PDA

View Full Version : [TF2] The best map ever has gone official



Sel
August 13th, 2009, 07:08 PM
cp yukon that is

new tf2 update!

New Content


Added King Of The Hill game mode
Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
Added lots of new hats


Additions / Changes


Added "Auto Reload" option to the multiplayer advanced options

Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing


Pistol now fires at a fixed rate, not based on the speed at which you press the firing button
Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
Significantly reduced the amount of network traffic being sent
Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist


Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)
Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps
Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating
Added an "Inspect" key that allows you to look at items being carried by your team mates
Backpack improvements:

Added drag & drop to move items around. Item positions are maintained on the backend
Added multi-select, allowing you to delete multiple items at once
Added a new key to the key binding page that opens your inventory directly to your backpack
Fixed mouseover panel being incorrectly position when the backpack first appears


Cloaked Spies standing in valid backstab positions no longer raise their knife
Added current map name and gametype to the bottom right of scoreboard
Added class icons to tips on the loadout and loading screens
Improved visuals around flags when they're being carried by a player
Improved critboosted visuals, making it much clearer when an enemy has critboost
Updated the loading panel to show the game type under the map name during level transition
In-game chat dialog now supports full Unicode characters
Added BLU main menu background
Added response caching for some server queries to help reduce the CPU load from DOS attacks
Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail


Map Changes


Update PLR_Pipeline

Increased the starting advantage in the third round if a team has won the first two rounds
Fixed carts not continuing to the second round if they're capped at the same time in the first round
Fixed being able to shoot pipebombs over the starting gates in the first round
Fixed being able to open the doors in the first round before the setup time was finished
Fixed players getting stuck in some doors
Fixed players being able to get onto rooftops and out of the map boundaries
Fixed other minor bugs and exploits


Added community map Arena_Offblast
Added community map Cp_Yukon
Update Arena_Sawmill

Fixed DirectX8 bug where some models would not be visible
Fixed exploit with building teleporters outside of the map


Updated CP_Granary

Made a few changes to improve balance based on competitive community feedback




Item Reworks


The Force of Nature

The enemy knockback now only works in close range and behaves more like the Pyro's air blast
Enemies cannot be juggled by the FaN's effect
The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards
Knockback is now scaled by damage done


The Sandman

A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
Stunned players now take 75% of all incoming damage instead of 50%
Ubercharged players can no longer be stunned
Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
The minimum distance to stun a target has been reduced
The negative attribute has changed from "no double jump" to "-25 max health"




Fixes


Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs
Fixed an exploit that allowed players to work around sv_pure
Particle files are now protected by sv_pure
Fixed critboost effect getting stuck on when you die while critboosted
Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife
Fixed an exploit where you could reload The Huntsman faster than intended
Fixed Heavy "civilian" exploit
Fixed a set of exploits using the DXSupport config files
Fixed r_screenfademinsize and r_screenfademaxsize exploits
Fixed sentries firing at a fully cloaked Spy if they're still the closest target


Community requests


Added a HUD element for hybrid CTF & CP maps

Supports 1 or 2 flags, and any number of CPs
Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it


Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards

Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")


Added new "medic_death" event for server logs

Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")

healing is the amount the Medic healed in that life
ubercharge (1/0) is whether they died with a full charge




Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it

Sel
August 13th, 2009, 07:16 PM
in other news valve also broke the game again

Ganon
August 13th, 2009, 07:18 PM
About time they altered the FAN and sandman

ODX
August 13th, 2009, 07:41 PM
The Sandman now can't stun ubercharged enemies...OK that's good, but what the fuck, -25 health instead of no double jump?!

Jelly
August 13th, 2009, 07:56 PM
Well, that means he can be oneshotted before he uses his trolling stick.

Sel
August 13th, 2009, 07:57 PM
good

fuck sandman scouts

Ganon
August 13th, 2009, 08:10 PM
that's what I do on trips to the fridge

Heathen
August 13th, 2009, 09:02 PM
The Sandman now can't stun ubercharged enemies...OK that's good, but what the fuck, -25 health instead of no double jump?!
i much perfer to lose 25.

ultama121
August 13th, 2009, 09:37 PM
Yukon is a grate map.

Needles
August 13th, 2009, 09:48 PM
Anyone else notice that when playing with the dead ringer cloak is only around 4-5 seconds now instead of 8 :maddowns:

Bodzilla
August 13th, 2009, 10:35 PM
NO!!!1

juggling people was the best thing about the scout :'(

caught a sticky jumping heavy once, blew him up into the air then bonked him on the way down.
poor bastard never had a chance :(

i think i'll stick with the baseball bat though.

Bodzilla
August 13th, 2009, 10:41 PM
whats all this crit boost shit about?

"Fixed being able to shoot pipebombs over the starting gates in the first round"
this is tremendous news.
:awesome:

n00b1n8R
August 14th, 2009, 01:54 AM
Where'd you get the -25 health info from Sel?
The Valve Classless Update page lists it as -30. (http://www.teamfortress.com/classless/) :raise:

Also, I think I'll start to seriously look into the trollstick now that I can keep my prescious doublejump. And the pulling the hand up while cloaked thing has been pissing me off since they put it in so :iamafag:

I'd say I'm really happy with this update but they got rid of the civ-heavy again. :smith:

OmegaDragon
August 14th, 2009, 05:26 AM
Ubercharged players can no longer be stunned






Yet they left the achievement to stun ubercharged enemies with the sandman in :realsmug:

English Mobster
August 14th, 2009, 07:00 AM
Being able to stun ubercharged people was one of the reasons why I used the damn thing. Took out the uber Heavy so my team stood a chance when defending those CPs on Dustbowl.

Jelly
August 14th, 2009, 07:06 AM
Being able to stun ubercharged people was one of the reasons why I used the damn thing. Took out the uber Heavy so my team stood a chance when defending those CPs on Dustbowl.

Scout is an offense class.

n00b1n8R
August 14th, 2009, 07:35 AM
Scout is an offense class versatile as fuck.
ftfy :eng101:

Bodzilla
August 14th, 2009, 09:27 AM
I'd say I'm really happy with this update but they got rid of the civ-heavy again. :smith:

He's still possible, youtube that shit :D

Syuusuke
August 14th, 2009, 10:08 AM
Still? haha,
also that crit boost only happens when your teammate captures the intelligence or you're the winning team at the end of the round.

n00b1n8R
August 14th, 2009, 05:49 PM
Still? haha,
also that crit boost only happens when your teammate captures the intelligence or you're the winning team at the end of the round.
Wouldn't kritskriegs do it too? (or is a critboost different from 100% crits?)

Sel
August 17th, 2009, 12:13 AM
Where'd you get the -25 health info from Sel?


I just double checked the latest update page, it still says 25 here.

n00b1n8R
August 17th, 2009, 03:06 AM
I just double checked the latest update page, it still says 25 here.
jeez valve, make up your mind. still says -30 on the Classless Update day 3 page.

itszutak
August 20th, 2009, 11:08 PM
Yeah the effect shows up on Kritzs, ends of rounds, and when you cap the flag.

p0lar_bear
August 21st, 2009, 05:49 PM
Yet they left the achievement to stun ubercharged enemies with the sandman in :realsmug:

They altered it so stunning a Medic with a ready charge nets you the achievement.

What's next? Ubers get immunity to all forms of knockback?

fakeedit: Also, today's update:

Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances: The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
The first bullet of a non-spread weapon if it's been >1.25 seconds since firing

TF2 is now CSS. Enjoy. (Yes I know this only applies to the pistol and one pellet of the shotgun.)

n00b1n8R
August 21st, 2009, 07:31 PM
They altered it so stunning a Medic with a ready charge nets you the achievement.

What's next? Ubers get immunity to all forms of knockback?
Yes please.

(Yes I know this only applies to the pistol and one pellet of the shotgun.)
Where does it say that exactly?

Botolf
August 22nd, 2009, 02:22 AM
Can't wait to shoot Snipers in the nuts with my little Engie pistol. I'm going to be so annoying :iamafag:

Daishi
August 22nd, 2009, 02:26 AM
The Sandman now can't stun ubercharged enemies...OK that's good, but what the fuck, -25 health instead of no double jump?!

IMO, exactly the opposite is good. The sandman should be able to stun ubered d00ds, and the -25 instead of no dbl jump makes me very happy. The whole point of the scout is to avoid fire by moving rapidly.

p0lar_bear
August 22nd, 2009, 04:51 AM
Yes please.

Where does it say that exactly?

Any semi-auto weapon with spread that fires bullets. This includes the pistol, revolver, and shotgun/scattergun/FaN, and excludes the minigun, syringe guns, flamethrowers, grenade launchers, smg, sniper rifle, and huntsman.

n00b1n8R
August 22nd, 2009, 07:19 AM
Any semi-auto weapon with spread that fires bullets. This includes the pistol, revolver, and shotgun/scattergun/FaN, and excludes the minigun, syringe guns, flamethrowers, grenade launchers, smg, sniper rifle, and huntsman.
Seems weird to give the revolver a 100% accurate shot when that's one of the specific advantages of the Ambassador. >_>

Sel
August 23rd, 2009, 02:18 AM
anyone using the ambassador is gay anyway