins.

5. Rematch or Exit: Winning team stays, losing team spectates to let in new players. After 3 consecutive wins, winning team spectates to rotate in new players.

Variants

- Quad Rush: 1v1 or 2v2 only, 5-min rounds, Soldiers-only both sides for pure speed.

Ideal for 20 minute matches, Quad Mode delivers MegaTF's explosive class depth in high-stakes, restricted CTF chaos. Master the boom, or get piped! ---

Midair

To come...
tastyspleen.net::MegaTF Midair gamehost2.tastyspleen.net:27501 Midair Monday Banner


Dueling (1v1)

Dueling (1v1) in Quake Mega Team Fortress (MegaTF) is a pure skill-based deathmatch showdown between two players, typically on the arena map 1on1r—a compact, symmetrical deathmatch layout by Bleach, renowned as the most popular 1v1 map in Team Fortress variants, succeeding classics like square1.

Overview

Dueling strips MegaTF to its raw FPS roots: no teams, no flags—just frags. Players spawn with full class loadouts on small maps with tight corridors, ramps, and open areas. Matches typically run to 20 frags or 10 minutes, with suicides cratering (-1). Class choice is king—Soldier reigns supreme for rocket spam and jumps, but in theory other classes can be played: demos pipe trap, pyros ambush, and snipers pick corners on their specialized sniper war maps. Find duels on any public MegaTF server, or challenge someone in Discord chat; record demos with MVD for review.

Key Features

Feature Description
Primary Map: 1on1r Symmetrical open arena with weapon rooms.
Class Lock Prematch agree (e.g., "Soldier only"). Soldier dominant; no engy/sentry. Instant respawn, full ammo/health.
Rules No powerups/runes (pure skill). Fraglimit 20; ties = rematch. No cheap spawns (firing or priming grenade too soon); say gg post-match. Custom cfgs: fast movement in MegaTF demands prediction and clarity.
Servers & Access Freestyle pubs (e.g., zap.megatf.us:27500). Console: cmd votemap 1on1r. Play against bots via a custom qwprogs.
Rewards Bragging rights, clan tryouts. Demos for analysis; leaderboards rare but could be Discord-tracked.

How to Play

  1. Setup: Join a server; cmd votemap 1on1r.
  2. Spawn & Load: Pick class (usually soldier). Grab backpack for full loadout.
  3. Fight: Rocket-tag mid; strafe-jump corners. Respawn instant—pressure nonstop.
  4. Win Condition: First to 20 frags. Loser buys next round.
  5. Review: record $date_$time_1v1demo ; play back in EZQuake/MVD.

Strategies

Dueling on 1on1r rewards movement, timing, and prediction and most of all raw aim—echoing Quake duels but with MegaTF's enhanced class abilities. Unlike Quakeworld Deathmatch, in MegaTF dueling there is typically no importance on controlling resources or locations. However, less common maps such as hill contain a Quad powerup, a Megahealth, and Red armor pickups, which are important to time and control, somewhat like QWDM. In MegaTF, the Soldier has 4 rockets per clip, so reloading time variations can play a role in strategy (ie. firing the first rocket at a distance, reloading quickly, and using the next 4 rockets to kill the opponent). Reload time in MegaTF depends on the number of rockets left in the clip, so that timing is vital to understand for strategy. Another common strategy used by Soldiers is to aim at their opponents feet to pop them in the air, creating easier movement prediction and the opportunity to hit direct airshots and combos with grenades. This can be countered by using Quakeworld's air-strafing mechanic, whereby the player can move and curve in the air to avoid prediction.

Class Strengths Key Tactics
Soldier (Meta Pick) RL spam & knock up, rocket jumps, grenades, armor. Direct rockets, airshots, rocketjumps, grenade timing, reload timing, weapon switching.
Demoman Pipe spam, detpack traps, mirvs. Pipebomb traps around corners; detpack open areas. Gren1/2 spam chokepoints
Pyro Flamewall, napalm grenades, set opponents on fire. Ambush tight spaces, get opponents stuck on flames / lavapool
Sniper Aim precision, instant-kills, alarms. Pick long sightlines; auto-rifle close up.
Others (Scout/HW) Speed/tankiness. Scout harass; HW mid-distance control.

General Tips:

  • Movement: Strafe-circle; rocket-jump unpredictably.
  • Positioning: Use height if available, use distance to avoid rockets or to rush the opponent and grenade them.
  • Mindgames: trash talk, switch weapons mid-fight, rocketjumps, change up strategies mid-game, use in-game yells or taunts.
  • Adapt: Mirror opponent's class & tactics; watch demos (e.g., Destro vs Torokokill).

Variants

  • Class-Specific: Soldier-only is most common
  • Square1 Legacy: Older map, similar but more open.
  • Powerup Duel: Rare, play maps with Quad/Pent for an added dimension.

Ideal for 5-15 min skill checks, dueling hones MegaTF mastery amid explosive chaos. Call "gg" and queue rematch! ---

Training

To come...