I added you, I'd love to give it a look over.Visualante said:I'm working on short, open, tough, single stage payload map at the moment. No gimmicky themes yet. If you'd like to give some feedback and try it out then hit me up on steam id sp_nce. Might be potential for a gaming age poster as an easter egg in return.
http://www.flickr.com/photos/stopmakingme/ it's pre-alpha at the moment but unlike a lot of mappers I'm determined to finish it because I think it's a valuable experience going through all the testing and refinements. The idea is that you need to control the walls to progress and clean out the buildings at each end of the map for cover.
cramcakes said:I searched and didn't see anything, please don't kill me if old...
New info on next "Classless" update:
http://www.teamfortress.com/
Okay, so that explains the logic in whether or not you get a critical hit, but I don't know what a critical hit DOES. What does it do exactly? And what do mini-crits do?Hazaro said:More damage within a 20 or 30 second period iirc equates to a better chance of getting criticals.
They posted a graph of it.
Weapons start at 2%, melee at 10%. Weps can go to ?? and melee to ??
http://www.criticaltf2.com/2009/02/critical-hits-explained-yet-again.html
Criticals do 2-3x the damage and suffer no damage falloff (e.g. a pistol shot at point blank does 24 (damage ramp up bonus), at long range it only does 5) A long range crit pistol shot will do 36.dojokun said:Okay, so that explains the logic in whether or not you get a critical hit, but I don't know what a critical hit DOES. What does it do exactly? And what do mini-crits do?
I feel poor and Irish too.Lyphen said:18 new hats and I still have none. I feel poor, and Irish.
:lol I ... I really do love Valve.ElNarez said:
You've put 400 hours in 2 1/2 months?Pctx said:the hats are a quite frankly a joke. I've put over 400 hours+ into the game and haven't found a single one yet. The system is broke and I hope they balance it out a bit.
I am actually looking forward to the trade in of drops.
Cheeto said:You've put 400 hours in 2 1/2 months?
I wonder how many hats he has.Volcynika said:I bet CapnDrake has put in triple that.
I thought the drop ratio was based on time playing the game as in overall since the system went live?Cheeto said:You've put 400 hours in 2 1/2 months?
You mean it ... drives you ... hatty?Pctx said:I thought the drop ratio was based on time playing the game as in overall since the system went live?
And it's probably more than 400 hours in game since TF2 came out... but honestly, it drives me batty that I haven't found at least one yet.
Thanks. But wait, if crits do 2-3x dmg, then wouldn't that long-range-crit-pistol-shot do at least 48 dmg?Hazaro said:Criticals do 2-3x the damage and suffer no damage falloff (e.g. a pistol shot at point blank does 24 (damage ramp up bonus), at long range it only does 5) A long range crit pistol shot will do 36.
Mini-crits add 35% damage and also get rid of damage falloff.
You have learned well, my son.fallout said:You mean it ... drives you ... hatty?
Close range shots can do up to 150% damage so the base would be lower (16).dojokun said:Thanks. But wait, if crits do 2-3x dmg, then wouldn't that long-range-crit-pistol-shot do at least 48 dmg?
I've used the idle program pretty much all the time, and I only have one hat. At least it's the Sniper one.fallout said:I wonder how many hats he has.
I'm real excited for that swamp theme for new community mapsLyphen said:Woo, snow levels! I'm also excited for the new gametype. But mostly the snow.
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
New Content
Added King Of The Hill game mode
Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
Added lots of new hats
Additions / Changes
Added "Auto Reload" option to the multiplayer advanced options
Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button
Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
Significantly reduced the amount of network traffic being sent
Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist
Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)
Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps
Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating
Added an "Inspect" key that allows you to look at items being carried by your team mates
Backpack improvements:
Added drag & drop to move items around. Item positions are maintained on the backend
Added multi-select, allowing you to delete multiple items at once
Added a new key to the key binding page that opens your inventory directly to your backpack
Fixed mouseover panel being incorrectly position when the backpack first appears
Cloaked Spies standing in valid backstab positions no longer raise their knife
Added current map name and gametype to the bottom right of scoreboard
Added class icons to tips on the loadout and loading screens
Improved visuals around flags when they're being carried by a player
Improved critboosted visuals, making it much clearer when an enemy has critboost
Updated the loading panel to show the game type under the map name during level transition
In-game chat dialog now supports full Unicode characters
Added BLU main menu background
Added response caching for some server queries to help reduce the CPU load from DOS attacks
Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail
Map Changes
Update PLR_Pipeline
Increased the starting advantage in the third round if a team has won the first two rounds
Fixed carts not continuing to the second round if they're capped at the same time in the first round
Fixed being able to shoot pipebombs over the starting gates in the first round
Fixed being able to open the doors in the first round before the setup time was finished
Fixed players getting stuck in some doors
Fixed players being able to get onto rooftops and out of the map boundaries
Fixed other minor bugs and exploits
Added community map Arena_Offblast
Added community map Cp_Yukon
Update Arena_Sawmill
Fixed DirectX8 bug where some models would not be visible
Fixed exploit with building teleporters outside of the map
Updated CP_Granary
Made a few changes to improve balance based on competitive community feedback
Item Reworks
The Force of Nature
The enemy knockback now only works in close range and behaves more like the Pyro's air blast
Enemies cannot be juggled by the FaN's effect
The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards
Knockback is now scaled by damage done
The Sandman
A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
Stunned players now take 75% of all incoming damage instead of 50%
Ubercharged players can no longer be stunned
Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
The minimum distance to stun a target has been reduced
The negative attribute has changed from "no double jump" to "-25 max health"
Fixes
Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs
Fixed an exploit that allowed players to work around sv_pure
Particle files are now protected by sv_pure
Fixed critboost effect getting stuck on when you die while critboosted
Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife
Fixed an exploit where you could reload The Huntsman faster than intended
Fixed Heavy "civilian" exploit
Fixed a set of exploits using the DXSupport config files
Fixed r_screenfademinsize and r_screenfademaxsize exploits
Fixed sentries firing at a fully cloaked Spy if they're still the closest target
Community requests
Added a HUD element for hybrid CTF & CP maps
Supports 1 or 2 flags, and any number of CPs
Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it
Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards
Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
healing is the amount the Medic healed in that life
ubercharge (1/0) is whether they died with a full charge
Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
:lolAdded a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
The Sandman
Stunned players now take 75% of all incoming damage instead of 50%
Ubercharged players can no longer be stunned
The negative attribute has changed from "no double jump" to "-25 max health"
GhostRidah said:king of the hill Viaduct map is pretty fun, the only new map I got to play but I think it was broken, chick kept screaming over time and it would go on forever :lol
speedpop said:I'm enjoying King of the Hill, but it's a bit full-on at times with 12v12. Did a few 6v6 and 8v8 and that was really the sweet spot. Gives people room to breathe.
Loving the pistol fix, offensive Engineer never felt so good.