Team Fortress 2 - 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 player ready status display issue when playing in lobby-based matchmaking modes (i.e. Mann vs. Machine)
  • Fixed a crash in the matchmaking search screen when right-clicking
  • Fixed new Crusaders Crossbow sounds not working on the Festive Crusader's Crossbow
  • Fixed missing Crusader's Crossbow crit sound
  • Fixed health/ammo cabinet sound regression
  • Removed unintended changes to cp_foundry
  • Updated the Summer Shades so they can be traded
  • Update last Hit sounds
    • Added several options (located in Adv. Options on the main menu)
    • Fixed custom sounds not working in sv_pure servers
    • Fixed not hearing the Last Hit sound for Spies using the Dead Ringer
Team Fortress 2
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 player ready status display issue when playing in lobby-based matchmaking modes (i.e. Mann vs. Machine)
  • Fixed a crash in the matchmaking search screen when right-clicking
  • Fixed new Crusaders Crossbow sounds not working on the Festive Crusader's Crossbow
  • Fixed missing Crusader's Crossbow crit sound
  • Fixed health/ammo cabinet sound regression
  • Removed unintended changes to cp_foundry
  • Updated the Summer Shades so they can be traded
  • Update last Hit sounds
    • Added several options (located in Adv. Options on the main menu)
    • Fixed custom sounds not working in sv_pure servers
    • Fixed not hearing the Last Hit sound for Spies using the Dead Ringer
Team Fortress 2 - 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:

  • Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
  • Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
  • Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
  • Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
  • Added the Civilian Grade Stat Clock
    • Applies a Strange Stat Clock to a Civilian grade weapon
    • Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades
  • Mannpower update
    • Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
    • Reflect powerup
      • Removed 25% resistance attribute
      • All classes can now have up to 400 health
      • Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
      • Reflection damage increased from 50% to 80% of damage received
      • Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
    • Supernova powerup
      • Minimum stun duration increased from 1 to 2 seconds
      • Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
    • Vampire powerup
      • Melee attack now returns 1.25x damage as health (up from 1.0x)
    • Regen and King powerup
      • Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
      • Increased metal regeneration amount
  • Gift Wrap has returned!
    • Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
    • Items can now be unwrapped by their original wrapper
    • Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
  • Giftapults can again deliver items to random players online, but will remain un-craftable
  • Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
  • Vote kick events now display that target player's Steam avatar
  • Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
  • Updated the Crusader's Crossbow
    • Added a new shoot sound
    • Added a new impact/heal sound when a teammate is healed
  • Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
  • Fixed That '70s Chapeau not being removed when the Sniper taunts
  • Fixed the Catastrophic Companions hiding the player's hat and headphones
  • Fixed an LOD issue for The AWPer Hand
  • Added combat text and hit sounds for damage done to buildings
  • Added a "Last Hit" sound option to Hit Sounds
    • Triggered when one of your attacks causes the death of a player or building
    • Can be toggled in the Adv. Options menu
  • Updated the materials for the Panic Attack to support mat_picmip
  • Updated the Taunt: Zoomin' Broom sound effects
  • PASS Time update
    • Fixed workshop maps not loading correctly
    • Fixed being able to get inside jump pads
    • Removed Sandman long-distance steal
    • Added experimental cvars for playtesting
  • Updated cp_vanguard
    • Removed teleporter exploit on second point
    • Various minor fixes (lighting, collision, optimization)
  • Updated pl_borneo
    • Fixed an exploit related to the final control point and dropped weapons
  • Updated pl_snowycoast
    • Adjusted various spawn point facings to make side exits more obvious
    • Adjusted position of resupply cabinet in RED's 1st spawn
    • Added ledge to 2nd point flank route window
    • Adjusted common sentry nests on 2nd
    • Added stronger light to entrance of lower flank route
    • Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
    • RED no longer get forced respawn when 2nd is captured
    • Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
    • Adjusted timing of flank doors at 2nd and in mines
    • Updated door texture for flank exit by 2nd point gate
    • Improved defendability and enlarged 3rd point
    • Adjusted position of 3rd cap
    • Adjusted health & ammo at 3rd
    • Updated door texture for flank exit by mines
    • Changed a medium ammo pack at last to full ammo pack
    • Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
    • Added 3rd exit to BLU's last forward spawn
    • Improved defendability of ledges at last inside building
    • Added new dropdown area to RED's last
    • Adjusted lighting in various areas
    • Fixed dx settings on light pole props
Team Fortress 2
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:
  • Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
  • Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
  • Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
  • Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
  • Added the Civilian Grade Stat Clock
    • Applies a Strange Stat Clock to a Civilian grade weapon
    • Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades
  • Mannpower update
    • Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
    • Reflect powerup
      • Removed 25% resistance attribute
      • All classes can now have up to 400 health
      • Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
      • Reflection damage increased from 50% to 80% of damage received
      • Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
    • Supernova powerup
      • Minimum stun duration increased from 1 to 2 seconds
      • Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
    • Vampire powerup
      • Melee attack now returns 1.25x damage as health (up from 1.0x)
    • Regen and King powerup
      • Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
      • Increased metal regeneration amount
  • Gift Wrap has returned!
    • Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
    • Items can now be unwrapped by their original wrapper
    • Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
  • Giftapults can again deliver items to random players online, but will remain un-craftable
  • Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
  • Vote kick events now display that target player's Steam avatar
  • Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
  • Updated the Crusader's Crossbow
    • Added a new shoot sound
    • Added a new impact/heal sound when a teammate is healed
  • Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
  • Fixed That '70s Chapeau not being removed when the Sniper taunts
  • Fixed the Catastrophic Companions hiding the player's hat and headphones
  • Fixed an LOD issue for The AWPer Hand
  • Added combat text and hit sounds for damage done to buildings
  • Added a "Last Hit" sound option to Hit Sounds
    • Triggered when one of your attacks causes the death of a player or building
    • Can be toggled in the Adv. Options menu
  • Updated the materials for the Panic Attack to support mat_picmip
  • Updated the Taunt: Zoomin' Broom sound effects
  • PASS Time update
    • Fixed workshop maps not loading correctly
    • Fixed being able to get inside jump pads
    • Removed Sandman long-distance steal
    • Added experimental cvars for playtesting
  • Updated cp_vanguard
    • Removed teleporter exploit on second point
    • Various minor fixes (lighting, collision, optimization)
  • Updated pl_borneo
    • Fixed an exploit related to the final control point and dropped weapons
  • Updated pl_snowycoast
    • Adjusted various spawn point facings to make side exits more obvious
    • Adjusted position of resupply cabinet in RED's 1st spawn
    • Added ledge to 2nd point flank route window
    • Adjusted common sentry nests on 2nd
    • Added stronger light to entrance of lower flank route
    • Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
    • RED no longer get forced respawn when 2nd is captured
    • Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
    • Adjusted timing of flank doors at 2nd and in mines
    • Updated door texture for flank exit by 2nd point gate
    • Improved defendability and enlarged 3rd point
    • Adjusted position of 3rd cap
    • Adjusted health & ammo at 3rd
    • Updated door texture for flank exit by mines
    • Changed a medium ammo pack at last to full ammo pack
    • Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
    • Added 3rd exit to BLU's last forward spawn
    • Improved defendability of ledges at last inside building
    • Added new dropdown area to RED's last
    • Adjusted lighting in various areas
    • Fixed dx settings on light pole props
Portal

The Valve News Network—obviously, not a Valve-run news network, but rather a thorough YouTube channel dedicated to all things Valve—has released a new video, about Portal. The Unseen History of Portal delves deep into the making of the classic puzzler, presenting a bunch of unseen footage and little-known info in the process.

SEE Portal's origins as student project Narbacular Drop, WITNESS its evolution into a Valve property and into the Source engine, and BEHOLD what came after, i.e. cake. PC Gamer even gets a (very) brief mention—did our site really used to look like that?

Team Fortress 2

There was much excitement at the confirmation that the long-rumoured competitive mode for Team Fortress 2 was in production and would be entering beta Soon. Valve didn't give away much beyond asking anyone who'd like to take part to join a competitive TF2 Steam group. But now, well, the devs still aren't giving us anything so concrete as a date, but there are some new details as to how all this will play out.

"Our plan is to start small and increase participation as we go," the announcement reads. "For this initial phase of testing—which will begin in the next week or so—we'll be gradually granting random members from this group an in-game item called a Competitive Matchmaking Beta Pass. Once you've been granted a pass you will have ongoing access to the beta."

'Ongoing' is pleasing to hear, although 'random' will excite people less, but such is the nature of beta testing the primary purpose of which isn't marketing. To bring the haves and have-nots a little closer together, the beta period will be interspersed will stress tests, in which large numbers of people will be invited to participate for a limited time.

If you want to further your chances of being selected, Valve would like you to help out its ongoing crackdown on account fraud, namely by:

  • Having purchased a copy of Team Fortress 2 prior to June 23, 2011, or having made a purchase from the Mann Co. Store. (okay, this one is more about swearing fealty)
  • Enabling Steam Guard Mobile Authenticator
  • Associating a phone number with your Steam account

Good luck!

Team Fortress 2 - contact@rockpapershotgun.com (Alice O'Connor)

We’ve known for almost a year that Valve have been planning to add competitive matchmaking to Team Fortress 2 [official site] buuut well, I imagine Valve got distracted chasing a squirrel in the park or something. After many months of staring at the tree the squirrel vanished up, Valve have shook off their coating of snow and come back indoors to crack on with TF2’s competitive matchmaking. They don’t have too much to say about it yet, such as when it’ll properly launch, but closed testing is beginning within a week or so and you can sign up.

… [visit site to read more]

Half-Life 2 - contact@rockpapershotgun.com (Alice O'Connor)

A fan-made, semi-official follow-up to Opposing Force, the Half-Life expansion Gearbox made, is now out. Prospekt [official site] continues telling Half-Life-y events from the perspective of marine Adrian Shephard, who’s still chasing after Gordon Freeman. This time he’s helping Gordo, though, causing trouble out of sight for the Combine during HL2’s Nova Prospekt section and onwards. It’s the work of fan Richard Seabrook, and Valve have given him the all-clear to sell it. This can only be good news for my dream of Valve endorsing my career as a writer of erotic Dog/turret fanfic.

… [visit site to read more]

Team Fortress 2


Think you've got what it takes to be the Ultimate Soldier? eGO presents the Ultimate Soldiers II event this Saturday, February 20th, where Solly hopefuls from all over are invited to kick ass and take names on a custom map. Market Garden, Direct Hit and Cow Mangle your way to the top!


As professional war hobbyist Sun Tzu once said, "He who gets the most kills wins!" And we think he might know a little bit more about soldiering than YOU, pal, unless you think you can claw your way to victory this Saturday! Learn more about the map, prize and sign up information here.


Team Fortress 2


Time flies, folks. There's now only a month left until the last contract drops in the Tough Break Campaign. So if you haven't joined up by now, then you'd better find your most tear-absorbent pillow and start crying into it, because guess what? You're too late.


Except wait! You're not too late! In fact, you're just in time to buy a Campaign Pass for only $2.99!


Why join up now? Because for half the price, you'll still get access to all 26 contracts, and completing them earns you campaign-exclusive weapon and case drops from the Gentlemanne's, Harvest, Pyroland and Warbird Collections. (And don't worry, we'll be adding a few weeks to the end of the event to give everyone time to finish their contracts.)


Buying a Pass also gets you weekly Tough Break Cosmetic Case drops from the day you buy it until the end of the campaign. You'll also get an upgradable Contract Stamp that will keep track of your progress on active contracts, level up as you complete them, and show off your level to other players on the Scoreboard.


Still not convinced? Because a portion of all Campaign Pass sales goes to the community mapmakers featured in the campaign in this case, the Snowycoast, Vanguard, Highpass and Landfall maps!


STILL still not convinced? Well, then, we don't know what to to tell you, because that was pretty much every arrow in our quiver. You are one tough-to-convince customer, my friend. For everyone else who was convinced, we'll see you in-game!



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