Did you know the construction of the Leaning Tower of Pisa was one hundred and ninety nine years late? Literally everyone alive when construction started was dead by the time it finished. So unless you're having this read to you from the bad side of a Ouija board, you made it out the other end of issue seven's historically-speaking-pretty-short seven year delay alive. Which isn't too bad.
And, honestly, we can think of another, much more popular project we're involved with that you're STILL waiting on: The Sagrada Familia in Barcelona, which began construction in 1886 and still isn't done, and which the Spanish government hired us to write a delay-themed blog post about after seeing an early draft of the blog post you're reading right now.
Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
Fixed the voice lines refusing to play sometimes
Updated pl_patagonia
Stage 1
Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
Fixed sometimes hearing outside soundscapes inside blue spawn
Fixed being able to build in a very high rooftop after point A
Fixed being able to build in blue spawn
Cart elevator is no longer the glitchiest thing in the universe
Fixed cart not rolling back after completing the elevator descent sequence
Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
Stage 2
Removed rollback from the train container ramp in last point (Thanks b4nny)
Gave blue more high ground for last point
Added an additional dropdown for blue for last point
Fixed being able to be teleported into red spawn as blue after capping point A
Removed long hill rollback before point C
Fixed bots getting stuck on the closed train doors after cap B
Fixed being able to leave stickies inside blue last spawn
Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
Fixed a pop-in issue relating to areaportals below point B
Fixed being able to enter the last blue spawn as red
Birdie (Thanks Explocivo808)
Stage 3
Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
Mirrored the window sniper spot in last point choke
Fixed being able to build behind a displacement rock wall in last point
Removed troll teleport spot in last point ending ramp
All Stages
Slightly lowered sun brightness and slightly raised skylight brightness
Improved skybox transitions
The cart no longer tries to defy the law of physics
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:
Happy Smissmas 2024!
All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
Added the Winter 2024 Cosmetic Case
Contains 23 new community-contributed items
The Festivizer can be found as a bonus drop when opening the case
Added 3 new community-contributed taunts to the Mann Co. Store
Taunt: Fore-Head Slice
Taunt: Peace!
Taunt: Curtain Call
Added 18 new community-created Unusual effects
9 new effects for Unusual hats
9 new effects for Unusual taunts
All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
Mann Co. Store winter sale!
Smissmas runs through January 7th, 2025
General
Fixed a client crash when previewing imported items in the Workshop dialog
Fixed showing an error model when equipping the Scottish Resistance
Fixed The Executioner not hiding the Scout's dog tags
Updated the Mountebank's Masque to fix a problem with the materials
Updated/Added some tournament medals
Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
General
Added the gamemode intro movie (made by Lacry, thanks)
Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
Added Hale's kill icons
Visual improvements to Hale's Ability HUD (thanks Funicular)
Added a visual cue signaling an upcoming Saxton Punch!
Minor visual improvements to Saxton Hale and his particle effects
Fixed the boss bar sometimes starting invisible
Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
Fixed a rare bug when Hale's Ability HUD textures become missing
Balance Changes - Saxton Hale
Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
Weightdown ability is disabled during Jump Fatigue
Increased Hale's health by ~100HP per opponent
Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
Hale's resistance to knockback reduced from 75% to 35%
Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
Balance Changes - Mercenaries
Explosives and fire now deal 50% more damage against Hale
The 40% minigun damage penalty now applies to full crits only
Broken Demoman shields now retain the charge ability
Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
Greatly decreased sticky trap damage reduction
Removed Scottish Resistance's 20% damage penalty
Baby Face's Blaster now loses 20% of its boost upon Wall Climbing
Updated vsh_tinyrock (additional changes)
Improved performance
Fixed odd clipping at one of the spawns
Updated vsh_distillery (additional changes)
Improved performance
Updated vsh_nucleus (additional changes)
Fixed setup time ending five seconds too early
Improved detailing in some areas
Improved clipping on staircases
Increased control point capture time to 15 seconds
Removed collision on some lights
Changed damage model and damage amount of the toxic waste pit and puddles
Updated vsh_skirmish (additional changes)
Fixed setup time ending five seconds too early
Fixed an issue where Engineers could build in the crocodile pit
Fixed not being able to wall climb certain trees in the main arena
Fixed some lighting issues on stalactites and other props
Parts of Hale's intro sequence no longer play while waiting for players
Improved optimization and detailing in some areas
Improved clipping on spiral stairs (Thanks Aar!)
Updated security system
Updated cp_brew
The shortcut from RED spawn to the "A" point now has a nobuild trigger
Added floor indicator for the health kit in the "A" point wooden shack
Adjusted "A" point wooden shack to allow more breathing room
Fixed getting stuck on the "A" gate's frame
Fixed teletrap near "A" point ditch route
Fixed being able to place buildings inside an out-of-bounds room outside "A" point
Fixed some stuck spots near "B" point
Fixed being able to shoot through a crack in the BLU forward spawn
Fixed floating props in the diner
Fixed one way door not forcing itself closed
Cleaned up some collisions and clipping across the map
Improved lighting on all of the archways
Updated koth_krampus
Fixed missing trees in skybox
Improved look of waterfall texture near full health-kit
Fixed minor visual errors
Minor NPC clipping changes
Fed krampus some oats
Updated pl_emerge
Switched on the cart light
Fixed RED players being able to sit on the edge of an exit of BLU's starting spawn
Fixed some doors showing incorrect textures
Fixed the final capture point displaying an incorrect string
Fixed the map occasionally playing incorrect ambient sounds
Minor visual and performance tweaks
Updated cp_carrier
The Carrier now has full crits rather than mini-crits
The Carrier now uses the robot voice lines
Improved hearability of the Carrier's voice lines and footsteps
Fixed visual bugs with the boss bar
Fixed the Carrier sometimes becoming invisible while taunting
Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
Fixed occasional phasing through the elevator platform at BLU spawn
Hello everyone! We are approaching the end of a very eventful year, so it's about time that we select the best creations from the past years to add to our Featured Maps List
To those that are unfamiliar with what our Featured Maps are, it's basically our "Hall of Fame" for maps and assets that we determine to be of the utmost quality. This allows users and server owners to easily browse and pick out maps for their server rotation; or just...
TFConnect is blazing a trail back like a man flying through the air in a stub-nosed sports car!
Veg-out to a gargantuan, bite-sized 80sâ internet throw-back event. The gnarly agenda includes an interview with Mike Morasky, award-winning composer of TF2âs legendary soundtrack. They also have the most epic server packed to the gills with gaming creators from across the web. Chaos makes a welcome return and there are spotlights showing the best of this community, the TF2 Quiz Show, MvM with Valve Devs, & much more!
The event streams, like totally live, December 7th from 6:30 am Eastern (12:30 CET) on the KritzKast Twitch channel.
TFConnect has raised over $100,000 for charities including this yearâs cause, SpecialEffect. This charity has a profoundly positive impact on quality of life, confidence and rehabilitation of disabled gamers.
Remember what the dinosaur told us, "Teamwork is very important."
TF2 Coaching Central is announcing the ninth iteration of their North American Newbie 6s Cup, a learning experience and friendly competition for people who are new to competitive 6v6.
Players with no to minimal competitive experience will sign up to be placed on a team of six, led by coaches who will teach the basics of the 6v6 format and help them learn the maps. Teams have a total of four weeks to learn and train together before facing off in a tournament with a prize pool of 18 keys for the winners and runners up. TF2 Coaching Central's previous Newbie Cup events have successfully prepared many players and teams to continue competitive play in RGL, the biggest North American TF2 league.
Sign-ups are open now! The deadline to apply and be placed on a team is December 11. Team and coach assignments will be made by December 14 and tournament matches, brought to you by Fireside Casts, will be the weekend of January 11-12, 2025.
Check out the TF2CC Discord for more info. Whether you're looking to dip your toes in competitive TF2 or a more experienced player looking to mentor newbies, feel free to join the community - with learning resources and pickup games running daily, all skill levels are welcome!
Thought you were done being spooked, startled, terrified, or even downright horrified? Well GUESS AGAIN! Something very scary is coming just before Christmas. How scary exactly? We're sure youâd love to know, but unfortunately whatâs in store for you is so scary, so terrifying, so unabashedly EVIL that you might immediately DIE if you even heard how diabolical things are about to get, and quite frankly nobody wants to be on the hook for that.
Operation Ghoulish Gambit is a new Mann vs. Machine charity event brought to you by Potato MvM! Complete over two dozen missions across new and returning maps! Event servers are available in North America, South America, Europe, Asia, and Australia. Click here to get started!
Feeling generous? Potato.TF is also hosting a charity fundraiser supporting the World Central Kitchen! Donate as little as $5 to receive an in-game medal! Have the link to your Steam profile ready and click here for more information.
Destroy those robots (and zombies) while you can! The event will run through December 15th, 2024.
As the year winds down, TF2Maps.net is proud to announce the return of their beloved 72 Hour Jam!
They're supporting their friends over at Gamers Outreach once again. Anyone who donates $5 or more to the drive before December 31 is eligible to receive this yearâs in-game charity medal. Click here to donate!
Additionally, you're able to earn a medal for sharing your creativity! Starting Friday, December 13, at 5:00pm UTC, you have 72 hours to make whatever Team Fortress 2 creation you can think of! Whether it be a map, asset, cosmetic, artwork â or even another game entirely â anything goes as long as it's Team Fortress 2 related!
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:
Improved matchmaking performance
Improved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region.
Improved matchmaker decision making for cross-region parties
Added error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishing
Fixed the matchmaking settings dialog frequently failing to display any datacenters
Fixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to Steam
Updated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regions