Team Fortress 2

Image by Deviantart user Ragepandademoman, click for link.

After over a year of building excitement, Team Fortress 2 received its official matchmaking update last Friday. It hit alongside a community-focused Pyro vs. Heavy metagame, a large change to quickplay servers, and a patch which rebalanced weapons for 6v6. While the quickplay and balance changes have equally enraged and disappointed, matchmaking mode is a great way for casual players to hop in and try competitive TF2 straight from the main menu. It s a good start, and hopefully it s just the first iteration.

Team Fortress 2 s matchmaking mode bears many similarities to the way its niche competitive scene has played for years. Matchmaking throws players into a 6v6 game, designed as a new challenge for experienced TF2 players. It allows you to rank up, earn medals, and track your stats in every competitive game. You ll need to have a Premium TF2 account and a working phone number tied to your Steam account to play, or for those without phones, a $10 matchmaking pass available. After the crackdown on LMAOBOX earlier this year, Valve are clearly committed to expunging cheaters from TF2 as in CS:GO.

Image by moonyelloweyes, click for link.

Ranking up is exclusively based on your wins and losses, with a hidden ELO deciding who you get matched against. You can track every aspect of your competitive history directly from inside the lobby along with stats for your entire career, something I think is really missing from Overwatch and CS:GO matchmaking. Ranking up will also send you higher up the leaderboards, letting you see where you stack up globally and among your friends.

Although it s a simple system, and lacks features seen in CS:GO such as map picking, it works well. Hopping into a lobby alone or with friends sends you to a 6v6 game that is matched for your rank, and the competitive experience is refreshing after an uncoordinated pub. At three to 10 minutes on average, the games are fast enough that even a total roll isn t disheartening, and games can be highly rewarding when players communicate over voice chat and are motivated to win. Unfortunately the search time is currently quite high, making you wait five to 10 minutes for a game which could last half that. This may be the reason map picks are currently not implemented: anything that splits the player pool extends the waiting time even further.

Australium (gold) weapons are "awarded upon completing a full Advanced or Expert Tour of Duty in Mann vs. Machine mode," according to the TF2 wiki. Image by iKonakona.

Unrewarding rewards

After spending many years involved with TF2 s competitive scene, I m aware that much of the TF2 community doesn t enjoy playing competitively purely for the sake of winning. In this update Valve had an opportunity to make the ranking up process engaging with contracts or achievements, or could have combined ranking up with unique cosmetics as with Australiums in MvM. They chose to do neither, and are relying on hype and the raw enjoyment of leveling up to draw players into competitive. If it works, it will prove the mantra of 6v6 players: if only casual players knew about competitive, they d love it! But to me it seems like a missed opportunity for them to pull more players away from other modes of play, especially when the precedent has been set in MvM. TF2 is a casual game with a casual audience. Just offering them the opportunity rather than enticing them to stick it out and improve may not be enough.

The matchmaking ruleset is where the format starts to diverge from what people have previously thought of as competitive TF2. Valve has gone with an open approach, without limits on classes or weapons. If your team want to run six Pyros with the Phlogistinator, you can. You might not win but you can!Matchmaking has been hailed as the second coming by the passionate competitive community, but they seem unaware that their version of 6v6 is now the old 6v6. The game that they love in all its intricacies has been overshadowed in one swift update, eclipsed in terms of players by a version of 6v6 that is significantly different.

In order to compromise between the competitive, technical gamemode of old 6v6 and the wants and needs of the average TF2 player, Valve have had to tread a middle ground. The lack of class limits is the most important change; the tournament class limits have grown organically after years of testing, and were required to preserve the competitive nature of the game. A good sport needs rules in order to be set the parameters for skill and strategy. A good esport needs strong rules as well to avoid unpredictability and chaos.

The lack of weapon bans will also create a new feel for the game. There are a ton of unbalanced weapons still in TF2, despite the recent balance patch. These weapons are not fit to be used in tournaments, as they let solo players become killing machines or create defences that are impossible to break through. A core concept of a competitive game is that your impact should be proportional to your ability, but many of these weapons were designed so a casual player could have an impact in a 32-person server. Valve have indicated that they aim to rebalance those weapons based on statistical feedback from matchmaking, and I hope that happens soon.

There are a ton of unbalanced weapons still in TF2, despite the recent balance patch.

Other changes were pushed to TF2 along with the matchmaking update. These included a revolutionary optimization update which makes the game far smoother for players, and a major change to the quickplay system. Rather than being thrown into a pub gamemode of your choice, quickplay (now Casual) sends you into a 12v12 game where teams are encouraged to play to win. If you want to hop into a laidback pub, you have to find a community server. When our community met with him last year, former TF2 lead Robin Walker promised to revolutionize the way casual players think about the game; that s Valve s aim with this change, but at the moment players feel robbed of their classic, laid-back pub experience. Valve are banking on community servers to flourish once again and fill that gap.

The most important change I d like to see are some perks for players to play matchmaking. Valve have a long history of creating gorgeous cosmetics (or sourcing them from the community) for MvM which entice people to spend money and time grinding that mode out. Rare drops of unusual weapons when ranking up would make matchmaking more exciting and take the focus slightly off of advancing one s rank. Even implementing contracts or achievements that are specific to matchmaking would make each experience fresh and encourage players to return.

This is not the end for the struggle of competitive TF2, it s actually the beginning. If matchmaking is a success and even a tiny proportion of TF2 s active players become competitive regulars, they will associate competitive with the experience they get in matchmaking. Their numbers will outweigh the classic idea of competitive TF2 and they may find it impossible to identify with the professional players and the tournaments they play in. It would be a disaster for TF2 if another schism within the competitive scene to opened up after the split between competitive and casual had been healed.

The arguments have yet to brew about whether tournaments such as the upcoming world championship, insomnia58, should remove class limits or weapon limits but for anybody keeping up with Overwatch s nascent competitive scene the similarities give a queasy feeling. Is it possible for TF2 tournaments to keep some basic class limits and weapon bans without alienating their audience of matchmaking players? I think so, but it will require careful navigation around the rocks.

Josh Sideshow Wilkinson has more than 7,800 hours played in TF2. In the last six years, he's climbed to the top of the competitive scene, placing 2nd in Europe last season with his team Perilous Gaming. Sideshow is also a writer, caster for teamfortress.tv, analyst, and tournament organizer.

Team Fortress 2

As you may recall, Valve announced matchmaking in Team Fortress 2 as a high priority feature back in April last year. It may have taken a touch longer to arrive than expected, however it was finally added to the multiplayer first-person shooter on Thursday.

Which is good news, right? Except certain decisions regarding how it s been added have ruffled more than a few players feathers, and have caused Valve to spend the last few days announcing and implementing changes in order to get them back on side.

Part of the Meet Your Match update, 6v6 ranked matchmaking was introduced to TF2, alongside a new Competitive Mode. The old Quickplay mode was also scrapped, with 12v12 unranked matchmaking Casual Mode taking its place the latter of which, alongside some pretty gross queue times and players being punished for leaving casual games, seems to have upset certain facets of the game s players.

We hear you, said Valve in an official blog post in response to the backlash. The queue times you are currently experiencing are a bug, not a feature. It is something we are actively working to correct. Several backend issues appeared post-launch that culminated in long wait times. Removing this issue is our highest priority right now.

Second, abandonment penalties. We had put in a ten-minute cooldown period to encourage players to complete matches. Your feedback has convinced us that it is more important for players to be able to come and go as they please. Today's patch will remove abandonment cooldown penalties from Casual Mode.

Map selection in Casual Mode is another tweak users should expect in the not-too-distant future. The post also mentions that Casual Mode levels can t be lost, nor do they affect matchmaking. We did a poor job of communicating that Casual Mode Levels are in no way similar to Competitive Mode Ranks (which do affect matchmaking, and can be lost), the post adds, before reiterating that, although not as vocal as it could be at times, Valve is listening to all player feedback across all forums.

A Casual Mode patch was rolled out on Friday with another "more comprehensive" one due in the "very near future." It s also worth noting that the TF2 community still appears to have issues with kicking cheaters and the apparent lack of autobalancing within the now absent substitute system. Fingers crossed that too gets sorted in time.

Team Fortress 2

Over a year since it was announced, Team Fortress 2's matchmaking finally goes live today, after a surprise announcement earlier this week. The update also ushers in the long-awaited Competitive Mode, as well as the replacement of Quickplay with an unranked Casual Mode. If you have Team Fortress 2 installed, the update should be available right now.

In addition to these sweeping changes, which Andy detailed earlier this week, the update also introduces three new community maps in the form of Sunshine, Metalworks and Swiftwater. There's also four new taunts, including three community taunts for Pyro, Spy and Soldier, and an official taunt for the Scout.

There's also a long list of general changes, ranging from improved UI elements, replaced sounds, and a few bug fixes. The long list of changes can be perused on the Team Fortress 2 website.

Competitive Mode will require a premium TF2 Account. It boasts 18 ranks ranging from "Fresh Meat" to "death Merchant", as well as post-match medals for exceptional performance. The whet your appetite for the long-awaited mode, here's a fancy video released earlier this week:

Team Fortress 2

Team Fortress 2 was released nine years ago (wow, right?) and today Valve announced that the upcoming Meet Your Match update will finally bring the long-awaited matchmaking and a full-on Competitive Mode to the game.

Yes, this is another instance of "Valve Time": Matchmaking was announced as a high priority feature in April 2015, and a Competitive Mode beta group was set up in January. But better late than never, and now that it's on the verge of going live, all the bases appear to be covered. The Competitive Mode FAQ says matches will be six-on-six affairs with no class or weapon restrictions, no random critical hits, no changing teams, and fixed shotgun spreads. Symmetrical Control Point maps will be fought over in best-of-three or best-of-five matches, while Attack/Defense maps will play by Stopwatch Mode rules.

Inspired by CS:GO and other games, TF2 Competitive Mode will have 18 ranks to be earned, ranging from Fresh Meat to Death Merchant, and also bronze, silver, and gold medals that will be awarded post-match for outstanding performance in the score, kills, damage, healing, and support categories. Penalties for leaving games before they're over will be harsh: Abandoning a game in progress will count as an automatic loss and result in the deduction of points, which could actually cost you an earned rank. You'll also be temporarily banned from joining new matches, and the more matches you abandon, the longer each ban will last.

To take part in Competitive Mode, you'll need to have a Premium TF2 Account (details on that can be found here, but the short version is that if you own a purchased version of the game in any format or have bought something from the Mann Co. store, you've got it), and must provide a phone number on your Steam account, to help "ensure a greater degree of account security and player accountability, which reduces the likelihood of cheating and abuse. If you can't or don't want to provide your number, you can opt for a Competitive Access Pass instead. They'll be available for an introductory discount of $10 when the update goes live; the full price hasn't been announced.

The introduction of matchmaking will also have a big impact on how Team Fortress 2 can be played casually, the announcement says. Now, instead of jumping randomly into an in-progress game, you'll be matched into an unranked 12v12 game with players of similar skill. This means no more auto-balancing you'll be playing a match from start to finish, with actual winners and actual losers.

To Valve's credit, it's not shying away from the obvious comparisons to Overwatch, whose Competitive Mode went live just over a week ago. Before today literally the moment before you started reading this sentence the only way you could enjoy matchmaking on your computer was through dating sites. That got us thinking. What if you took the promise of dating site matchmaking, and, instead of getting matched up based on Snapchat's face-reshaping filters and lies about how much you love hiking, it was based on your actual real-face dating performance? That's when it hit us: Take matchmaking and apply it to videogames, it wrote on the Team Fortress blog. "'But what about...?' you say, and we cut you off mid-sentence, gently place our fingers on your lips and whisper: Matchmaking has never existed in videogames before.

Fair enough. Valve hasn't said when the Meet Your Match update will go live, but Day 2 of the update is coming soon.

Half-Life 2

Modding Half-Life 2 is still an enriching pastime for thousands, but did you know you can mod life to be more like Half-Life 2? Yeah, it's a thing: Russian handyman Valplushka has fitted a remote control drone with all the adornments needed to make an authentic Half-Life City Scanner drone.

It's a pretty impressive setup: the front panel moves emotively, just like in the game, and there's a red laser light embedded inside. The mind boggles at the potential. I'd like to have one as a pet, actually.

The first video is a simple demonstration of the drone, while the following one gives you some idea of how to make your own. Cheers, Geek.com.

Half-Life 2

I can't remember how long it took me to finish Half-Life 2. It's been a while, after all. But I can say, with absolute confidence, that it was a lot longer than the breathtaking 40:49 it took the SourceRuns Team to do it.

As is usual with speedruns, this is not a typical playthrough of Half-Life 2. It's done using a 2006 build of the game that used the original engine, which has significant movement differences, as well as a long list tricks and glitches that have since been patched out. It's also segmented, which basically means that it's a group effort: Different players hammer through different bits of the game, and the best of them are stitched together into what you see in the video.

The net result is fast, furious, and funky, as the runners clip through walls, fly over levels, and blow past the talkie bits. It doesn't look like much fun in the conventional videogame sense, but it's a hell of a sightseeing tour, and a remarkable accomplishment, coming in at just one-third of the world-record mark the SourceRuns team set in 2013.

A spreadsheet that breaks down just about every element of the run you can imagine is up on Google Docs, and the SourceRunners have also posted a separate video explaining how clipping works on YouTube.

Team Fortress 2

LMAOBOX is a program designed to allow players to cheat at Team Fortress 2, for instance by adding automatic aiming or removing weapon recoil. Somehow until now at least it's managed to pass under the radar of Valve's VAC (Valve Anti-Cheat) technology, but LMAOBOX has finally been detected, despite claims on the website that it was VAC-proof. And with the detection, comes a wave of VAC bans. It's not clear exactly how many people have been affected, but it includes nearly 170 professional players in the TF2 UGC league. Here's a full list of the competitive players affected, in a Google doc seemingly sent to the players themselves.

PCGamesN has a good write-up of proceedings, but a few more details have come to light since publication. While the developer of LMAOBOX apparently stated that they would now quit the project and make the source code public, a moderator of this Reddit thread reckons that post was made by someone else, and that the (fake) code provided was riddled with malware. Others have disputed claims that the bans are backdated to anyone who has used LMAOBOX in the previous two years, suggesting it has only hit players who have used it in the last two weeks instead.

Either way, this is surely good news for anyone who plays TF2 in the traditional, non-cheaty manner. (Ta, mxdwm.com)

Half-Life 2

Half-Life 2 turns 12 this year, and thanks to its powerful, if a bit creaky Source engine it remains as popular with the modding community as ever. Over the years we've seen all manner of excellent mods emerge, adding co-op or competitive multiplayer, shiny graphical updates, new story content, and even full conversions that bear little or no resemblance to the original game.

It's the latter two we're going to focus on today, as we round up the best single-player Half-Life 2 mods. We've chosen mods that stand up as separate adventures, sometimes set in worlds far removed from Combine Earth.

The Stanley Parable

This is the story of a man named Stanley. Or rather, it's the story of the story: a deviously clever, reactive adventure that second-guesses your every move. As Stanley or, perhaps more accurately, as the player controlling Stanley you're free to follow or ignore the various instructions the wonderful narrator bellows over you, resulting in a tangled, branching story that rewards your curiosity, imagination, and defiance. The original Source mod was later expanded into a full game, one our Phil thought extremely highly of in our review.

Download: ModDB, Steam.

Minerva: Metastasis

Adam Foster's Minerva comes close to the quality of Valve's own Half-Life 2 Episodes in fact, Valve was so impressed Foster joined the company. It's a sizeable story, about the length of an official chapter, with considered level design and a high level of polish. You begin the game strapped to the underside of a helicopter, before being dropped on a mysterious island with a sinister secret.

Download: Steam.

Mission Improbable sends you on a mission to repair a Resistance radio tower.

The Citizen

Gordon Freeman ends the Half-Life series as a crowbar-wielding superhero, a figure of legend in the Half-Life universe. Two-part mod The Citizen provides a new angle on the world, casting you as an ordinary oppressed citizen of City 17. Obviously, said ordinary man soon acquires a gun and starts killing people, but you might snap too if you called that dystopia home.

Download: ModDB.

Get a Life

This lengthy, ambitious mod swings from horror to all-out action. Occasional cutscenes tell the story of a subway technician suffering from leukaemia, but Get a Life's unlucky hero Alex also has to contend with the mod's new limb damage system, which causes effects like dizziness and limping, depending on where he's hit by enemies.

Download: ModDB.

Mission Improbable

Your mission, should you choose to accept it, is to step into the sneakers of Gordon Freeman and set off to repair a Resistance listening post. This impressive Episode Two mod begins with Gordon rowing to a distant coastline: a coastline that reminds you just how pretty the venerable Source engine can look in the right hands. The right hands in this instance are a couple of established game devs, and their experience shines through pretty much every crevice of this slick, well-paced adventure.

Download: ModDB.

Looking for a good laser puzzle? Try Research and Development.

Research and Development

Thanks to its then-revolutionary ragdoll physics, a lot of time in Half-Life 2 was spent throwing chairs at NPCs, or flinging teacups with the gravity gun. In that spirit, Research and Development does away with offensive weapons altogether, leaving just a couple of secondary tools to let you manipulate gravity or order Antlions about. Puzzles are the order of the day here, and it's surprising just how easily Half-Life 2's toolset translates to this new focus.

Download: ModDB.

Nightmare House 2

Where there are modding tools, horror mods are sure to follow. You don't need to have played the original in fact, it's included as a prologue, giving you the chance to explore both a haunted house and a spooky hospital. The horror on offer here is mainly of the jump scare variety, so if you were hoping for the psychological horror of Silent Hill, move on to the next item in the list. Nightmare House 2 is basically FEAR it even features its own creepy ghost girl but more FEAR is hardly a bad thing.

Download: ModDB.

Silent Hill: Alchemilla

The impressive Alchemilla drops you in the world of Silent Hill, endless fog, Dark World and all. Not only have the developers nailed the grimy aesthetic of Team Silent's classic series, they've matched its colour palette, borrowed its sound effects, and recreated its lonely atmosphere. It's such an uncanny representation that it may take you a while to notice there are no enemies traipsing around, but then those games were hardly known for their satisfying combat.

Download: Alchemilla mod.

Water

Until now everything we've featured has been strictly first-person, but Water bucks that trend. In fact, it bucks a lot of trends, given that it's a third-person puzzley adventure starring a mermaid. Yes, a mermaid. While you're (initially at least) limited to a fantasy city's waterways, this smart mod soon finds ways to get you exploring land too, using a number of innovative systems. The developers of Water went on to make From Earth, another, similarly inventive Source mod.

Download: ModDB.

Black Mesa

Well, we couldn't ignore Black Mesa, could we? For the unaware, this recreates the original Half-Life in its sequel's shinier engine, and it's been in development since dinosaurs roamed the Earth. Much more than a simple port, Black Mesa updates Valve's game with fancier assets, new voice acting, a reworked campaign and more. The team have also excised Half-Life's much-maligned Xen section, albeit only temporarily until it's been remade to be, somehow, good. While the older mod is free, you'll find the newer version on Early Access, accompanied by a price tag.

Download: Official site.

Half-Life

When IGN pressed for a status update on the rumoured Half-Life and Portal movies, JJ Abrams responded, "Not yet, but they're in development, and we've got writers, and we're working on both those stories. But nothing that would be an exciting update." Au contraire, Mr Abrams; confirmation of their existence is more exciting than you think.

If the concept of a Half-Life or Portal movie is all news to you, I'm not surprised—there was a brief flurry of activity on the subject in 2013, when Abrams and Gaben got together at the DICE summit to talk about cross-platform storytelling. Newell suggested that "either a Portal movie or a Half-Life movie" could work, while Abrams said he'd like to make a game with Valve.

Even further back, in 2010 Newell lamented the quality of pitches he'd received from a litany of Hollywood production companies for a movie based on the Half-Life franchise.

"Their stories were just so bad. I mean, brutally, the worst. Not understanding what made the game a good game, or what made the property an interesting thing for people to be a fan of."

Evidently he found common ground with Abrams, because it seems the collaboration has the green light.

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?

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