It's that time again! The end of the year brings forth a heap of new maps to be added to our selection of Featured Maps, and this year in particular is a big one!
It's that time again! The end of the year brings forth a heap of new maps to be added to our selection of Featured Maps, and this year in particular is a big one!
Hey all! In the past, featured maps have been chosen almost entirely by the staff team, but this year, we have a few too many selections, so we need your help!
How it works:
We have compiled 23 possible maps to feature this year, not all of which have been created this year. In the responses, please post with your 4 picks for which maps you'd like to see featured, from the list of 23.
The maps with the most votes will be played in a gameday to determine their overall quality...
Hey all! In the past, featured maps have been chosen almost entirely by the staff team, but this year, we have a few too many selections, so we need your help!
How it works:
We have compiled 23 possible maps to feature this year, not all of which have been created this year. In the responses, please post with your 4 picks for which maps you'd like to see featured, from the list of 23.
The maps with the most votes will be played in a gameday to determine their overall quality,...
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 Dragon's Fury projectiles colliding with other projectiles
Fixed Dragon's Fury, Short Circuit, and tf_projectile_energy_ring projectiles colliding with func_lod entities
Fixed tf_projectile_energy_ring projectiles not colliding with tf_generic_bomb entities
Fixed an exploit related to opening the ConTracker while the taunt menu is open
Fixed an issue with props and team colors when taunting with Australium weapons
Fixed servers not being able to load Mann vs. Machine .pop files for workshop maps
Fixed not being able to apply Strange Parts to the Battery Canteen and other Strange powerup bottles
Fixed large bundle descriptions being clipped in the Mann Co. Store
Fixed Halloween: Voices From Below spell not working correctly with the Taunt: Bad Pipes
Fixed a sound bug related to using The Huntsman and the Taunt: Zoomin' Broom
Fixed players receiving knockback from enemy weapons during a truce
Updated Mann vs. Machine mode
Fixed an infinite health exploit for Snipers using The Razorback
Fixed the incorrect .pop file being loaded during map change when using tf_mvm_missioncyclefile
Updated the Strange ranks for the Razorback to be similar to the Manntreads
Updated The Mislaid Sweater and Beanie The All-Gnawing to fix issues with the materials
Updated/Added some tournament medals
Updated the localization files
Updated koth_synthetic_event
Fixed some prop pop in
Added backup check to try to make sure the point is set to neutral when the toastmaster spawns
Increased volume of toastmaster summon sounds to make it more obvious when he spawns
Updated pd_farmageddon
Updated scarecrow logic to make damaging them more consistent
Fixed incorrect farmer line playing sometimes when the cap opens
Added func_respawnflag back to the acid area in cap zone that mysteriously vanished
Fixed some floating props and beams
Added team specific teleporter destinations for teleporting players out of the cap zone when a round is over. This should stop players getting stuck in each other.
Cap point open sprite should no longer appear at the start of a round if the cap opened during "waiting for players"
Blocked off sentry spot under the ramps at mid because it was too advantageous
Community request
Added new item_teamflag ouputs OnPickup1, OnDrop1, and OnCapture1 that fire outputs with the player as the activator
Hey everyone. The 72 hour jam is right around the corner! We wanted to run a quick survey to see what weekend would be optimal for everyone. Feel free to vote and discuss it below.
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:
Bug fixes to Steam Datagram Relay (SDR) support. This is currently in limited testing. We will have more info about this when it rolls our more broadly.
Old church bells have begun to ring, once-occupied graves now lay empty, and never-before-seen creatures of the night have risen from their slumber for one sole purpose: to be shot!
A Halloween-inspired take on the traditional Mann vs Machine dynamic, Operation Hexadecimal Horrors features 48 brand new missions spread across more than 10 new, returning, and spookified maps! The campaign will run until November 30th, so don't wait! Servers are available in North America, South America, Europe, Asia, and Australia.
On an entirely different, less scary topic: a charity drive benefiting The Trevor Project will be running in tandem with the campaign. In-game medals are available for those who donate $5 or more! Check out the website to learn how to donate and how to play!
Hey everyone. The 72 hour jam is right around the corner! We wanted to run a quick survey to see what weekend would be optimal for everyone. Feel free to vote and discuss it below.
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 missing material and sound issues for the Taunt: Bare Knuckle Beatdown
Fixed clipping issue for the Taunt: The Profane Puppeteer
Fixed some sounds for the Taunt: The Mannbulance!
Updated The Scariest Mask EVER with Hat/NoHat styles to prevent some clipping issues
Updated the Wandering Wraith, Corpse Carrier, Beanie The All-Gnawing, and Computron 5000 to fix issues with the materials/models
Updated the pickup/drop sounds for paintkits
Updated/Added some tournament medals
Updated the localization files
Updated cp_ambush_event
Fixed few exploits where players could get out of the map
Fixed control point 2 base plate in stage 1 not turning blue upon capture
Changed damage type from shock to bullet in underworld
Improved clipping
Updated pl_terror_event
Fixed few exploits where players could get out of the map
Increased spawn time interval of normal spellbooks
Fixed visual issue during warmup period regarding track models floating in air
Adjusted payload track select logic to fix rare issue with cart going off track
Improved clipping
Updated koth_los_muertos
Fixed a respawn visualizer not showing up on the RED side
Fixed falling off the edge when entering the Land of the Dead with higher than normal movement velocity. Now when entering the portal, player speed will be set to 0.
Fixed being able to spam grenades and rockets through rooftops
Updated arena_lumberyard_event
Fixed missing beacon particle to signify rare spell spawn locations
Fixed an issue with custom HUDs interfering with the map's own HUD
Fixed middle doors shutting themselves when blocked by a player
Fixed various props z-fighting inside of walls
Fixed instances of the announcer lines playing over the Merasmus' announcer lines
Fixed an issue that caused players to remain in third-person at the beginning of a new round
Fixed spells dropped by the skeleton king persisting between rounds
Fixed pumpkin bombs generated from spells persisting between rounds
Fixed server lag caused by dynamic props
Reworked various VO to use new soundscript entries
Merasmus will now react to player deaths with varying degrees of sarcasm
Pumpkin bombs will now all refresh simultaneously at the start of every round
Added a "No entry" sign to the middle doors
Smoothed surfaces around the map to ease flying around as a ghost
Increased sound of the ghost dispenser to improve healing feedback
Extended the warmup periods by 5 seconds (now 15 seconds)