Total Members Voted: 115
i am now a real human boy :D
what is that steam skinI like it
Anyone else play TF2 UberUpgrades? (PVP or MVM)
I play that stuff 24/7I got my jarate to Hale's Own from it
'hale's own jarate' unsettles me for some reason
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 TIMERED 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-CARRYINGThe "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: regenerationInvulnerability: temporary when you steal (with melee) or intercept the jackSpeed: temporary increase when you first gain possessionVision: see both teammates AND opponents on the mapTAKE A KNEE, LET'S TALK STRATEGYPassing: 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.
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 BetaCheck out the blog post for more informationFixed 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 reproduceWell deserved congratulations to the first recipient, Nathaniel TheisFixed visual bugs caused by picking up weapons with special attributesFixed the Mann vs. Machine Medigun shield not being re-created after switching away from the Medigun and back while the charge is drainingFixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medigun shieldFixed left-hand view models not displaying Stat Clocks correctlyFixed being able to use the tournament_readystate client command when using per-player ready status modeFixed seeing a HUD mp_timelimit timer for maps that don't end the round when the map timelimit runs outFixed some missing VO sounds for the Demoman when laughingFixed being able to use the Restore action on Killsteak KitsFixed character loadout menus so they display the particle effects for all equipped Unusual itemsThe Huo-Long Heater can now accept Posthumous Kills strange partsUpdated the Australium Grenade Launcher to fix the wood material being shinyUpdated the backpack images for the Gun Mettle Campaign CoinUpdated LODs for several weapons and the sentry gunUpdated Mann Co. Store prices for foreign currencies to current USD equivalentsUpdated the localization filesUpdated Koth_Suijin with the latest changes from the authorsAdded cover around the point preventing cross-point sight lineOpened second window in point buildingTweaked pickup amounts and positionsWidened space between stairs to point and bridge railing to allow easier movementClipping improvementsImproved lighting in dark areasFixed an issue where engineers could build on outlying islandsFixed an issue where engineers could trap teammates by building teleporters in spaces with restricted movementFixed an issue where the spawn room doors could be held open by an opposing team memberOptimization improvementsMaps Workshop BetaFixed a common crash when loading some compressed mapsFixed various issues running workshop maps on listen serversListen servers no longer unnecessarily fetch a second copy of the mapListen servers no longer cause the client to crash upon the second load of the same workshop mapAdded -ugcpath parameter for dedicated servers to control location of downloaded workshop contentDefaults to steamapps/workshopMultiple servers sharing the same UGC directory is currently not supported, and will not go wellAdded server command tf_workshop_map_status to view currently tracked maps and their statusEnhanced handling of updated maps to ensure the newest available version of the map is always used on level changeImproved handling of workshop maps in a server's map cycleWorkshop maps in the map cycle will be automatically fetched and updated in the backgroundWorkshop maps in the map cycle will have their names updated to the canonical name once knownMap votes now work with workshop mapsA known issue is that the full workshop map name is currently shown instead of the friendly nameCommunity 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
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]