TF2's Classless Udpate: Hats & Maps

Where we come together to shoot 5punk.

Moderator: Forum Moderators

News Reader
Salmon Ninja Pirate Gayer
Salmon Ninja Pirate Gayer
Posts: 1215
Joined: December 13th, 2006, 14:27

TF2's Classless Udpate: Hats & Maps

Post by News Reader »

Image TF2's Classless Udpate: Hats & Maps
A surprise new TF2 update has arrived, and it has absolutely no class. In fact, it's about as daft an update as you could hope for, with Day 1's offerings giving you eighteen new hats, and a new Arena map. "After setting a new standard for Lack of Class in an FPS with the addition [...]

Author: John Walker
Category: RockPaperShotgun tf2 Valve
Publish Date: Tue, 11 Aug 2009 22:17:31 +0000

Image

A surprise new TF2 update has arrived, and it has absolutely no class. In fact, it's about as daft an update as you could hope for, with Day 1's offerings giving you eighteen new hats, and a new Arena map. "After setting a new standard for Lack of Class in an FPS with the addition of Jarate (the jar-based Karate)," explains the TF2 blog, "we've raised the bar on lowering the tone even further with the first ever Classless Update!"

(...)
Read the rest of TF2's Classless Udpate: Hats & Maps (174 words)

Posted by botherer. |
61 comments |
Donate or subscribe to RPS |
Post tags: tf2, Valve

This article is from Rock, Paper, Shotgun. If you're reading it on any other website, they're stealing it from us without permission.

Image Image
Image
Read more... - Read comments...

Source: Rock, Paper, Shotgun
Description: The PC Gaming site: it's a fun time.
Image
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post by Baliame »

Wouldn't be surprised if they waited until TF2maps' Swamp Map Challenge is over.

Also, Udpates are awesome.
Sol
Ninja
Ninja
Posts: 1450
Joined: December 9th, 2004, 19:27
Location: Behind the sofa, Hertfordshire
Contact:

Post by Sol »

here's hoping they surprise everyone and finish the rest of the updates. ...But they wont.

Nice hats though :lol:
Mr. Johnson
Mr Flibbles
Mr Flibbles
Posts: 4957
Joined: August 10th, 2006, 10:58
Location: belgium

Post by Mr. Johnson »

More hats!
HereComesPete
Throbbing Cupcake
Throbbing Cupcake
Posts: 10249
Joined: February 17th, 2007, 23:05
Location: The maleboge

Post by HereComesPete »

See, hats are important.

I enjoyed this the last time I played, I may even play again.
Sol
Ninja
Ninja
Posts: 1450
Joined: December 9th, 2004, 19:27
Location: Behind the sofa, Hertfordshire
Contact:

Post by Sol »

"TF_Engineer_Cowboy_Hat" "Texas Ten Gallon"
"TF_Engineer_Train_Hat" "Engineer's Cap"
"TF_Heavy_Ushanka_Hat" "Officer's Ushanka"
"TF_Heavy_Stocking_cap" "Tough Guy's Tuque"
"TF_Soldier_Pot_Hat" "Stainless Pot"
"TF_Soldier_Viking_Hat" "Tyrant's Helm"
"TF_Demo_Scott_Hat" "Glengarry Bonnet"
"TF_Medic_Tyrolean_Hat" "Vintage Tyrolean"
"TF_Pyro_Chicken_Hat" "Respectless Rubber Glove"
"TF_Spy_Camera_Beard" "Camera Beard"
"TF_Medic_Mirror_Hat" "Otolaryngologist's Mirror"
"TF_Pyro_Fireman_Helmet" "Brigade Helm"
"TF_Scout_Bonk_Helmet" "Bonk Helm"
"TF_Scout_Newsboy_Cap" "Ye Olde Baker Boy"
"TF_Spy_Derby_Hat" "Backbiter's Billycock"
"TF_Sniper_Straw_Hat" "Professional's Panama"
"TF_Sniper_Jarate_Headband" "Master's Yellow Belt"
"TF_Hatless_Scout" "Baseball Bill's Sports Shine"
"TF_Hatless_Sniper" "Ritzy Rick's Hair Fixative"
"TF_Hatless_Engineer" "Texas Slim's Dome Shine"
"TF_Demo_Top_Hat" "Scottsman's Stove Pipe"

:) :)
TezzRexx
Dr Zoidberg
Dr Zoidberg
Posts: 4072
Joined: February 8th, 2005, 15:54
Location: BURMINGHUM, England
Contact:

Post by TezzRexx »

Have they got ridden of the random item mode yet?

Edortz: Moved to shooters.
Sol
Ninja
Ninja
Posts: 1450
Joined: December 9th, 2004, 19:27
Location: Behind the sofa, Hertfordshire
Contact:

Post by Sol »

Still has it, but you can unlock weapons with achievements like you used to.

Also: http://www.teamfortress.com/classless/h ... igmatical/
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post by Baliame »

TezzRexx wrote:Have they got ridden of the random item mode yet?
Nope.
Gunslinger42
Ninja
Ninja
Posts: 1448
Joined: February 12th, 2005, 17:53

Post by Gunslinger42 »

Oh joy, more things I won't get unless I spend 8000 hours idling. I've probably played about 70-100 hours worth of TF2 since the first hats were introduced and only got one.
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post by Baliame »

Oh joy, more things Slinger complains about. I've probably spent about 70-100 hours worth of TF2 since the first hats were introduced listening to it.
deject
Berk
Berk
Posts: 10353
Joined: December 7th, 2004, 17:02
Location: Oklahoma City, OK, USA
Contact:

Post by deject »

Sol wrote:"TF_Heavy_Stocking_cap" "Tough Guy's Tuque"
"TF_Demo_Top_Hat" "Scottsman's Stove Pipe"

oh yes, DO WANT.
Nickface
Ninja Pirate
Ninja Pirate
Posts: 1568
Joined: November 15th, 2004, 13:13
Location: Detroit, MI, United States
Contact:

Post by Nickface »

HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATS! :boogie:
Roman Totale
Robotic Bumlord
Robotic Bumlord
Posts: 8475
Joined: October 24th, 2004, 0:27
Location: Manchester, UK

Post by Roman Totale »

Sol wrote:"Backbiter's Billycock"
:lol:
buzzmong
Weighted Storage Cube
Weighted Storage Cube
Posts: 7167
Joined: February 26th, 2007, 17:26
Location: Middle England, nearish Cov

Post by buzzmong »

Whoooop!

HATZ!
fabyak
Home-made Big Daddy
Home-made Big Daddy
Posts: 5681
Joined: October 14th, 2004, 14:02
Location: Oxford, England

Post by fabyak »

buzzmong
Weighted Storage Cube
Weighted Storage Cube
Posts: 7167
Joined: February 26th, 2007, 17:26
Location: Middle England, nearish Cov

Post by buzzmong »

King of the Hill? Brilliant :D
Baliame
Tremors Worm
Tremors Worm
Posts: 3491
Joined: October 13th, 2007, 23:43
Location: Hungary

Post by Baliame »

I think it's time to revive my almost two years old KotH project I abandoned because of lack of ideas and lots of Hammer RAGE.
Dr. kitteny berk
Morbo
Morbo
Posts: 19676
Joined: December 10th, 2004, 21:53
Contact:

Post by Dr. kitteny berk »

yup, there's the update.

Code: Select all

New Content
 - Added King Of The Hill game mode.
 - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.
 - Added lots of new hats.

Additions / Changes:
 - Added "Auto Reload" option to the multiplayer advanced options.
      - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
 - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
 - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.
 - Significantly reduced the amount of network traffic being sent.
 - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
 - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
      - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
 - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
 - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.
 - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.
 - Added an "Inspect" key that allows you to look at items being carried by your team mates.
 - Backpack improvements:
      - Added drag & drop to move items around. Item positions are maintained on the backend.
      - Added multi-select, allowing you to delete multiple items at once.
      - Added a new key to the key binding page that opens your inventory directly to your backpack.
      - Fixed mouseover panel being incorrectly position when the backpack first appears.
 - Cloaked Spies standing in valid backstab positions no longer raise their knife.
 - Added current map name and gametype to the bottom right of scoreboard.
 - Added class icons to tips on the loadout and loading screens.
 - Improved visuals around flags when they're being carried by a player.
 - Improved critboosted visuals, making it much clearer when an enemy has critboost.
 - Updated the loading panel to show the game type under the map name during level transition.
 - In-game chat dialog now supports full Unicode characters.
 - Added BLU main menu background.
 - Added response caching for some server queries to help reduce the CPU load from DOS attacks.
 - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:
 - Update PLR_Pipeline
      - Increased the starting advantage in the third round if a team has won the first two rounds.
      - Fixed carts not continuing to the second round if they're capped at the same time in the first round.
      - Fixed being able to shoot pipebombs over the starting gates in the first round.
      - Fixed being able to open the doors in the first round before the setup time was finished.
      - Fixed players getting stuck in some doors.
      - Fixed players being able to get onto rooftops and out of the map boundaries.
      - Fixed other minor bugs and exploits.
 - Added community map Arena_Offblast
 - Added community map Cp_Yukon
 - Update Arena_Sawmill
      - Fixed DirectX8 bug where some models would not be visible.
      - Fixed exploit with building teleporters outside of the map.
 - Updated CP_Granary
      - Made a few changes to improve balance based on competitive community feedback.

Item Reworks:
 - The horse of Nature
      - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
      - Enemies cannot be juggled by the FaN's effect.
      - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
      - Knockback is now scaled by damage done.
 - The Sandman:
      - A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
      - Stunned players now take 75% of all incoming damage instead of 50%.
      - Übercharged players can no longer be stunned.
      - Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
      - The minimum distance to stun a target has been reduced.
      - The negative attribute has changed from "no double jump" to "-25 max health".

Fixes:
 - Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.
 - Fixed an exploit that allowed players to work around sv_pure.
 - Particle files are now protected by sv_pure.
 - Fixed critboost effect getting stuck on when you die while critboosted.
 - Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.
 - Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.
 - Fixed an exploit where you could reload The Huntsman faster than intended.
 - Fixed Heavy "civilian" exploit.
 - Fixed a set of exploits using the DXSupport config files.
 - Fixed r_screenfademinsize and r_screenfademaxsize exploits.
 - Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:
 - Added a HUD element for hybrid CTF & CP maps.
      - Supports 1 or 2 flags, and any number of CPs.
      - Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.
 - Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
      Format: "%s<i><s><s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
 - Added new "medic_death" event for server logs:
      Format: "%s<i><s><s>" triggered "medic_death" against "%s<i><s><s>" (healing "%d") (ubercharge "%s")
            - healing is the amount the Medic healed in that life
            - ubercharge (1/0) is whether they died with a full charge
 - Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.

* The DoDS update is needed for the new engine changes.  No client changes have been made.

Jason
buzzmong
Weighted Storage Cube
Weighted Storage Cube
Posts: 7167
Joined: February 26th, 2007, 17:26
Location: Middle England, nearish Cov

Post by buzzmong »

Errrr:
Übercharged players can no longer be stunned.
So what about the achievement? I was only a handful off it :/

Don't get me wrong, double jumping and now only a 25% damage reduction on stunned enemies rather than the 50% it was is a nice bonus, but killing an achievement, I suspect that'll get changed back soon as it also removes one of the only real counters for ubers.
Last edited by buzzmong on August 13th, 2009, 23:00, edited 1 time in total.
Post Reply