Showing posts by samson
Thread: sugma win OZF 31 Main!
samson Retired League Admin

Congratulations Main winners sugma

Logs

Sunshine - 3 - 2 GC
Process - 3 - 2 GC
Match Thread

Congratulations to sugma on winning the OZF 31 Main Grand Final against oportotech.

In a rematch of their upper page playoff in which oportotech upset the favourites, sugma in a very tight 3 map affair, both teams would have been confident going into the grand final.

Sunshine began with the typical rotational attrition that we expect from the map, before some excellent late fight coordination out of sugma (BLU) saw them take the first mid. A short back-and-forth between the teams eventually resulted in oportotech (RED) holding BLU on their last. Double soldier sacs were exchanged with lux landing two crisp rockets onto RED team's medic, dropping their uber. BLU were easily able to push out of their last with the pressure of uber ad, taking mid for free as both team's uber evened out. Another successful double soldier sac into RED 2nd saw them force uber as RED were forced onto their last faced with an uber disadvantage. BLU were able to capitalise on a messy uber exchange with lux securing a pivotal kill on the opposing demoman as they won their first round. The 2nd mid started and ended with a clean bomb from /dev/zero killing the BLU demoman. Trades go back-and-forth once more with the fight eventually stalemating on BLU 2nd, as RED began sending sacs into last. lux once more capitalised on RED team's poor positioning, finding and dropping their medic's uber. In an attempt to break out of lobby, BLU were forced to use their uber, and in trying to keep up the momentum attempted a push into mid, however, a crucial flank from janga stalls BLU for long enough as RED are able to regain control of BLU 2nd. A well executed 20% uber ad push into last saw BLU forced into spawn as RED easily took their 1st round. The 3rd mid again saw both teams playing rotations however some exceptional pressure from durpy saw RED crumble in a decisive mid victory to BLU with paray the only casualty. After what would be the first of many failed full uber ad pushes from BLU into RED's last, the aforementioned team were able to stabilise on BLU 2nd armed with a small, but useable uber advantage. A well coordinated uber exchange in conjunction with janga's spy "heroics" saw them collect a second round. The 4th mid began with an instant scout death from RED, followed by a successfully coordinated 3 man sac onto paray as BLU were able to stabilise on mid. An extended and very messy post uber fight eventually climaxed in an even uber stalemate on RED's last. With time running out, BLU looked to their proven playmaker, of whom didn't disappoint, with lux instigating chaos amidst a middling uber trade on RED team's last point, eventually concluding with a BLU capture. With less than a minute remaining in the map, both teams looked to golden cap to decide the map.

Golden cap began with newfound aggression out of RED, steamrolling through mid and onto second, however james was able to find a crucial kill onto the RED medic. Both teams continued to seesaw back-and-forth with many passive uber trades that saw neither team taking initiative. RED eventually manufactured some aggression into BLU last however were unsuccessful and instead spiraled backwards onto their last after a full team wipe. A decisive full uber ad push into last from BLU saw them take the round and the map in what was a very even affair. Kudos to the soldiers of BLU team for their excellent coordination and aggression, along with the relentless pressure provided by the flank of RED team.

Coming off of their win on sunshine, BLU were immediately stifled by some excellent mid coordination out of RED which saw them take the first fight. A short back-and-forth between the teams eventually resulted in an even uber stalemate over RED's last point, with lux once again the difference maker as he dropped the RED team's uber with a backstab. A fluent uber ad last push saw BLU take the first round. Another impressive display on mid from RED allowed a free BLU 2nd as ubers evened out. Once again, lux instigates a chaotic uber trade with a pick onto the RED demo although both medics are lost in the post fight. Coming back into 2nd with a small uber ad, BLU attempt a last push to no avail, losing most of their players however a backcap by the BLU flank gifts BLU their first round. The third midfight of the map saw BLU attempt to counter RED with some chaotic aggression however crucial kills out of foosa (imagine the opposite to this clip) tilted the fight in RED team's favour. Another uber trade into last, this time instigated by RED saw them re-enter post through doors 3 and 4, collapsing on the unsuspecting BLU team, granting RED their second round of the map. Once again, RED breeze to another mid victory, although are confined to mid in post. An extraordinary round ensued with a slew of uber drops out of both teams, concluding with a clean full uber ad push by RED into last in which BLU put up no opposition. With time running out and scores level, both teams would have wanted to end the map swiftly to avoid another tense golden cap. BLU started proceedings with both feet running, showing serious aggression on mid and easily took the first fight. Another succession of uber drops, courtesy of some excellent soldier pressure from both sides along with a surprising appearance from the /dev/zero sniper followed by an incredible airshot from lux to drop RED's uber eventually resulted in an exciting, but ultimately meaningless round as the clock reached 0.

With everything to play for, golden cap promised to be an exciting scrap between both teams of which had given their all in regulation time. BLU began proceedings in emphatic fashion, obliterating RED on mid with the early aggression that had been successful in the prior round. As BLU capped 2nd with little issue, the reality of a very fast defeat surely had dawned upon the RED team as they scrambled to mount a sufficient defense. However, a rushed attempt at the last point proved a crucial misplay for BLU as they were unable to counter RED's post uber collapse. Although they may have won the battle, RED soon were losing the war, again forced back onto their last although this time sitting much more comfortably amidst an even uber stalemate. BLU team, hoping to ride their potent dm into a victory, instigated an unnecessary trade into last, unsurprisingly losing their medic in the process and being forced back onto mid. RED, hoping to capitalise on their small uber ad, use through IT into mid, but unfortunately are unable to catch the BLU medic in time, wiping to the counter uber in the process. In what could be considered an action replay of the round's previous events, BLU whiff another two full uber ad pushed into RED's last and again are pushed back to their 2nd facing a full uber disadvantage. In what can be considered the match-winning play, James finds a timing onto the RED medic through sewer, dropping solsbro and in effect wiping the RED team. Sadly for RED however, it had seemed their luck had run dry as BLU stormed to last and this time were able to clinch the victory, concluding a chaotic 16 minute golden cap.

Thank you to all the players, support staff and patrons that helped make this season possible. We'll see you all again very soon!

Placements

1st - sugma
2nd - oportotech
3rd - Fear Factor

Awards

Best Demoman: Bitler
Best Medic: paray
Best Pocket: Jamuel
Best Roamer: lux
Best Combo Scout: Foosa
Best Flank Scout: janga7
Best Utility: Hirast and D-Fault

Most Improved Player: nephew
Most Valuable Player: Foosa

Friendliest Team: Salt Free Gaming.
Most Improved Team: mega girl fallacy and distant splash
Best Dressed Team: CURSED and Salt Free Gaming.
Best Caster: Luggnuts

Thread: ozfortress ban: Gravemind
samson Retired League Admin

free vivi

Thread: Announcing ISOLATION DEVASTATION 2020!
samson Retired League Admin

Introducing ISOLATION DEVASTATION 2020! Join us for a night of fun TORMENT across MULTIPLE DIVISIONS where players can enjoy ENDURE controversial PROMOD additions including:

  • Deterministic Fall Damage
  • Fixed Ghost Crossbow Bolts
  • Fixed Slope Bugs
  • Fixed Sticky Delay
  • Projectiles Ignore Teammates
  • Removed Halloween Souls
  • Removed Pipe Spin
  • Gunboats Always Apply
  • Winger Jump Bonus Applies When Fully Deployed

More information on these fixes can be found here

In case you weren't already enticed REPELLED, cp_villa will be making its long anticipated AVERTED return, along with fan favourites THE SOLEMN VOW and THE COW MANGLER 5000! ISOLATION DEVASTATION 2020 will be held on Sunday the 23rd of August.

In all seriousness, this cup was designed to be a casual, laid-back event bridging the gap between seasons 28 and 29. Focusing on a relaxed experience, there will be three brackets - Premier, Intermediate and Open. Premier and Intermediate will have 8 teams while Open will have 16, signups permitting. All brackets will be a single elimination bracket, over a single night.

Each match will be a best-of-one with maps being set, using a win-difference of 5 / 30 minutes format. King of the Hill maps are played to a first to three format.

Ties are not allowed, and can be resolved by Golden Cap, which is first to 1 / 10 minutes. If no one caps last at the end of 10 minutes, the team that owns the middle point will be declared the winner.

We'll be playtesting cp_villa_bpre16_v2 this cup. We're excited to see feedback on cp_villa and how it plays!

Unfortunately, as this is a One Night Cup, there will be NO badges for this event.

As the schedule for this tournament is tight, teams must be ready with at least 5 rostered players in the server by the round start time. If a team is more than FIVE minutes late, your bracket's league administrator MUST be contacted and a forfeit win will be recorded. DO NOT DELAY YOUR MATCH AS A COURTESY TO A LATE TEAM. ONE DELAYED MATCH DELAYS THE WHOLE TOURNAMENT. Note that 5CP matches can go for 40 minutes with a Golden Cap, so this must be followed closely.

ozfortress servers will be used for this competition, but they will be distributed by ozfortress League Administrators through Warzone. Be sure to be in the ozfortress Discord for ease of communication.

In Warzone, captains can create Teams using the "Start Team" button on the Teams page. Once created, captains can invite players to the team. Team invites are shown on a player's profile, which can be accessed by clicking on your name next to the bell on the top right hand corner of your screen. Teams provide a pool of players that can be signed up for a tournament. Players may be in the pool for multiple teams but only one roster for any given tournament. Captains may sign up a roster for tournaments under the league page.

If you are using an existing team, you do not have to recreate your team again! Simply sign up your Isolation Devastation 2020 roster using your existing team!

The ruleset for the ISOLATION DEVASTATION 2020! differs slightly from the ruleset used in the regular seasonal leagues. Be sure to have a read of the changes to make sure you are up to date. These have been outlined in the following posts and also in the FAQ. If you have any further questions, message an administrator.

If you're new and not sure how to get started, don't fret! Check out the #recruitment section of the ozfortress Discord where you can express your interest in joining a team, or peruse potential players to form a team of your own. Teams are normally comprised of 1 Medic, 1 Demoman, 2 Soldiers and 2 Scouts. If you're new to the competitive scene, click here for an introduction to ozfortress! Whether you're a veteran or new to the scene, get on a team and come play!

We are really keen to get this out for people to know about this - form your teams, and get ready to play some great TF2. Signups are open now, right up until Saturday the 22nd of August at 5PM.

[Signup here!]

[Schedule] [Unlocks] [Rules]
[Server Configuration] [FAQ]

Thread: ISOLATION DEVASTATION 2020 - FAQ
samson Retired League Admin

FAQ

What is the format of ISOLATION DEVASTATION 2020?

ISOLATION DEVASTATION 2020 will have multple brackets - Premier, Intermediate and Open (pending signups). Premier and Intermediate will be a double elimination bracket while Open will be a single elimination bracket, both with Bronze matches.

What is the maximum amount of players per team?

In ISOLATION DEVASTATION 2020, there will be a limit of 10 players per team.

How do I get the server?

Server strings will be distributed in the match details section of your match page. This will only be visible to the teams participating in the match.

How long is each round?

We allocate 45 minutes per round but we expect each round's game-time to be under 30 minutes.

The other team isn't showing up, what do I do?

If the team is more than 5 minutes late, contact your bracket's league administrator to claim a forfeit win.

How long can we pause for?

Pauses for this tournament must not last longer than three minutes. If there are any complications, contact your bracket's administrator.

Will there be medals?

Unforunately, no.

Can my team use a mercenary?

Mercenary use is not allowed for one night cups.

Thread: ISOLATION DEVASTATION 2020 - Unlocks
samson Retired League Admin

View the whitelist at whitelist.tf

For ISOLATION DEVASTATION 2020, we will be using a modified whitelist. We'll be allowing the following unlocks on top of the global whitelist:

New items added to the game during the cup will be banned until the next season. Modification of weapons will be evaluated by the administrative team. Taunts which are silent and/or toggle-able have been banned.

It is the responsibility of the player to not use these weapons in matches. The whitelist not loading or loading incorrectly is not an excuse for using banned items.

Thread: ISOLATION DEVASTATION 2020 - Schedule
samson Retired League Admin

PREMIER AND INTERMEDIATE SCHEDULE

The Premier and Intermediate Brackets will be played as a single elimination tournament on one night. The schedule is as follows.

Sunday the 23rd of August
7pm - Round 1 (cp_gullywash_final1)
7:45pm - Semi-Finals (cp_villa_bpre16_v2)
8:30pm - Grand Finals - BO3 (cp_process_final, cp_snakewater_final1, cp_sunshine) and Bronze Match (cp_sunshine)

Grand Finals of Premier and Intermediate will be played as a best of three. The map picks only decide what order the maps are played in, the three maps listed about for the grand final are the three maps that will be in the best of three. The pick system (higher seeded team picks the first map) is conducted on the match page by the team captains, or in-game before the match start.

See the brackets here.

Please note: cp_villa_bpre16_v2 is a custom map. If you don't already have this map installed, please click the link above to download them, and then move it to your ..\Team Fortress 2\tf\download\maps directory.

PLEASE DOWNLOAD THE MAPS THROUGH THE LINKS ABOVE BEFORE THE TOURNAMENT.

SCHEDULE FOR OPEN

The Open Bracket will be played as a single elimination tournament on one night. The schedule is as follows.

Sunday the 23rd of August
7pm - Round 1 of 16 teams or fewer (cp_gullywash_final1)
7:45pm - Round 2 of 8 teams (cp_villa_bpre16_v2)
8:30pm - Semi-Finals (cp_process_final)
9:15pm - Open Grand Finals and Bronze Match (cp_snakewater_final1)

Unlike the other brackets, the Grand Final of Open will be a best of one.

See the bracket here.

ADDITIONAL RULES

As the schedule for this tournament is tight, teams must be ready with at least 5 rostered players in the server by the round start time. If a team is more than FIVE minutes late, your bracket's league administrator MUST be contacted and a forfeit win will be recorded. DO NOT DELAY YOUR MATCH AS A COURTESY TO A LATE TEAM. ONE DELAYED MATCH DELAYS THE WHOLE TOURNAMENT. Note that 5CP matches can go for 40 minutes with a Golden Cap, so this must be followed closely.

Pauses are allowed for player issues but must be short. Pauses lasting for more than 3 minutes are not allowed under any circumstances, and any team may not pause more than twice. If a sub is not able to be found, you must continue playing with 5 players. If you drop below 5 players for more than three minutes, the match will be recorded as a forfeit loss. If everyone on the team is dead, only then can Steam messages be used. Breaking pause rules will result in disqualification.

Thread: fighting dreamers win OZF 28 Main!
samson Retired League Admin

Congratulations Main winners fighting dreamers

Logs

Metalworks - 2 - 1 (GC)
Process - 2 - 0
Match Thread

Congratulations to fighting dreamers on winning the OZF 28 Main Grand Final against Ascension 2.0.

In a rematch of the highly competitive upper page playoff, Ascension 2.0 were looking to repeat their hard-fought victory over fighting dreamers. Going into the map veto, both teams elected for a similar ban phase to their previous meeting, however as we entered the pick phase, Ascension 2.0 surprised bringing out cp_metalworks as our first map. fighting dreamers opted for the comfortable cp_process pick of which they had found plenty of success on throughout the season.

Smazza had this to say on the decision to pick cp_metalworks.

We tried to counter their superior dm with a brain pick.

Our first map began with fast double soldier aggression from the side of fighting dreamers resulting in a second to last stalemate with fighting dreamers holding all the cards. A sequence of trades from both sides eventually saw Ascension 2.0 push their foe to their last. A crucial demo pick in conjunction with a sentry sap saw Ascension 2.0 secure a favourable trade in which they would clean fighting dreamers up and secure the first round. Ascension 2.0 sought to keep up their momentum with some great high-soldier-bombs into the next mid, although fighting dreamers appeared to be up to the task with their Scouts finding three cleanup kills guiding their team to an uncontested second capture. fighting dreamers, not keen on letting Ascension 2.0 dictate this game, took an aggressive trade into last off the back of no advantages! In what should have been a comfortable hold from the side of Ascension 2.0, fighting dreamers managed to find 3 kills, including the Demoman, and seemed poised to take the point. However an immense clutch from the Pyro of Fennex including a pipe-reflect double kill, saw Ascension 2.0 stabilise and look to push into and cap second. Having been relegated to the bottom of the scoreboard, fighting dreamers Pocket Soldier honk honk, made what I deem to be the match winning play for his side in this moment, securing the kill onto the medic of a pushing Ascension 2.0, leaving his side with a healthy 30% Uber advantage. Making no mistake, fighting dreamers push into last and take the round, tying the scores at 1:1 with 30 seconds left in regulation. Golden cap would start and end rather similarly, with the soldiers of fighting dreamers creating a lot of space on mid, and taking the Ascension 2.0 Demoman with them to the grave. Not wanting to risk anything, Ascension 2.0 immediately fell back to their last as fighting dreamers could surely taste victory. Another risky no-advantage trade into last occurs with the soldiers of fighting dreamers creating plenty of space in post for their team, allowing them to easily win the dm fight and consequently secure the first map of the grand final.

The Soldiers of Ascension 2.0 would surely have to lift their game going into process if they were to find victory, and on the first mid they showed their class, powering their side to an easy capture, creating space and living to begin pressuring the 2nd point of which fighting dreamers had taken up a defensive hold. Many a sac would occur, eventually resulting in Ascension 2.0 taking an aggressive trade into 2nd. Reading the situation perfectly, fighting dreamers milked their Uber and used their scouts well to secure the mid point. A partial stalemate would occur, with fighting dreamers Sniper trev finding an opening pick onto the opposing Demoman, forcing Ascension 2.0 out to their last. Trusting in their dm ability, fighting dreamers once more take an aggressive trade into last, finding an even exchange but losing three players on their rotate from lobby. Ascension 2.0 would have some difficulty entering second from last, losing two players but finding the cap in return, only for it to be taken back by the spawners of fighting dreamers. In what was without doubt the slowest portion of this map, both teams exchanged sacs in and out of last, with neither team finding a substantial advantage to push off of. After ten minutes, fighting dreamers fancied their chances at another aggressive trade, using their uber through door one, finding the force onto the enemy medic and subsequently rotating their team in through door four. Using some excellent positioning and utilising the space-making ability of the Soldier class, fighting dreamers stormed through their opposition, capping the last point and making everyone watching wonder why they hadn't tried this earlier! Now a map and a lengthy round down, the side of Ascension 2.0 would have been hopeful going into the second mid of the map, however, the soldiers out of fighting dreamers swiftly put an end to any aspirations their adversaries were accruing, forcing the side of Ascension 2.0 out to their last. With less time on their hands than before, and possessing the knowledge of "how to win last push process map", fighting dreamers confidently repeated their previous last push, again cleaning up the dm fight and easily capping the point to secure their 2nd round of the map. With barely 7 minutes left on the clock, Ascension 2.0 were in dire need of at least a mid victory. Early positioning by the side of fighting dreamers looked precarious, with a soldier dying early, however a missed opportunity by Ascension 2.0 to capitalise on the tentativeness being shown by their opposition resulted in the stabilisation and clean-up of the vanquished side, with fighting dreamers storming through middle and looking poised to take an easy third round. A failed last push, failed push out from last and a few sacs later, fighting dreamers were sitting pretty on Ascension 2.0's second point as the game reached dead time. A rather drawn out ending seemed apt for what was an exceptional grand final, with both teams showing prowess in their own preferred styles of play. fighting dreamers closed out the series 2 - 0 to become your OZF 28 Main champions!

Thank you to all the players, support staff and patrons that helped make this season possible. We'll see you all again soon!

Placements

1st - fighting dreamers
2nd - Ascension 2.0
3rd - back 2 the bones daycare

Awards

Champions: fighting dreamers
Best Demoman: BigFellaGoose
Best Medic: Raina
Best Pocket: Rangi
Best Roamer: jarry from wagga
Best Pocket Scout: Smazza
Best Flank Scout: sentar and _xypH
Best Utility: xtra

Most Improved Player: GuS
Most Valuable Player: Smazza

Friendliest Team: Build Cube Maps and back 2 the bones daycare
Most Improved Team: Ascension 2.0
Best Dressed Team: MTIN
Best Caster: BigFellaGoose

Thread: OZF 28 - Voting Nominations
samson Retired League Admin

Team Name: ad hominem attack
Division (Premier/High/Intermediate/Main/Open): Premier
Best Pocket Scout: heebs
Best Flank Scout: conor
Best Pocket Soldier: lexx
Best Roaming Soldier: samson
Best Medic: michael
Best Demoman: meff
Best Utility: starbucks
Most Improved Player: meff