• TF2 Update 7/17/14
    26 replies, posted
[QUOTE]Team Fortress 2 Update Released Product Update - Valve 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: Fixed a client crash related to particle effects Fixed the Quickplay menu not remembering the Advanced Options settings after using the Play Beta Maps option Fixed the Festive Sapper not having a skin for the Blu team Added a new startup music track from Expiration Date Updated the Conga taunt to play sounds on the client instead of the server Updated several materials to fix issues caused by mat_picmip Updated the localization files [B]Updated beta map pl_cactuscanyon[/B] Redesign of the first half of stage 2. Blu team now pushes up the first hill Removed the death pit in the first barn building of stage 1 Ammo increased in stage 2 Fixed Red building in the spawn room of stage 2 [B]Updated beta map rd_asteroid[/B] [B]Mode changes[/B] Power Cores and Reactor Cores now add their point value to a team's score over time Reduced the rate at which points can be stolen from 15 per second to 10 per second Robots now heal 5 health per second to nearby friendly players The HUD has been reworked Inverted the layout to better represent the layout of the level Added progress bars to represent each team's score Potential point gains from stolen reactor cores are now visually represented on the score progress bars Thief icon now moves across the score board relative to the thief's position in the level Updated thief icon to represent both the color of the power core stolen and the color of the thief's team Added new strings to the win panel that explain why the team won Replaced the current "points being stolen" sound with a new sound Added better collision hulls to robot models Reworked robot skins to reduce similarity to the Ubercharged skin Sentry guns no longer target Ubercharged robots [B]Map changes[/B] Layout has been adjusted with the overall goal of improving visibility of teammates Removed spawn teleporter Reduced map size by removing the front lobby and cave sections Added terrain paths on the sides of the mid bridge Increased width of the mid bridge Removed doors that locked when A and B robots were active Robots have been rearranged: A robots now roam the bridge above the water B robots now roam around the floor in front of the vault C robots now roam around the upper deck Added more line of sight blockers to the water room to provide better cover during combat engagements Reduced travel time for the water flanking route under the interior bridge Added a drop down to enter the water room from the front door staging area Increased size of the glass room near C robots to provide flanking cover to use against sentries that are placed at the corner of the upper deck Increased width of vault corridors Reworked vent route that leads to the vault, no longer need to crouch jump on exit Moved left spawn exit forward to reduce effectiveness of spawn camping Added a resupply cabinet to the right side spawn exit Re-positioned health and ammo pickup locations Added ramp collision to stairs Changed setup time from 60 seconds to 40 seconds Changed power reactor max return time from 90 seconds to 60 seconds Fixed gap in the death pit that allowed players to survive[/QUOTE]
Undocumented: Made my cool medal paintable B) [img]https://dl.dropboxusercontent.com/u/900111/paintmedal.PNG[/img]
The new RD_Asteroid is pretty fucking bad. RIP everything that made it different from any other map in the game.
Oh boy, time to fuck around with valve's godawful coding of the robot destruction HUD again.
Another startup music? Please give us more!
The map feels way too small now. I liked the complexity of the old one, but the new one just simplifies it too much.
if the new rd_asteroid is really terrible i've been saving every version that valve has released in case they really fuck something up and/or someone wants to make it look pretty themselves once all the assets are released [t]http://puu.sh/agaKg.png[/t]
[QUOTE=Mentlegen;45423958]The map feels way too small now. I liked the complexity of the old one, but the new one just simplifies it too much.[/QUOTE] When I was playing it, a lot of people complained that they didn't know where to go, or where the places were, when I suggested NOT taking the teleporter, they ignored me.
[QUOTE=Dr. Doughnut;45424043]When I was playing it, a lot of people complained that they didn't know where to go, or where the places were, when I suggested NOT taking the teleporter, they ignored me.[/QUOTE] It's the cp_steel effect. Once you learned the map it honestly wasn't that hard to navigate. It's their fault if they choose to not learn the map. I do agree on the teleporter needing to be removed though. That's one of the few changes that I like.
They also added a headset style to the Greased Lightning yay :D
those changes sound unneeded, hopefully they'll be reverted
[QUOTE=bunnybijou;45424019]if the new rd_asteroid is really terrible i've been saving every version that valve has released in case they really fuck something up and/or someone wants to make it look pretty themselves once all the assets are released [t]http://puu.sh/agaKg.png[/t][/QUOTE] Can I get version two of Asteroid for my site? [url]http://www.unfgaming.net/public/downloads[/url] Look for the beta map folder. I set it up weeks ago (maybe less than that, time seems to fly by for me because I work 12hr shifts) Send me an f/r on Steam bunny. I'm at work for the next 7 hours though but I'll see it when I get home.
I don't know. I like the feel of it now. It could stand to be a little bigger, and I think the caves should came back in some form, but it felt more intuitive to navigate and there were less areas where you can take a wrong turn and end up in a deadend or end up just doing a circle.
[quote]Reduced map size by removing the front lobby and cave sections[/quote] Ha, you all thought I was a fool, but I [i]knew[/i] it was too big! [editline]17th July 2014[/editline] Actually nevermind the changes are fucking awful.
god fucking damnit valve now i have to redo my entire RD hud and try and remake it from THIS monstrosity [t]http://puu.sh/aggZn/1251801842.jpg[/t] why do you do this to me edit: i've now decided to not edit beta hud things until they are out of beta because valve will just never stop doing this edit2: [t]http://puu.sh/agjty/e854cfb89d.jpg[/t] [t]http://puu.sh/agjw0/528424ec9f.jpg[/t] WHY CAN VALVE GAMES NOT DO MATH
Would anyone happen to have all the "textures" VPKs from before this update? I had set my TF2 to not automatically update and I just got home from work to find out the god damn thing went and reverted that setting and updated itself anyway.
[QUOTE=Axem Blue;45424738] [t]http://puu.sh/agjty/e854cfb89d.jpg[/t] [t]http://puu.sh/agjw0/528424ec9f.jpg[/t] WHY CAN VALVE GAMES NOT DO MATH[/QUOTE] Did you put any threes in there by any chance?
[QUOTE=NeoDement;45423755]Undocumented: Made my cool medal paintable B) [img]https://dl.dropboxusercontent.com/u/900111/paintmedal.PNG[/img][/QUOTE] I wish there would be more paintable medals. I can imgagine team colours looking great on medals.
Someone at the TF2 team thought the klaxon from Half-Life 2 is a way better alarm than the previous one we had.
[QUOTE=KandyMan;45427782]Someone at the TF2 team thought the klaxon from Half-Life 2 is a way better alarm than the previous one we had.[/QUOTE] anything was better than the old alarm the sound of a man being set on fire is better than the old alarm
lotta good that update was whenever i load asteroid the game crashes
[QUOTE=5/3/4/3;45432294]lotta good that update was whenever i load asteroid the game crashes[/QUOTE] You probably have an outdated HUD.
Anyone else having issues with most kill icons being skull and crossbones?
[QUOTE=bunnybijou;45424019]if the new rd_asteroid is really terrible i've been saving every version that valve has released in case they really fuck something up and/or someone wants to make it look pretty themselves once all the assets are released [t]http://puu.sh/agaKg.png[/t][/QUOTE]Oh hey, I need the most recent one. Can you send that to me?
[QUOTE=TheMooseman;45432754]Oh hey, I need the most recent one. Can you send that to me?[/QUOTE] [url]www.unfgaming.net/public/downloads[/url] Go to the beta map folder. V4 is the one from yesterdays patch. I don't have v2 up yet (at work, will have it added when I get home in 9 hours.) (Srsly how do people keep missing my posts where i specifically state that I have the maps :suicide:)
[QUOTE=UserNotFound;45432937][url]www.unfgaming.net/public/downloads[/url] Go to the beta map folder. V4 is the one from yesterdays patch. I don't have v2 up yet (at work, will have it added when I get home in 9 hours.)[/QUOTE]Thanks! The update fucked up a demo, I'll have this on-hand incase I want to watch it again.
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