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TF2 Blog




The TF2 Retrospective event is taking place from July 23rd to July 27th at the sold-out Euskal Encounter XXII in Bilbao, Spain! Organized by the Bad Wolf team, Retrospective is a massive LAN tournament with over 150 players already signed up from Canada, Ireland, Russia, France and more. Check it out live on exTV this Thursday!



Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

The road not traveled is uninteresting to me when the road we are> travelling is winding, densely populated and has no speed limit. (The road I’m talking about is videogames.) That didn’t stop me being intrigued to find out more about Prospero via the latest episode of Valve Time Database. Prospero was one of two game’s Valve were working on when the company was founded in 1996, and Valve Time Database is a series of short YouTube videos detailing elements of Valve’s universe of games.

Episode 3 contains previously unreleased screenshots of the never released game, along with quotes from Half-Life writer Marc Laidlaw. I think> the information is new, but either way it’s entertaining and embedded below.

… [visit site to read more]

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
  • Added a Headset style for the Greased Lightning
  • 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
  • Updated beta map pl_cactuscanyon
    • 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
  • Updated beta map rd_asteroid

    • Mode changes

      • 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
    • Map changes

      • 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
TF2 Blog
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
  • Added a Headset style for the Greased Lightning
  • 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
  • Updated beta map pl_cactuscanyon

    • 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

  • Updated beta map rd_asteroid

    • Mode changes

      • 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

    • Map changes

      • 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

PC Gamer
rel="bookmark"
title="Permanent Link to Portal 2 mod Aperture Tag releases on Steam, for a price">Aperture tag







Mods, eh? The fun, free way to extend and/or fix your games. But what's this? Aperture Tag: The Paint Gun Testing Initiative looks like a mod, behaves like a mod, and even has the word "MOD" in the corner of its Steam icon. The difference: it's not priced like a mod. This premium package offers a new campaign for Portal 2 one that does away with portals entirely, in favour of puzzles centred around the base game's gels.



A recent trailer provides a brief glimpse at this janitorial nightmare:







"Aperture Tag: The Paint Gun Initiative is a mod for Portal 2, inspired by TAG! The Power of Paint," explains the mod's store page. "The familiar Portal 2 gels are now contained within the Aperture Science Paint Gun Device and it's your job to test it out!" The mod offers 27 levels, original voice acting, and an in-game editor and Steam Workshop support. Mod or not, it's a nicely sized chunk of game.



And yes, it costs 5/$7 although there's also a 30% discount for the first week. People will inevitably have feelings about whether mods should charge for content, but, given the shift towards easy-to-use game creation platforms, it does make sense. The modding scene is in a different place now, partly because it's so easy for game creators to pursue their own projects in Unity or GameMaker. If paid-for mods do catch on, it could not only tempt more people back into creating cool new things for existing games, but might also encourage those attempting more ambitious mod projects to actually finish them.



On the other hand, free stuff is great, and the possibility of a healthy amount of free, additional content is sometimes part of a PC game's initial appeal. Ultimately, it comes down to the individual game creators to say whether they're okay with people making money from their game. For Valve, in this instance, the answer is yes but likely that's decided on a case-by-case basis. Aperture Tag's premium release does feel somewhat significant, but it may not have that great an impact on modding as a whole.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

A Portal game without portals? “Why, that’s like removing puppies from the Puppy Bowl,” you might say. “What is even the point?” The point, fellow small dog enthusiast, is paint. Physics-affecting paints (think bouncy gel, etc) were part of Portal 2, but they weren’t the main focus. Paid standalone mod/game Aperture Tag: The Paint Gun Testing Initiative puts them front and center, and it looks like sticky, slippery, hundreds-of-feet-in-the-air-hurtling fun. It’s out now, and a trailer’s below.

… [visit site to read more]

PC Gamer
rel="bookmark"
title="Permanent Link to Counter-Strike: Global Offensive could get its own international tournament">Counter-Strike: Global Offensive





Dota 2's The International has been immensely popular, with more than $10 million worth of crowdfunded prizes up for grabs. It's no surprise, given Dota 2's Steam domination. So it only makes sense that Valve should consider the same treatment for some of its other properties. Obviously, a Counter-Strike international tournament would not go astray.

Speaking in a video interview with Prodota.ru, Valve's Erik Johnson indicated that the company is giving serious thought to the possibility.

I don t know if it would be called The International, but the guys working on Counter-Strike made a lot of progress on supporting the professional community around that game, Johnson said. We all work at the same company and share a lot of ideas, and given how successful this tournament has become I don t see any reason why a lot of the same things couldn't be applied directly to Counter-Strike.

Johnson didn't confirm outright, of course, but it seems a no-brainer that Valve should instate a similar competition for the enduring tactical shooter: it had 9 million players as of April. An impressive number for sure, but nonetheless dwarved by Dota 2's 26 million.

Thanks Gamespot.

 
PC Gamer
rel="bookmark"
title="Permanent Link to The PC Gamer Show episode 1: Killing Floor 2, Nidhogg, 4K gaming">pcgamershow-ep1-teaser







It's The PC Gamer Show! For episode one, we talked to Tripwire Interactive about upcoming shooter Killing Floor 2, played a high stakes game of Nidhogg with serious embarrassment on the line, and got our hands on a new Samsung 4K monitor.



In this episode...



Act I: Evan chats with Tripwire Interactive president John Gibson about Killing Floor 2. Gibson talks about what the team has been working on since our Killing Floor 2 cover story, including motion captured reloads and gore that looks like BBQ chicken.

Act II: Wes and Cory take a break from deadline day to play Nidhogg, with high stakes. Guest starring PC Gamer mascot emeritus Coconut Monkey.

Act III: Tyler and Wes talk about the performance and drawbacks of 4K gaming after testing out the Samsung 590D 4K monitor.



The PC Gamer Show is a new and evolving project for us, and we want your feedback to help make it better. What kind of segments do you want to see? What games should we play and talk about? Who should we have on as guests? What's coming up next?



Shout at us in the comments below, or shoot us an email directly at letters@pcgamer.com. We're listening. And we'll see you in two weeks.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

Early Access? For a game that’s been out since 2007? Yes, that is, in fact, a thing that can exist. Valve has decided to leave Mann Corp’s doors ever-so-slightly ajar so that fans might run around on Team Fortress 2‘s magical murder playgrounds before they officially hit live servers. So it’s a series of test servers for maps, essentially. Details below.

… [visit site to read more]

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:

  • Updated rd_asteroid to fix another problem with respawn times for Blu attackers
...

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