3 people found this review helpful
1 person found this review funny
Not Recommended
71.1 hrs last two weeks / 5,072.7 hrs on record (1,739.5 hrs at review time)
Posted: 26 Mar, 2018 @ 11:59am
Updated: 26 Aug, 2023 @ 4:32pm

This is a negative review since Steam does not show that on my profile. This game has too many glitches and flaws. Jump on water in any map, then the player's voice chat sound from the z, x, c voice commands would instantly stop. Valve did not fix it yet. Team Fortress 2 2003 from Half-Life 2 leaked has a glitch where you go faster when going backwards or ducking by wall strafing and is still not fixed today at all! Wall strafing while having the slow down effect from the bonk can make the player as fast as if the player did not have such a slow down. There is a missing clip brush in a set of stairs in Dustbowl. There is another missing clip brush in Hightower's set of stairs on Blue's side, but not Red's. The materials are either uncompressed or only use DXT compression which loses a bit of quality but is less than half the size than RGB888 uncompressed textures but the game could have added something like LZMA compression although I only want that if it does not lag the game all the time and the invisible player glitch is fixed. LZMA compression came to maps. Garry's Mod had to get an update to add such support for Team Fortress 2 maps but I will rather have it that way to save on disk space. Bots by default don't work in arena or payload race. The game has an invisible player glitch. It is caused by losing connection to the server for a tiny bit of time, which could be a lost packet or some fps lag, although I do not know how low but it is definitely less than the tick rate of about 66.666672. The faster the disk and processor with the chances of a lost packet being reduced to almost none, then the chances of such a glitch are reduced. Why is the "immortal" sapper glitch not fixed? This game only uses at max 4 threads while CS:GO uses 8 threads but that game does not have LZMA map compression. The Dustbowl nav in Team Fortress 2 is in the vpk so the only way to change it from the 2012 to a 2023 version is to use the custom folder in the game, and every time you generate a nav in a map like Dustbowl, then you must move it to the custom/foldername/maps/ folder, or the game will load the existing one in the vpk, or the an old one in that folder. Why can't Valve move the Dustbowl nav outside the vpk which would cause us to update it without using the custom folder? The nextbot system used in Team Fortress 2 has a flaw where if there are too many nav areas or nodes between where a bot is at and the objective of where it wants to go, then the bot can get stuck on a wall for many minutes and it happens on Dustbowl's second stage to the Blue team also on an auto-generated nav on Hydro on the first red point stage where red can't capture and must defend. Bot hosting scripts do not use nextbot at all so it does not apply to them. Nav visibility is what I think as a total mistake feature which should have never been added. It is a total waste of disk space, compute of generating the nav, and memory commit. CS:GO does not use navmesh visibility for the bots that come with the game. The max view distance of the bots is completely based on the nav with the nav_max_view_distance. If the nav has a max view distance of 65536 which is larger than the map size limit then there is no way to limit how far the bots can see each other. The nav system is full of memory leaks. I tested if a nav without visibility in Team Fortress 2 works with server made bots but they cannot see anyone else unless they are on the same area. There is a file in the tf2_misc vpks, it is in the location root/scripts/global_actors.txt. It has " "pyro" "male"" in it. The Team Fortress 2 Meet the Pyro page has sex unknown on its page. The developers made both of them so he is male instead of unknown. It is false that he is an unknown sex. The Spy hitboxes have gaps between them but really the rest of the classes do too. That means a Sniper could shoot between the hitboxes, then the bullet passes through the player. If the Spy disguises as someone else than Spy, then the hitbox will not change. That means if a Spy disguises as a Scout, then the Scout's head will in fact be in front of the Spy's chest at the same height, because the Scout's head is so low and far ahead. There are some memory leaks. One of them is just pressing escape when in any map to go to the game menu. The other one is clicking on the Shop button on the game menu or using the open_store command. The other one is going in a map, then choosing any class, and just idle. All of them are small enough to take hours or days to crash the game. The map 2Fort has two spawns. One of them is not good because you spawn too far away from the intelligence and the other one spawns the players next to the choke points, and flag room. The map also has a spot in the Red battlements that is dark, even with the highest brightness of 1.6 in the options. It is way harder to kill anyone in the dark spot in the Red battlements from the Blue battlements. It is fixed in 2Fort Invasion, but not the original 2Fort. Another flaw in 2Fort is that some of the stairs in the sewers are not clipped at all. 2Fort has a glitch with the fog where if you die in the sewers than spawn in the main spawn closer to the intelligence room then go to the battlements, you will see the green sewer fog in the battlements, making it much harder to kill enemy snipers. This is caused by the lack of fog triggers but the engineer teleporter could really make it so fog triggers either should not exist anywhere or be everywhere in the map otherwise the glitch will still exist. This problem likely exists in other maps too. In the map 5Gorge, near the Red, and Blue main control points, there is a set of two stairs going to a building, it is not clipped. The map seems okay otherwise. The map gorge has the same flaw, but it only applies control point that is closest to the first Blue spawn. The map Degroot Keep has an out of bounds glitch. The weapons, The Atomizer, The Boston Basher, and the Demoman charge items make the out of bounds glitch possible. The out of bounds glitch is near control point B. Dustbowl has a set of eighteen stairs in the third stage that are not clipped at all. Dustbowl also has a leak from the door right next to the first control point in the third stage that goes to under the stairs that go to the first control point in the stage. Most maps that come with the game are uncompressed and do not use LZMA compression that the game's engine supports. The fix is to repack all of these maps with compression with BSPZIP but the game must update that way otherwise a player adding compression that will may get the map differs from server kick message
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15 Comments
Nyt1s 26 Aug, 2023 @ 9:34am 
no one's reading allat
Rozz Synthclair 24 Sep, 2022 @ 10:53pm 
tl;dr + upvoted
mrswormsweat 24 Sep, 2021 @ 2:12pm 
I fixed it.
EbolaClown 24 Sep, 2021 @ 1:57pm 
so what youre saying is: this isnt valves fucking problem at all and youre a dipshit. gotcha
Chloe 24 Sep, 2021 @ 1:49pm 
a
mrswormsweat 24 Sep, 2021 @ 12:48pm 
The 287 GB is the download folder. These maps in the list are not in the download folder.
EbolaClown 24 Sep, 2021 @ 12:46pm 
those maps are not worth 283 gb of space. if they take up that much space on your computer, something is seriously wrong. i hope to god youre trolling.
mrswormsweat 24 Sep, 2021 @ 11:57am 
The maps at the list at the bottom of the review come with the game. I cannot fix it. If I recompile the maps, then the servers detect it, and kick me for "Your map differs from the server."
EbolaClown 24 Sep, 2021 @ 4:17am 
hey i know it sounds scary but have you considered wiping your tf2 files and reinstalling instead of whining like a little bitch about something you caused <3
Chloe 15 Sep, 2021 @ 4:56pm 
ok