TF2mate is an easy way to make your own simple binds; particularly of note is the class & weapon slot customizer.
Null-cancelling movement script (prevents your character from not moving due to pressing opposing movement keys):
// Null-Cancelling Movement Script
bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
(Only practical on Scout, not necessarily beneficial; also not shown, but my version causes the crosshair to change colors whenever a wasd key is pressed)
// Duck-Jump Script
alias +dj "+duck;+jump"
alias -dj "-jump;-duck"
bind mouse2 +dj
Viewmodel toggle script:
// Viewmodel Toggle
bind mouse3 viewtoggle
alias viewtoggle viewoff
alias viewon "r_drawviewmodel 1;alias viewtoggle viewoff"
alias viewoff "r_drawviewmodel 0;alias viewtoggle viewon"
Zoom script (decreases FOV like a miniature scope, and slightly lowers sensitivity):
// Zoom Script
bind r zoomtoggle
alias zoomtoggle zoomoff
alias zoomon "sensitivity [LOWER SENS HERE];fov_desired 75;alias zoomtoggle zoomoff"
alias zoomoff "sensitivity [NORMAL SENS HERE];fov_desired 90;alias zoomtoggle zoomon"
Autocall script (causes health crosses to flash above all teammates, regardless of current health):
// Autocall Script
alias autocall_initial "hud_medicautocallersthreshold "50""
alias autocall_temp "hud_medicautocallersthreshold "150""
alias +autocall_temp_hit "autocall_temp"
alias -autocall_temp_hit "autocall_initial"
bind e +autocall_temp_hit
Spawn change script (toggles between loadout A and loadout B; double-pressing the key allows you to quickly access the resupply and/or change spawns when applicable; this script in particular does not require a class change, and allows medics to keep their ubercharge percentage; that requires the same medigun in both loadouts A and B, with at least one item different between them):
// Spawn Change/Resupply Script
alias movespawn_first "load_itempreset 1;alias movespawn_third movespawn_second"
alias movespawn_second "load_itempreset 0;alias movespawn_third movespawn_first"
alias movespawn_third movespawn_first
bind f3 movespawn_third
Charge-Turning Script (involves an external program to emulate a controller).
For the most part, you implement these scripts just as you would pre-Steampipe; that is, they go in steamapps/common/Team Fortress 2/tf/custom/[whatever]/cfg, where there should be each class's config files in addition to some others. You can pick and choose what classes you want the scripts to apply to by pasting the scripts in their respective classes' .cfg files, but keep in mind that any binds in these .cfg files will be stored in tf/cfg/config.cfg and will carry over onto other classes unless the keys are rebinded/unbinded. For example, you probably don't want the duck-jump script to occupy your mouse2 on a class like Demoman, so you would paste the duck-jump script in cout.cfg and put bind mouse2 +attack2;spec_prev in your other class configs (although you might as well rebind duck-jump to space if you actually use it).
YMMV when using any scripts.