Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (68.7%)
IT'S A DUMPSTER FIRE
36 (31.3%)

Total Members Voted: 115

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2868540 times)



Hey! Remember that 5th comic of the bi-monthly series? Me neither.


Anyone else play TF2 UberUpgrades? (PVP or MVM)

Anyone else play TF2 UberUpgrades? (PVP or MVM)
I play that stuff 24/7
I got my jarate to Hale's Own from it

I play that stuff 24/7
I got my jarate to Hale's Own from it
'hale's own jarate' unsettles me for some reason

'hale's own jarate' unsettles me for some reason
It is indeed a jar of Hale's own piss.



pubs

and yes key is me

'hale's own jarate' unsettles me for some reason
Hale's own mad milk is more disturbing imo

Quote from: http://www.teamfortress.com/post.php?id=17833
A while back we ran into some of the guys at Bad Robot. We liked the stuff they were making, they liked the stuff we were up to, and we hit it off almost instantly.

After we'd given them a tour, one of the things they found the most fascinating was TF2's ongoing update schedule. Traditionally a film and TV studio, they typically don't get to show their community anything until it's already finished. So the idea of shipping a beta version of something, then working with a community of gamers to make it better over time, was a wholly new and exciting concept to them.

"Man, we wish we could do something like that," they said. To which our logical response was: "Why don't you?" (There might have even been some buck-buck chicken noises.)

Flash forward a bit, and here we are: The TF team is incredibly happy to announce PASS Time, a new game mode for Team Fortress 2 dreamed up by Bad Robot and co-developed with the talented folks at Escalation Studios, available now in-game as a beta release. PASS Time combines TF2's usual fast-paced bloodsport with the actual fast-paced sports of soccer, hockey and basketball.

This is where you come in. PASS Time marks Bad Robot's first foray into rapidly iterative content, and they're really excited to get feedback on their beta so they can work with the TF community to evolve the game. This is a new way of doing things for them, and they're looking forward to working with you to see how it grows over time.

Keep reading for more information about the new game mode—or just boot up TF2 and play it for yourself. Take it away, Bad Robot!

Thanks, guys. And hello to the TF2 community! As massive fans of all things Valve and TF2, we've been thrilled to work with them, and the deft developers at Escalation Studios, to present this super early look at PASS Time. And now we're extremely excited to have the opportunity to collaborate with you, the players! Your feedback will be critical to making this mode, at very least, worthy of the game we all love. So, many thanks for hitting us up at passtime@valvesoftware.com with any and all thoughts. Here's hoping that, together, we can create something special that the community will enjoy as much as we've enjoyed just getting to this point!

ABOUT PASS TIME
RED and BLU face off in an epic battle to score more goals than their opponents. Coordinated passing, aerial shots, interceptions, team-based formations and plays, defensive lines and the like make for strategically chaotic play.

BALL-CARRYING
The "jack" is a ball that, when carried, replaces your weapons. Teamwork is key in protecting the jack-carrier. Pass and shoot with your primary fire. Pick up and intercept by simply touching the jack. Melee an opponent carrier to steal. Carrying the jack also gives that player the following boosts:
  • Health: regeneration
  • Invulnerability: temporary when you steal (with melee) or intercept the jack
  • Speed: temporary increase when you first gain possession
  • Vision: see both teammates AND opponents on the map

TAKE A KNEE, LET'S TALK STRATEGY
  • Passing: A critical aspect of PASS Time play. Team-based passing is a surefire way to get the ball away from your goal, and into your opponents', as quickly as possible.
  • Coordinated Team Play: In PASS Time, it’s vital to play as a team. Lone wolf runs don’t stand a chance against a united front.
  • High-Flying Action: PASS Time introduces speed boosts and jump-pads. Nothing beats the rush of a mid-air shot-on-goal or interception.
  • Defense!: A balance of offensive and defensive strategy is key. Goalies can be the difference-makers in PASS Time.
  • Sudden Death: As with most sports, try not to die. Especially if the match ends in a tie—'cause that’s when true Sudden Death kicks in.

Quote from: http://www.teamfortress.com/post.php?id=18032
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

Added new game mode 'PASS Time' to the TF2 Beta

Fixed a crash caused by a client sending malformed network data to the server (thanks to Nathaniel Theis for this report and test case)

Added a new hat 'The Finder's Fee'
  • Will be awarded going forward on a case-by-case basis to those who report major economy-breaking bugs or remote-code-execution bugs, and provide detailed information and steps to reproduce
  • Well deserved congratulations to the first recipient, Nathaniel Theis

Fixed visual bugs caused by picking up weapons with special attributes

Fixed the Mann vs. Machine Medigun shield not being re-created after switching away from the Medigun and back while the charge is draining

Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medigun shield

Fixed left-hand view models not displaying Stat Clocks correctly

Fixed being able to use the tournament_readystate client command when using per-player ready status mode

Fixed seeing a HUD mp_timelimit timer for maps that don't end the round when the map timelimit runs out

Fixed some missing VO sounds for the Demoman when laughing

Fixed being able to use the Restore action on Killsteak Kits

Fixed character loadout menus so they display the particle effects for all equipped Unusual items

The Huo-Long Heater can now accept Posthumous Kills strange parts

Updated the Australium Grenade Launcher to fix the wood material being shiny

Updated the backpack images for the Gun Mettle Campaign Coin

Updated LODs for several weapons and the sentry gun

Updated Mann Co. Store prices for foreign currencies to current USD equivalents

Updated the localization files

Updated Koth_Suijin with the latest changes from the authors
  • Added cover around the point preventing cross-point sight line
  • Opened second window in point building
  • Tweaked pickup amounts and positions
  • Widened space between stairs to point and bridge railing to allow easier movement
  • Clipping improvements
  • Improved lighting in dark areas
  • Fixed an issue where engineers could build on outlying islands
  • Fixed an issue where engineers could trap teammates by building teleporters in spaces with restricted movement
  • Fixed an issue where the spawn room doors could be held open by an opposing team member
  • Optimization improvements

Maps Workshop Beta
  • Fixed a common crash when loading some compressed maps
  • Fixed various issues running workshop maps on listen servers
  • Listen servers no longer unnecessarily fetch a second copy of the map
  • Listen servers no longer cause the client to crash upon the second load of the same workshop map
  • Added -ugcpath parameter for dedicated servers to control location of downloaded workshop content
  • Defaults to steamapps/workshop
  • Multiple servers sharing the same UGC directory is currently not supported, and will not go well
  • Added server command tf_workshop_map_status to view currently tracked maps and their status
  • Enhanced handling of updated maps to ensure the newest available version of the map is always used on level change
  • Improved handling of workshop maps in a server's map cycle
  • Workshop maps in the map cycle will be automatically fetched and updated in the background
  • Workshop maps in the map cycle will have their names updated to the canonical name once known
  • Map votes now work with workshop maps
  • A known issue is that the full workshop map name is currently shown instead of the friendly name
  • Community request: Updated the FindMap and CanProvideLevel API for server-side mods. These functions now always expose the full workshop names for maps when known, even if not the map is not yet installed
« Last Edit: August 18, 2015, 07:20:13 PM by SpongeCraft1212 »

Now I want to get a set that makes demoman look like a B-Ball player.

surprise we added another gamemode

mannpower? robot destruction? what are those? never heard of em



here's the new bug-finder hat anyway, I guess they decided giving everyone an unusual of their choice wasn't the thing to do


here's the new bug-finder hat anyway, I guess they decided giving everyone an unusual of their choice wasn't the thing to do

[im g width=400]http://media.steampowered.com/apps/440/icons/all_bug_hat_demo_large.c4351ff20f7b7d18cfda22dea016d7838e4842c0.png[/img]
forget you valve

does the bugfinder hat get an unusual effect too?
might be worth it if you get to choose the unusual effect on it