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Chocolate
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IP: furfortress.com:27015

General server, stock modes with some custom maps mixed in. Widely regarded as the "regular" server.

Capture_The_FlagControl_PointKoth_Of_The_HillPayloadRobot_Destruction

Rainbow Swirl
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IP: furfortress.com:27016

Multi-mod server with custom character models, maps, gamemodes and more!

Capture_The_FlagControl_PointKing_Of_The_HillPayloadDodgeballRandomizer

Strawberry
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IP: furfortress.com:27017

24/7 TF2ware! Unless something else is going on...

Front Line Fudge
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IP: furfortress.com:27018

A 24/7 Mann Versus Machine server, featuring custom maps. This server supports 10 players, join via console.

Mann_Vs_Machine

Vanilla Sundae
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IP: furfortress.com:27019

Hangout server where you can ... hang out. Also used to beta test new toys.

Training

About

Nine distinct classes provide a broad range of tactical abilities and personalities. Constantly updated with new game modes, maps, equipment and, most importantly, hats!

Download now! Discussions Community Content Help

Admins

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Notices

This game uses custom downloads

History

History

The Chocolate server is SCG's original server. Originally an all around everything server, full of an assortment of mods and no specfic purpose, it was later split apart in the Rainbow Swirl server. Today, it serves as the most basic server. Stock modes, but not always stock maps!

The Chocolate server features a mix of stock maps and custom maps, all of which have been voted on by the community. There are a few plugins but overall the focus on the game is kept on being as normal as possible.

As normal as an SCG server can be anyway...
Information

  • Random crits : No
  • Non stock maps : Yes
  • Non stock modes : No
  • Player count : 24
  • Replays enabled : Yes
History

The Rainbow Swirl server was the answer to "What are we going to do about all of these mods on the SCG server?". You see, SCG only had one server at the start, that was mixed with all kinds of mods. Eventually, we ran a discussion on how to serve everyone trying to play and the answer was to split up the servers!

Chocolate (Which was actually called Vanilla at first) became a server without any major mods on it, and Rainbow was called the modded server. Now as we are here today, it's half modded. Still tons of fun either way!
Information

  • Random crits : No
  • Non stock maps : Yes
  • Non stock modes : Yes
  • Player count : 24
  • Replays enabled : Yes
History

Strawberry was originally the solution to "Well what if we want to play Saxton Hale?". VSH mode being a very lengthy gamemode, we decided it was popular enough to have its own server. However, that was quite a long time ago...

Now it's a 24/7 TF2ware server!
Information

  • Random crits : Yes
  • Non stock maps : Yes
  • Non stock modes : Yes
  • Player count : 25
  • Replays enabled : No
History

When MVM rolled around, it was obvious we were going to get a server for it, and here it is! This server features a 10 player limit instead of the standard 6 players in most MVM games.

To help make up for the extra players, the difficulty and damage the bots do scales based on players. This also works backwards, so small games have a fighting chance at winning too.
Information

  • Random crits : Yes
  • Non stock maps : Yes
  • Non stock modes : No
  • Player count : 10
  • Replays enabled : No
History

Vanilla simply put, is a basic server that I use to test plugins or other weird things. However, when it is not being used for science, it can be used for training! It features a selection of training maps for you to practice assorted skills on!
Information

  • Random crits : No
  • Non stock maps : Yes
  • Non stock modes : Yes
  • Player count : 32
  • Replays enabled : No


Community Content

Team Fortress 2

See the full thread here.

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The TF2 SCG Health Hud!

Drop it in your /steamapps/common/Team Fortress 2/tf/custom folder!

Currently version 1.3 - 1/15/2018

Download here!

Help

Team Fortress 2

See the full thread here.

What is it?

Mann vs. Machine (MvM) is a co-op game mode released in The Mann vs. Machine Update. In this game mode, a team of up to six players attempts to prevent a horde of AI-controlled robots from escorting a bomb to a drop-point located in a Mann Co. facility. During the game, players can purchase upgrades for their weapons and various abilities (resistances, movement speed, regeneration, etc.) using currency obtained by killing the robots, called credits.

All purchased upgrades will last for the duration of the game, or until the player resets their abilities at an Upgrade Station. If a player leaves the game for any reason their upgrades will be retained, providing they reconnect, as well as any credits the player has spent and/or has remaining.

Mann vs. Machine mode currently has five separate difficulty levels: Normal, Intermediate, Advanced, Expert, and Nightmare.

More details here: https://wiki.teamfortress.com/wiki/Mann_vs._Machine

SCG MVM

SCG Mvm isn't too different! However, our MVM mode allows for up to 10 players, and the overall difficulty scales per player. It scales backwards for smaller games, and harder for fuller games.

See the full thread here.

[size=14pt]What is it?[/size]

GScramble is the scrambler / balance system SCG uses, ours however is specially modified to fix a few different issues. This plugin is designed to help balance the teams, and scramble player order whenever stacking / steam rolling is detected. It also has blocks in place that stops players from stacking , should they want to do so.

[size=14pt]Commands[/size]

[color=orange]!prefrence - Allows you to select a team you prefer when the server does a scramble. This does not guarantee that you will be sent to this team.
votescramble / scramblevote / sausage - Chat triggers to indicate you want to vote for a scramble.

[/color]

[size=14pt]How it works[/size]

The following are written explanations of various settings we have. They are not in any order so sorry for the randomness of their arrangement. These are the settings that can be voted on to be changed if you disagree with their set up! Don't be afraid to speak up!

[size=12pt]When a scramble can occur[/size]

When a team has won twice in a row.
When one team has failed to ever capture a koth point during a round.
When the frag ratio is greater than or equal to (2.0)
When a round has ended in less than (2 minutes)
When a the average score difference is (10)
When the average domination difference is (5)
The following round after a vote to scramble has passed.

[size=12pt]Scramble settings[/size]

If a scramble happens during round setup, medics will have their ubers recharged.
If a scramble happens during round setup, the timer will reset.
No one is immune to scrambles.
When a scramble occurs, it will scramble the teams by class composition to create a better mix of teams.
Scrambles will not happen unless there are 8 or more people in game.
Vote scrambles are possible with 6 or more people in game only.
Vote scrambles that pass will happen when the current round is over.

[size=14pt]Balance settings[/size]

Players who have capped a point / intel within 60 seconds of balance will be ignored.
Players dueling will be be ignored.
Engineers with buildings will be ignored.
If an imbalance (2 player diff) is detected, the teams will balance within (10) seconds.
If a strict imbalance (4 player diff) is detected, the teams will auto balance immediately.
Teams are auto balanced at the start of each round.
[color=orange]SCG ONLY : The auto balance will balance by LOWEST SCORE. Meaning if you have the lowest score on your team, you will be pushed to the other if you have to. This was put in by special request by me and done by our own Dr.Krunklehorn. I wanted this after noticing many occasions where random and often very loyal players on a team were kicked off to a team they may of been spending a whole round killing.[/color]

See the full thread here.

[size=14pt]What is it?[/size]

The AFK manager is exactly what it sounds like. It's a manager tool designed to regulate and deal with AFK players. Before this, the way AFK handleing worked as anyone AFK for 3 minutes would be kicked. This lead to a lot of complaints about afk players on a team causing natural imbalances. If these players were kicked, many times they'd rejoin with harsh words about being afk for only a few moments or as one person put it to me "not allowed to get up for a glass of water".

So now, this AFK system will push you to spectate after being AFK for a minute. Then after two minutes of being in spectate, you are then kicked. Meaning, you still have 3 minutes to be AFK. But only a minute to actually stay on your team. I feel this is a better option as it allows you to deal wit hwhatever while not mucking up your team.

See the full thread here.

Protocol Override is a difficulty mod for the SCG MVM servers that adjust the game's overall difficulty for games with 7 or more players.

Team Fortress 2 guides

See the full thread here.

What is it?

Mann vs. Machine (MvM) is a co-op game mode released in The Mann vs. Machine Update. In this game mode, a team of up to six players attempts to prevent a horde of AI-controlled robots from escorting a bomb to a drop-point located in a Mann Co. facility. During the game, players can purchase upgrades for their weapons and various abilities (resistances, movement speed, regeneration, etc.) using currency obtained by killing the robots, called credits.

All purchased upgrades will last for the duration of the game, or until the player resets their abilities at an Upgrade Station. If a player leaves the game for any reason their upgrades will be retained, providing they reconnect, as well as any credits the player has spent and/or has remaining.

Mann vs. Machine mode currently has five separate difficulty levels: Normal, Intermediate, Advanced, Expert, and Nightmare.

More details here: https://wiki.teamfortress.com/wiki/Mann_vs._Machine

SCG MVM

SCG Mvm isn't too different! However, our MVM mode allows for up to 10 players, and the overall difficulty scales per player. It scales backwards for smaller games, and harder for fuller games.

See the full thread here.

[size=14pt]What is it?[/size]

GScramble is the scrambler / balance system SCG uses, ours however is specially modified to fix a few different issues. This plugin is designed to help balance the teams, and scramble player order whenever stacking / steam rolling is detected. It also has blocks in place that stops players from stacking , should they want to do so.

[size=14pt]Commands[/size]

[color=orange]!prefrence - Allows you to select a team you prefer when the server does a scramble. This does not guarantee that you will be sent to this team.
votescramble / scramblevote / sausage - Chat triggers to indicate you want to vote for a scramble.

[/color]

[size=14pt]How it works[/size]

The following are written explanations of various settings we have. They are not in any order so sorry for the randomness of their arrangement. These are the settings that can be voted on to be changed if you disagree with their set up! Don't be afraid to speak up!

[size=12pt]When a scramble can occur[/size]

When a team has won twice in a row.
When one team has failed to ever capture a koth point during a round.
When the frag ratio is greater than or equal to (2.0)
When a round has ended in less than (2 minutes)
When a the average score difference is (10)
When the average domination difference is (5)
The following round after a vote to scramble has passed.

[size=12pt]Scramble settings[/size]

If a scramble happens during round setup, medics will have their ubers recharged.
If a scramble happens during round setup, the timer will reset.
No one is immune to scrambles.
When a scramble occurs, it will scramble the teams by class composition to create a better mix of teams.
Scrambles will not happen unless there are 8 or more people in game.
Vote scrambles are possible with 6 or more people in game only.
Vote scrambles that pass will happen when the current round is over.

[size=14pt]Balance settings[/size]

Players who have capped a point / intel within 60 seconds of balance will be ignored.
Players dueling will be be ignored.
Engineers with buildings will be ignored.
If an imbalance (2 player diff) is detected, the teams will balance within (10) seconds.
If a strict imbalance (4 player diff) is detected, the teams will auto balance immediately.
Teams are auto balanced at the start of each round.
[color=orange]SCG ONLY : The auto balance will balance by LOWEST SCORE. Meaning if you have the lowest score on your team, you will be pushed to the other if you have to. This was put in by special request by me and done by our own Dr.Krunklehorn. I wanted this after noticing many occasions where random and often very loyal players on a team were kicked off to a team they may of been spending a whole round killing.[/color]

See the full thread here.

[size=14pt]What is it?[/size]

The AFK manager is exactly what it sounds like. It's a manager tool designed to regulate and deal with AFK players. Before this, the way AFK handleing worked as anyone AFK for 3 minutes would be kicked. This lead to a lot of complaints about afk players on a team causing natural imbalances. If these players were kicked, many times they'd rejoin with harsh words about being afk for only a few moments or as one person put it to me "not allowed to get up for a glass of water".

So now, this AFK system will push you to spectate after being AFK for a minute. Then after two minutes of being in spectate, you are then kicked. Meaning, you still have 3 minutes to be AFK. But only a minute to actually stay on your team. I feel this is a better option as it allows you to deal wit hwhatever while not mucking up your team.

See the full thread here.

Protocol Override is a difficulty mod for the SCG MVM servers that adjust the game's overall difficulty for games with 7 or more players.