Posted Feb 13, 2008 at 10:02PM by Ryan C. Listed in: News, Patches, FPS, Team Fortress 2 Tags: Valve Corporation, Badlands, The Orange Box
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Team Fortress 2 - Image 1


Team Fortress 2 (also on Xbox 360 and PS3), one-third of the killer combination that is Valve Corporation's The Orange Box, for the PC is getting its biggest patch yet tomorrow, right on the dot of 11 AM PST. Featuring improvements all across the board that's sure to get the team-fragging experience into the next level, this one is definitely not one to be missed. And what's the best thing about it? It's absolutely free!

Before we move on to the ridiculously-long changelog, however, there's also the deal about the new map that gets released. It's the Badlands map, a control point map based on its predecessor in Team Fortress Classic. Featuring rocky terrain, a fast-paced layout, and sweet sniping/sentry construction spots, this is definitely the map to pick if you're getting just a bit too used to the scenery of Granary or 2Fort.

Now, here's the changelog!

Team Fortress 2:
  • Badlands released
Changes to Dustbowl:
  • Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
  • Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
  • Fixed a gap behind stage 1, cap 1 house
  • Fixed a high perch on stage1 cap1 house roof
  • Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
  • Fixed a few places where rockets/demoman pipes could pass through non-solid models
  • Sealed up a gap over stage1 lower startgate
  • Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
Changes to Capture the Flag Well
  • Fixed trains not starting on map spawn
  • Removed cap association from red spawns that were spamming console
Changes to Granary
  • Removed spawn timing advantage from the middle (from -3 to 0)
  • Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
  • Fixed a few places where players could get stuck between containers and silos
  • Adjusted playerclips on red container that made it appear like players were floating
More changes:
  • Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
  • Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
  • Added flamethrower "sizzle" sound when the Pyro is hitting a target
  • Updated explosion debris to be a bit darker
  • Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
  • Added ctf_well to the default mapcycle.txt file
  • Added ctf_well to the default motd.txt file
  • Fixed floor tile material type
  • Fixed some weapon damage info missing from TF2 game stats
  • Made some small changes to the Demoman viewmodel that were causing performance problems
  • Added exec'ing a .cfg file on the client when you select a class to play.
  • Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
  • Added server log entry for buildings destroyed by their owner
  • Fixed sentry gun shadows being clipped
  • Updated glass material



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