Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
New Content
<ul>
<li>Added Combined Arms Map TE-Barashka</li>
</ul>

Countdown Changes
<ul>
<li>Countdown matches are now 1 round</li>
<li>Streamlined the victory conditions by modifying tie breaking criteria and time constraints. Removed "Objective to beat/Time to Beat"</li>
<li>Moving from one objective to the next is no longer so abrupt. Now it’s easier to get your bearings and see what happened.</li>
<li>New objective status HUD. Press tactical view to bring it up at any time</li>
<li>Added Total Round Points and Total Objective Captures to scoreboard</li>
<li>The defenders can no longer see the manpower of the attackers</li>
<li>Only the attacking team can see the message "Attackers Got Reinforced"</li>
<li>Increased the XP rewards for performing well in Countdown</li>
<li>Added a minimum time delay to the ready up lobby to prevent the match from starting with just the first few players</li>
<li>Added variables to allow admins to adjust Countdown objective Time and Reinforcement counts (up to double)</li>
</ul>

Countdown Interface
<ul>
<li>Added a objective progression bar which displays the progress each team has made during the match. Can be accessed at any time using tactical view</li>
<li>Improved end of round messaging to be more clear and give more information about who who and why. Example: “Your team captured the final objective x seconds faster”</li>
<li>Modified the “Next Objective” on-screen message to be more descriptive when respawning. It now includes a objective letter and whether you are on the attacking or defending team</li>
</ul>

Gameplay
<ul>
<li>Players now walk while actively firing machine guns from the hip</li>
<li>Vehicles now spawn on a separate timer from infantry. The default respawn time is 30 seconds</li>
<li>Added a weapon pickup factory which lets designers place a weapon anywhere in the level, that the player can then pick up and use</li>
<li>Added water volume where players will walk cannot prone</li>
<li>Increased stamina pool in Classic</li>
<li>Added the ability to use developer cheat codes in standalone games, except for during the single player campaign</li>
<li>Tanks will no longer autonomously shoot at enemy targets when the "Fire At Will" command is given when the server is set to "Player Ordered Gunnery Only" (which is the default setting)</li>
</ul>

General Interface
<ul>
<li>Chat system refinements including separate chat and system message areas, grid location and team colors (Special thanks to Ducky)</li>
<li>The closest 2 ammo supply points are now displayed on the tactical view</li>
<li>VOIP talk widgets now show up during round/match won screens. Also, increased the duration of round/match won</li>
<li>The team select menu now indicates attackers/defenders and team ‘Full’ if no more players can join that team due to team balancing</li>
<li>Removed the joined/left message from the HUD for bots</li>
<li>Updated default match victory screen/scoreboard timers to let the victory screen and scoreboard stay up a little longer to make it easier to read</li>
<li>Increased tip cycle time on the loading screen from 5 to 10 seconds</li>
</ul>

Part 2 has Bug Fixes, SDK and Web Admin Changes.
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
New Content
  • Added Combined Arms Map TE-Barashka

Countdown Changes
  • Countdown matches are now 1 round
  • Streamlined the victory conditions by modifying tie breaking criteria and time constraints. Removed "Objective to beat/Time to Beat"
  • Moving from one objective to the next is no longer so abrupt. Now it’s easier to get your bearings and see what happened.
  • New objective status HUD. Press tactical view to bring it up at any time
  • Added Total Round Points and Total Objective Captures to scoreboard
  • The defenders can no longer see the manpower of the attackers
  • Only the attacking team can see the message "Attackers Got Reinforced"
  • Increased the XP rewards for performing well in Countdown
  • Added a minimum time delay to the ready up lobby to prevent the match from starting with just the first few players
  • Added variables to allow admins to adjust Countdown objective Time and Reinforcement counts (up to double)

Countdown Interface
  • Added a objective progression bar which displays the progress each team has made during the match. Can be accessed at any time using tactical view
  • Improved end of round messaging to be more clear and give more information about who who and why. Example: “Your team captured the final objective x seconds faster”
  • Modified the “Next Objective” on-screen message to be more descriptive when respawning. It now includes a objective letter and whether you are on the attacking or defending team

Gameplay
  • Players now walk while actively firing machine guns from the hip
  • Vehicles now spawn on a separate timer from infantry. The default respawn time is 30 seconds
  • Added a weapon pickup factory which lets designers place a weapon anywhere in the level, that the player can then pick up and use
  • Added water volume where players will walk cannot prone
  • Increased stamina pool in Classic
  • Added the ability to use developer cheat codes in standalone games, except for during the single player campaign
  • Tanks will no longer autonomously shoot at enemy targets when the "Fire At Will" command is given when the server is set to "Player Ordered Gunnery Only" (which is the default setting)

General Interface
  • Chat system refinements including separate chat and system message areas, grid location and team colors (Special thanks to Ducky)
  • The closest 2 ammo supply points are now displayed on the tactical view
  • VOIP talk widgets now show up during round/match won screens. Also, increased the duration of round/match won
  • The team select menu now indicates attackers/defenders and team ‘Full’ if no more players can join that team due to team balancing
  • Removed the joined/left message from the HUD for bots
  • Updated default match victory screen/scoreboard timers to let the victory screen and scoreboard stay up a little longer to make it easier to read
  • Increased tip cycle time on the loading screen from 5 to 10 seconds

Part 2 has Bug Fixes, SDK and Web Admin Changes.
Killing Floor - [TW]Yoshiro
General
<ul>
<li>Halloween Zeds have returned home</li>
<li>Removed Map Whitelist</li>
</ul>

Balance
<ul>
<li>Scythe</li><ul>
<li>Reduced primary fire speed</li>
<li>Reduced secondary fire damage</li>
<li>Secondary fire now behaves the same as the Claymore</li></ul>
<li>Buzzsaw Bow</li>
<ul><li>Increased the cost of the blades by 4x</li></ul>
</ul></ul>

Bugs
<ul>
<li>Thompson will now count towards Commando stats</li>
<li>Trenchgun now properly switches to Pistol for flashlight</li>
<li>Ammo count now goes down to 0 for singleshot weapons (except the m99)</li>
</ul>

We are working to address the Killing Floor Mac DLC issue and hope to have a patch for it in the near future.
Killing Floor - [TW]Yoshiro
General
  • Halloween Zeds have returned home
  • Removed Map Whitelist

Balance
  • Scythe
    • Reduced primary fire speed
    • Reduced secondary fire damage
    • Secondary fire now behaves the same as the Claymore
  • Buzzsaw Bow
    • Increased the cost of the blades by 4x
[/list]

Bugs
  • Thompson will now count towards Commando stats
  • Trenchgun now properly switches to Pistol for flashlight
  • Ammo count now goes down to 0 for singleshot weapons (except the m99)

We are working to address the Killing Floor Mac DLC issue and hope to have a patch for it in the near future.
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - Valve
Today Tripwire Interactive announces the addition of Steam Workshop support for Red Orchestra 2, making it easy to download or share custom maps and mods for your game.

While there isn't much available in the Workshop just yet, expect to see some top-notch maps soon, as mappers compete in Tripwire Interactive's “Counterattack” Custom Map Making Competition, on now. With over $35,000-worth of prizes, including a custom PC for the Grand Prize winner, we're sure to see some incredible maps show up. Information on the contest can be found here.

If you're interested in trying your hand at modding, or at participating in the mapping contest, the team at Tripwire has put together a handy wiki with documentation for getting started with the RO2 editor and publishing to the Workshop. The Red Orchestra 2 SDK is free for anyone that owns Red Orchestra 2, and can be found in the 'tools' section of your Steam library.

Red Orchestra: Ostfront 41-45
RO2_workshop


Red Orchestra 2, our 2011 multiplayer shooter of the year, is now on Steam Workshop. As I write, only one map and a selection of SDK tutorials have been posted, but phase two of Tripwire's $15,000 RO2 mapping contest should incite a blitzkrieg of community-made content for the WWII shooter.

Also, for the next few days, the Tripwire Interactive Bundle is 75% off on Steam. That's $15/£12.49 for Red Orchestra, Red Orchestra 2, Killing Floor and its DLC, The Ball, and Dwarfs!? (I wasn't angry and confused about that list, the game is called "Dwarfs!?" Or is it?!)
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
Without further ado, the top 3 in the "Best Original Level" category are:
<ul>
<li>Bridges of Druzhina - wins $2,500, an Intel Motherboard DZ68DB and a Core I7-2700k CPU</li>
<li>Coldsteel - wins $1,000</li>
<li>Univermag - wins $500</li></ul>

The other category was for "Best Remake". Here we were really excited to see which of the old maps from Red Orchestra: Ostfront 41-45 and even the Red Orchestra mod days would be brought forward. The winners are:
<ul>
<li>Gumrak Station (a remake of the original Basovka) - wins $2,500</li>
<li>Arad 2 - wins $1,000</li>
<li>Ogledow - wins $500</li></ul>

We want to see more of the old favorites appearing!

So far, that is $8,000 in cash given away, plus hardware. Breakout, Phase 2 of the contest, is on now reaches its' conclusion on 30th November. Many of the first round maps have been heavily updated - and many new ones have appeared. This time, there is $15,000 in cash prizes, a top-of-the-line Origin laptop, custom painted and a whole bunch of other hardware to give away. To the mappers - make sure you get your entries in on time! And for all the rest of us, go play the new maps out on the public servers and let us (and the creators) have your feedback. Soon, you will be able to grab new maps and other content through the Steam Workshop for RO2!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
Without further ado, the top 3 in the "Best Original Level" category are:
  • Bridges of Druzhina - wins $2,500, an Intel Motherboard DZ68DB and a Core I7-2700k CPU
  • Coldsteel - wins $1,000
  • Univermag - wins $500

The other category was for "Best Remake". Here we were really excited to see which of the old maps from Red Orchestra: Ostfront 41-45 and even the Red Orchestra mod days would be brought forward. The winners are:
  • Gumrak Station (a remake of the original Basovka) - wins $2,500
  • Arad 2 - wins $1,000
  • Ogledow - wins $500

We want to see more of the old favorites appearing!

So far, that is $8,000 in cash given away, plus hardware. Breakout, Phase 2 of the contest, is on now reaches its' conclusion on 30th November. Many of the first round maps have been heavily updated - and many new ones have appeared. This time, there is $15,000 in cash prizes, a top-of-the-line Origin laptop, custom painted and a whole bunch of other hardware to give away. To the mappers - make sure you get your entries in on time! And for all the rest of us, go play the new maps out on the public servers and let us (and the creators) have your feedback. Soon, you will be able to grab new maps and other content through the Steam Workshop for RO2!
Killing Floor
hillbilly


Halloween has invaded the grimly fun zombie co-op shooter, Killing Floor. Starting now and running until Nov 6, Tripwire's meaty shooter will get even meatier, with both free and paid for DLC dropping in their Hillbilly Horrors event. The free DLC delivers a new map, the residence of of the Wades, who make up the banjo-wielding new creatures that will hunt you down. But what will you use to kill them with? How about some community developed weapons?

Just like Team Fortress 2, Killing Floor will be bundling up community weapons as DLC. The Community Weapons Pack has four zombie killing armaments built by fans of the game, with the money kicking back to the modders. If you want to show Tripwire some gooey love, then you can always buy the new premium DLC character, the Chickenator. He's a half-chicken half-robot. There's also a bundle of new achievements that will lead to another unlockable character, the boney usher of souls himself: Death! Meanwhile, the game is 75% off while the event lasts, and all DLC is 50% off.

And if you think I made all that up, here's a trailer.

Killing Floor - Valve
Check out the new Map, Weapons, Achievements and Unlockable Character in the Killing Floor Hillbilly Horror Event now through November 6th! Additionally, take 75% off Killing Floor and 50% off all DLC's for the duration of this event!

Check out the new Chickenator Pack, who is part dead policeman, part robot and all foul.

The Community Weapon Pack is straight from the talented community modders of the IJC crew and is Now Available!

...