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An idle map needs only these things: a spawn point for each team, and a room in the middle with a game element. These maps are designed to kill players over and over again. Some say it's to make sure player stats aren't skewed with ultra-long lives, others claim it's to stop servers from kicking players. Beyond that, anything goes. Balance and lines of sight are no concern. Instead the designers fill the space with ingenious traps and strange assault courses designed to make achievement farming easier.
One of my guilty pleasures is to server hop through all non-standard maps and peek into what people have made. I just alphabetise the server browser and pick the maps that don't come with the recognisable TF2 suffixes. The fickle nature of TF2 hosting means these servers aren't always running, but if you're scouring the server browser for an interesting experience, then here are a few to look out for. This is the granddaddy of idle servers, and the most basic setup.
It consists of three rooms: two spawn rooms facing into a central, uncappable point. The spawn points are kill rooms, with the player's health dropping as soon as they land on the server, and the only place both teams can meet is the centre room, with the smallest loop of a corridor protecting the players from a line-of-sight death. It's basically like sharing a bedroom with a little brother. Everyone is crammed together, giving each other the stink-eye through the spawn room windows.
Petty little fights will eventually break out, with each person flipping between multiple classes to attempt to get the upper hand. The perfect space to hone your Heavy boxing skills.
On the Red team, it's business as usual: you spawn in a room and you die, or you can have a fun little battle in the central space.
But if you only spawn on the Red side you'll miss out on the hat party on the other end of the map. The Blu team spawns on a conveyor belt in a forced conga line beneath a glowing sign that points you to "Free Hats".
Never trust a glowing sign. As in life, they always end up in disappointment and murder. Intended originally as a method of research into the item drop system, the program quickly gained popularity, providing statistics and notifications to users upon receiving an item.
As idling previously required the user to load the game and run in the background, SteamStats appealed to many players as an ideal way to earn items efficiently, without the need to play for large amounts of hours or to place a drain on system resources and power. On the September 2, , blog post, Valve took a zero-tolerance stance against the use of external applications to manipulate the item system, removing all items earned through these applications to date.
All players who had not used external applications were awarded the Cheater's Lament , an all-class hat that appeared as a golden halo. The drop rate for all existing hats was also increased. The announcement sparked widespread outcry from several parts of the community, as some servers were meant for idling, which would now become unusable. In light of the ban, Drunken F00l, a Valve employee, took down download links to his program and stopped hosting idle servers.
On April 20, , Valve altered the drop system significantly to address its issues. The system now 'rolled' to determine when a player's next drop would occur, as opposed to the previous method of rolling to determine if a drop would occur at all.
The changes also included an increase in the frequency of item drops, and an introduction of a weekly item cap. The cap prevents items from dropping to players who have more than a certain amount of playtime per week, overall greatly reducing the effectiveness of idling.
Although Valve has not released any specifics, the amount of items a player can earn in a week is estimated to be around items. On July 17, , the way items are acquired has changed. In order to get an item, the player must be active, meaning they have to be:. The release of the Mann-Conomy Update saw the dropping of the Cheater's Lament to a large amount of players, including those who had previously used external applications.
There is much speculation surrounding its release, however, there has been no confirmation or announcement relating to the item from Valve at all. Opening the game, entering a server, then minimizing the game to the background was an early method of idling. Servers solely set up to hold idling players are common, however, players can also idle using offline practice mode or via listen server accessed through "Create a server" in the main menu , provided that they can maintain a connection to Steam.
Other methods of in-game idling include using the " -textmode " developer launch parameter. By modifying the launch options of the game in Steam, players can launch TF2 inside a terminal -like window using less system resources.
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