Official Team Fortress 2 April Update Thread

Soldato
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I'll be keeping this thread up to date with news about the new Team Fortress updates due out this month. Below are some articles about the updates.

***THE UPDATE HAS BEEN RELEASED***

Steam said:
The Team Fortress 2: Gold Rush Update is now available, free to owners of Team Fortress 2 via Steam. The Gold Rush Update introduces the new Gold Rush map and Payload gameplay style, the first set of unlockable weapons, and a new set of achievements for the Medic.

In other TF2 news, a worldwide Team Fortress 2 Free Weekend will begin Friday at noon PDT, and will include access to the new content released today in the TF2: Gold Rush Update. Using the functionality made available through Steam and Steamworks, all of the files needed to join the Free Weekend are available for pre-loading now.

The Free Weekend is open to players around the world, and there is no obligation to purchase to participate; all that is needed is a Steam account to join.

To start pre-loading everything you need to play on Friday and learn more about Team Fortress 2, please visit www.steamgames.com/goldrush

steampowered.com said:
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Source Engine
  • Improved particle performance on multi-core machines
  • Added FOV slider to Options | Video | Advanced for all games (moved there from TF2’s multiplayer options)
  • Fixed surround sound initialization problems with new speaker modes defined in Vista
Team Fortress 2
  • Added Goldrush
  • Added Character Info and Loadout to the main menu
  • Added 39 Medic achievements
  • Added unique Medic items:
  • The Blutsaugher, The Kritzkrieg, and The Ubersaw
  • Added new attack animations to most melee weapons
  • Added new speech for the Heavy and Demoman
  • Added Stopwatch mode to Tournament mode
  • Automatically used on Attack/Defense maps
  • Teleporter effect no longer shows up on invisible or disguised Spies
  • Spies disguised as their own team can now capture control points
  • Increased force taken by pipebombs by bullets and explosions
  • Target ID hud is now colored red or blue to match the spectator target
  • Tournament mode no longer ends matches early if the time limit is nearly up when a new round starts
  • Fixed exploit where clients could start benchmark mode on servers
  • Fixed drowning exploit that allowed players to regenerate health
  • Fixed reload exploit that allowed plays to fire instantly after switching weapons
  • Fixed flamethrower bug where a player flush against a wall couldn't be lit on fire from the front
  • Fixed invulnerability overlay not drawing if the invuln player was previously on fire
  • Fixed "times used" entry in teleporters maxing out at 32
  • Fixed rare client crash on level change during control point capturing
  • Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements
  • For mapmakers:
    • Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
    • Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
    • Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
    • Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint
  • Granary
    • Added setup time logic, and gates to the middle
    • Fixed an overlay alignment bug on one of blue's gate signs
    • Minor lighting fixes in red/blue spawns
  • 2Fort
    • Added medium ammo and health to basement hallways
    • Added small ammo and health to top of spiral
    • Fixed a clip brush exploit outside blue sniper deck
    • Fixed number "2" overlay on front of red base not being assigned to the brush face
Portal
  • Fixed a rare crash related to bone setup

New Team Fortress 2 Main Screen:
tf2_mainscr.jpg


New character loadout screen:
tf2_loadoutscr.jpg


Medic loadout page:
tf2_medicscr.jpg
 
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Team Fortress 2 Goldrush and Unlockable Weapon Hands-on Impressions

From: http://www.shacknews.com/featuredarticle.x?id=833

shacknews.com said:
Earlier tonight, at a Valve pizza party, I saw the light again.

All throughout the demo of upcoming Team Fortress 2 content, a confident Robin Walker stood by the rows of glowing play stations, stooped above us like a ministerial Batman. I sat below, firmly entrenched in vicious battles over mine carts, wondering how he makes these wonderful toys.

Yes, the Church of Valve has delivered glory unto the PC gaming devout, as always. Goldrush is as fun to play as it sounds on paper. The medic weapons are solid additions, with a huge amount of potential. Consider me fully re-hooked on the Team Fortress 2 Kool-Aid.

In short, this update will be a much-needed breath of fresh air for those growing tired of TF2's standard offerings. And rather than a dying gasp, it feels more like the beginning of a deep, satisfying inhalation of content.

When it comes to revitalizing TF2, I must confess, I'm far more interested in new maps than extra gameplay mechanics. In that respect, Goldrush--the first map following the "Payload" game type--had fully captured my attention when it was announced. I am happy to report that it does not disappoint.

For those not in the know: Payload tasks an attacking team with moving a mine cart--filled with a Fat Man-styled bomb--from one end of the map to another, the explosive eventually detonating in the defending team's base. The cart follows a set path, with players moving the transport forward by staying within a small perimeter, increasing the acceleration through greater numbers.

Payload feels like a one-way capture point (CP) map in a sense, as the attacking team will be passing checkpoints throughout the map that add time to their clock. The defending team can only hope to halt the assault through a variation of devious ambushes. If they manage to keep the attackers from touching the cart for 30 seconds, the cart will then begin to slip backwards, to the defenders' certain frustration.

All of this is far easier to understand with a quick glance at the simple HUD, which represents the cart's progress with a simple icon that slowly moves forward on a bar. The number of players currently moving the cart is also displayed, in addition to major checkpoints.

Just as Valve bills it, the essence of Payload resembles a combination of Dustbowl and TFC's Hunted. Because of the dynamic element of the mine cart, the map requires smart teamwork and fast, reflexive thinking. There are plenty of areas where the defending team has an advantage, whether it be by way of higher ground or choke points. The attackers must quickly adapt to continuously changing battle scenarios in order to see the bomb home.

The mine cart itself presents some strategic questions. The round begins with the cart on the defensive side of the starting gates, so the attackers must fight through hell to even get the wheels rolling. On the plus side, the bulbous bomb works as a convenient source of cover. Smart players will put such an advantage to use, sniping from behind the moving object, continuously positioning it between them and the enemy.

As in Dustbowl, I found myself equally divided when it came to my preference for attack or defense. On the one hand, defending on Goldrush was a matter of airborne ambushes and downright sadistic sticky-bomb traps, a guerrilla war of entertaining proportions. On the other, guiding the mine cart is one of the most purely team-based activities to be found in TF2, and thus is bound to provide for some classic scenarios.

Not to mention that attacking can often be the easier of the two tasks. In fact, the attackers won most of the rounds during our match. This may have something to do with everyone playing medic, but it also seems that defending will require a solid knowledge of the twists and turns of Goldrush's varied arrangements. While a good team can blast through a CP map in seconds, even the most clueless of public rabble will be able to stand next to a cart and push. Defenders must offer stiff resistance to provide for a good match.

After a while our defending team caught on, and not a moment too soon--the attacking team's cart had been stopped literally inches from the final goal. This triggered an Alamo-style battle, with attackers pouring out of holes to make a charge for the cart. The final point in this configuration clearly resembled Dustbowl, with a catwalk shortcut from above, a long way around to the right, and a nearby spawn.

We put up a good fight, but were eventually overwhelmed, the red team pushing the cart one last inch and blowing a hole in our dreams.

But enough about Goldrush. Probably the more significant of the major additions, the unlockable weapons signal a huge change for Team Fortress 2. And while the other classes will receive their new guns "quickly," the medic weapons will serve as the initial installment.

By far my favorite of the new offerings is the Ubersaw. Looking more like a gun from Gears of War, the Ubersaw is stained from hilt to curved blade in blood, a twisted piece of bad-ass metal. It adds 25% to your ubercharge after scoring a hit, at the expense of a 20% slower firing speed compared to the standard Bonesaw. Meant for the more offensively minded medics--AlexXdude, maldoror, et al--the potential for ubercharge madness, as well as total embarrassment and disastrous medic time-wasting, is huge.

The Blutsauger--"The Vampire" in German--looks more like a blaster than a needle gun. It will suck away your enemy's health and add it to yours at the rate of three health per hit, a nasty self-healing weapon. But again, while it sounds superior to the Syringe Gun on paper, it lacks the ability to score critical hits, making it more of a defensive tool than anything else.

The Critzcrieg we knew about, but it was no less interesting to play around with. The gun itself emits a passive yellow glow, and upon ubercharge, casts a Palpatine-esque lightning around your teammate's weapon, imbuing him with non-stop critical hits for 10 seconds. Deadly to be sure, but much like a standard ubercharge, it only stays active for so long. The charge must be well-timed, and fully taken advantage of. Unlike the health variant, this crit-uber provides no defense for your attacker, relying totally on the skill of your teammate. If your soldier wastes his few critical rockets on the wall, you'll be forced to beat a hasty retreat, with little gain to show for it.

A loadout menu allows for between-spawn changing of each weapon. From the looks of things, Valve is planning to eventually add even more than the three extra weapons per class, as the loadout lists under each currently-equipped item: "(1 other in inventory)." Changing the primary Syringe Gun, for instance, brings you to an individual Primary Weapon loadout screen, with only one other option--The Blutsauger--currently available.

Like many of you, I was skeptical of the new weapons at first. I asked an imaginary Valve questions like: Why would you take the risk of potentially unbalancing such a balanced game? Why jump on the "unlockable" bandwagon when the game is already so solid? Why would you do this to my beloved pastime, Valve? Why?

The simple answer is, I think, that Valve might just succeed in digging the core of this game even deeper.

The Ubersaw is my favorite example. In recent weeks, growing a little bored of my typical Heavy setup, I've been playing the medic as an offensive melee class. The game, at present, makes it very difficult to do such a thing, and thus the challenge. However, with the Ubersaw, Valve is rewarding me for the same experimentation that I naturally gravitated toward. It is those kinds of wild gameplay scenarios that, if carefully balanced on a weapon-by-weapon basis, could add a huge amount of replay value to the TF2 experience.

As far as the development process behind these new toys, TF2 team captain Robin Walker told me that the unlockables have been far easier to balance than the actual classes. He seemed less concerned with balancing in general than I expected, though he noted that if any of the changes are unpopular amongst the community, the team will certainly take note.

I know a lot of Team Fortress 2 players--past and present--are worried about the longevity of the game. I didn't play Goldrush for thirty hours, so I can't tell whether it's the second coming of gameplay addiction. I don't know if these unlockable weapons will please everybody, and who knows what it will do to the game in terms of balancing.

All I know is, if you're trying to get ahold of me in a couple of weeks, you might want to look on Steam.

The new TF2 content is scheduled to go live sometime in the next few weeks.


Valve's Robin Walker on New Team Fortress 2 Content, Future Maps, and Awesomeball

From: http://www.shacknews.com/featuredarticle.x?id=832

shacknews.com said:
Shack: How did you approach the balancing of the new weapons?

Robin Walker: So the same way classes have pros and cons and strengths and weaknesses, you just adopt that here. We took that same approach with items, where items have those trade-offs. So the Blutsauger, you know, you add 3 health every time you hit an opponent, which is great if you're fleeing and you wanna keep yourself alive, but it never critical hits, and any medic who plays is gonna tell you that a lot of your kills with the Syringe Gun come from those critical hits, so there's this trade-off to make there. But we really wanted that kind of trade-off, the same trade-off you make when you choose a class, to be there when you're choosing an item.

Shack: My first reaction was to worry about how this might change the core game. Have you guys been play-testing this like crazy?

Robin Walker: We play-test this a lot. It's funny, this a lot easier of a problem than balancing the classes. Because you've got a fairly balanced case with the classes right now, and we can add an item and test, and see what changes. Whereas a year ago, when we were testing nine classes all at the same time, we had a ton of balls in the air. It was really hard.

Shack: Does the staggered release have anything to do with the issue of balancing?

Robin Walker: The staggered release is more actually--that's how fast we can get things done. This [first release] needed a lot of work in the backend. We have persistent data storage on the Steam backend now for what items you've unlocked--your weapon inventory is going to show up on your Steam profile, all that kind of stuff. So there was a lot of backend work for this that we're not going to have to do as we go forward, so we envision the next ones being done a lot faster than this.

Shack: Is it your priority now to finish up the rest of the class weapons?

Robin Walker: We're still pushing on new maps as well, because obviously map-makers aren't terribly involved in this stuff, but our programmers are crushing away on the big new achievements. Aiming for around 35 new achievements for each class, and the three unlockables. We're also going to be looking at ways that players can get items other than achievement unlocking. We really want everyone to sort of have that fun of choosing that trade-off, and obviously that gets more interesting as you get more items and so on.

And of course, as always, we'll be seeing how the community reacts to these. That's another reason why we like doing staggered releases, why we ship as fast as we can get done, because that way we learn as we go, instead of building all these achievements at once and then finding out that our entire achievement design philosophy is broken.

Shack: Before I forget, I couldn't help but overhear you a minute ago talking about [Shacknews community member -sk-'s map] CP_Redstone.

Robin Walker: So what we do is every Tuesday and Thursday we try and play through community maps, and we have a big list, but we haven't gotten to Redstone, so I feel bad. I don't want to make design comments, it's just, we were talking about it, and I was saying how one of the interesting things in the community--there are different maps which catch your eye for different reasons. Redstone's screenshots caught my eye because I thought it was a really good example of how, just.. it's really fun to look out there and see people who are just customers of TF, who can kind of pick up the visual style and start to sort of put their own touch to it, but still fit in really neatly. And I thought Redstone did that really well, just looking at the screenshots. Can't comment on the gameplay yet.

Shack: Are you planning another map with Payload gameplay, or will Goldrush be unique for now?

Robin Walker: We already have some plans for what we want to try next. We really want to try out a map where you're escorting a cart, and the cart's big enough that engineers are actually building on it, so you have a moving fortress. So we're going to try that out probably next.

But like anything else, we're going to listen to the community, see what they like. If everyone hated [Goldrush], we probably wouldn't do another one. That's one of the things sort of our philosophy--we never think we're smart enough to know what our customers like. So we want as much as possible to just get it in front of customers and listen to what they say. If they say they want more of it, then we'll do more of it.

Shack: I had something else I really needed to ask you, but now I can't remember.

Robin Walker: Have I played Awesomeball? Yes, I have.

Shack: You like it?

Robin Walker: [laughs] It's awesome, yeah.


Valve Reveals Final Team Fortress 2 Medic Weapons

From: http://www.shacknews.com/onearticle.x/52236

shacknews.com said:
Developer Valve released the final details on its upcoming Team Fortress 2 content update during a party tonight in downtown San Francisco.

In addition to the known crit-increasing gun "The Critzcrieg," the remaining two unlockable medic weapons were also available for hands-on time. Dubbed "The Blutsaugher" and "The Ubersaw," they will serve as replacements for the medic's standard syringe and bonesaw, respectively. The weapons will be earned through a new achievement system, and equipped through a loadout menu.

Below you can check out Valve's official descriptions for the weapons. For more, check out our impressions of the new content--including the fantastic Goldrush map--as well as our interview with Valve's Robin Walker and the 36 new Medic-specific achievements.

The Blutsaugher
For players that earn one third of the 36 new medic achievements, they will be given a new syringe gun. Called "The Blutsaugher," this new weapon no longer has the ability to score critical hits against an opponent. Instead it will draw health from enemies each time a syringe hits. Especially useful as a weapon to retreat away from the fight while staying alive.

The Critzcrieg
Once a medic has earned two thirds of the achievements, they will be granted "The Critzcrieg." This new medigun uses its ubercharge not for invulnerability, but to give its recipient 100% chance to fire critical ordinance. Medics and the player they are charging need to be careful though, because as much fun as it is to fire critical rockets as fast as you can, the other team will see what you're up to and try to put a quick stop to your plan.

The Ubersaw
For the determined medic that has earned all 36 of the new achievements, they will find themselves the proud owner of "The Ubersaw," which will take damage done in melee attacks and convert it directly to ubercharge. Four hits with this new weapon will fully charge whatever medigun the medic has equpped.

tf2_medic_saw.jpg

Image from 1up.com provided by Valve


Team Fortress 2 Medic Achievements Unveiled

From: http://www.shacknews.com/onearticle.x/52249

shacknews.com said:
Accompanying our impressions of the new map and details of the new weapons, developer Valve has issued a list of the 36 Medic-specific achievements that will soon arrive in its class-based multiplayer shooter Team Fortress 2.

As noted in our interview with Valve employee Robin Walker, though the Medic is the first class to receive new achievements and unlockable weapons, the company plans to eventually grace the other eight classes with additional armament and achievements.

"We're also going to be looking at ways that players can get items other than achievement unlocking," Walker stated. While some of the achievements aren't all that complicated, other are bound to require a careful mixture of time and luck.

The complete list of new Medic-specific achievements follows:

  1. First Do No Harm: Play a full round without killing any enemies and score the highest on a team of 6 or more players.
  2. Quadruple Bypass: Heal a teammate who's taking fire from 4 enemies at once.
  3. Group Health: Work with 2 other medics to deploy 3 simultaneous uber-charges.
  4. Surgical Prep: Have an uber-charge ready before the setup phase ends.
  5. Trauma Queen: Deploy 3 uber-charges in less than 5 minutes, and assist in 5 kills during that time.
  6. Double Blind Trial: Deploy an uber-charge within 8 seconds of a nearby enemy medic deploying his.
  7. Play Doctor: In a team with no medics, be first to switch to medic after a teammate calls "Medic!" and then heal 500 health.
  8. Triage: Deploy an uber-charge on a teammate less than a second before they're hit by a critical explosive.
  9. Preventive Medicine: Block the enemy from capturing a control point with an uber-charged teammate.
  10. Consultation: Assist a fellow medic in killing 5 enemies in a single life.
  11. Does It Hurt When I Do This?: Kill 50 scouts with your syringe gun.
  12. Peer Review: Kill 50 medics with your bone saw.
  13. Big Pharma: Assist a heavy in killing 30 enemies where neither of you die.
  14. You'll Feel A Little *****: Assist in killing 4 enemies with single uber-charge on a scout.
  15. Autoclave: Assist in burning 8 enemies with a single uber-charge on a pyro.
  16. Blast Assist: Assist in exploding 5 enemies with a single uber-charge on a soldier.
  17. Blunt Trauma: Assist in punching out 4 enemies with a single uber-charge on a heavy.
  18. Medical Breakthrough: Assist in destroying 8 enemy engineer buildings with a single uber-charge on a Demoman.
  19. Midwife Crisis: Heal an engineer as he repairs his sentry while it's under enemy fire.
  20. Ubi Concordia, IBI Victoria: Assist in killing 5 enemies on an enemy control point, in a single life.
  21. Grand Rounds: Heal 200 teammates after they've called for "Medic!"
  22. Infernal Medicine: Extinguish 100 burning teammates.
  23. Doctor Assisted Homicide: Assist in killing 20 nemesis.
  24. Placebo Effect: Kill 5 enemies in a single life while having your uber-charge ready, but undeployed.
  25. Sawbones: Hit enemies with your bonesaw 10 times in arrow without dying or missing.
  26. Intern: Accumulate 7000 heal points in a single life.
  27. Specialist: Accumulate 10000 heal points health in a single life.
  28. Chief of Staff: Accumulate 10 million total heal points.
  29. Hypocritical Oath: Kill an enemy spy that you have been healing.
  30. Medical Prevention: Save a falling teammate from dying on impact.
  31. Second Opinion: Uber-Charge 2 teammates at once.
  32. Autopsy Report: Provide an enemy with a freezecam shot of you taunting above their ragdoll.
  33. FYI I Am A Medic: Use your bonesaw to kill 5 enemy spies who have been calling for "Medic!"
  34. Family Practice: Uber-charge ten of your steam community friends.
  35. House Call: Join a game that one of your friends is in and then deploy and uber-charge on him.
  36. Bedside Manner: Be healing a teammate as he achieves an achievement of his own.


Team Fortress 2: New Weapons Now, Classes Later?

From: http://www.1up.com/do/newsStory?cId=3167415

1up.com said:
tf2_goldrush_1.jpg


Impatient Team Fortress 2 players who complain that they can never find a competent Medic when they need one can stop smashing "E" on April 20th. A trio of newly introduced doctor devices and the 36 achievement challenges that unlock them guarantee games with more stethoscopes than sniper scopes.

Valve views Team Fortress 2 as a work in progress, a mutable multiplayer game that will continue to change as the Bellevue, Washington company both collects data on everyday matches and decides to implement design ideas as they come. When, for instance, the metrics that Valve uses to identify problems and improve its process suggest that too few of us stick to a character class such as the Medic, series cocreator Robin Walker and crew can revamp the underutilized role accordingly. More than a spot fix, however, the additions Valve demonstrated at a San Francisco press party on April 15th, are also part of a larger program that will radically overhaul TF2 over the coming months.

tf2_medic_weap.jpg


To match the expansion of the Medic's arsenal (see below for a breakdown), each of Team Fortress 2's eight other classes will eventually acquire three unlockable weapons and/or tools alongside a lengthy, class-specific achievement list. Valve anticipates a rapid roll out and explains that the trickier challenge was implementing persistent data storage on Steam (to store player inventories), rather than re-balancing the game to reflect its fluctuating dynamics. In addition, Walker hints that, later down the line, Valve will introduce entirely new character classes as well as maps that differ dramatically from Goldrush.

Goldrush, a new map -- also introduced with the April 20th update -- introduces the Payload gameplay type. An attacking team must escort a mine cart-carried bomb across a battlefield and through a series of capture points to its ultimate destination inside a defending team's base. Simply standing beside the bomb propels it forward, and the more players in the area, the quicker the cart clips along. Carts that haven't been pushed for a period of 30 seconds begin to roll backwards. Walker describes Goldrush as a combination of the popular Dustbowl map and the Team Fortress Classic favorite called Hunted, in which one team, composed entirely of soldiers and medics, escorted an umbrella-toting VIP past enemy snipers and to an extraction point.

tf2_goldrush_2.jpg

Thanks to mr.sly for the info.
 
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Team Fortress 2 Goldrush Hands-On

From: http://uk.pc.ign.com/articles/866/866930p1.html?RSSwhen2008-04-16_105200&RSSid=866930

ign.com said:
There was an incredible amount of goodness in The Orange Box, last year's compilation of Half-Life 2 and its two episodes, the brilliant and hilarious puzzle game Portal, and the cartoonish multiplayer mayhem of Team Fortress 2. Fans of wild multiplayer games were drawn to Team Fortress thanks to its colorful, Pixar-like look as well as its intense class-based warfare. However, as TF2 veterans know, there were only a handful of maps and modes to play with. But Valve is looking to introduce a brand new map and mode later this month, and we were on hand last night a Valve event to check out Goldrush for the very first time. And, heads up, it's really good.

Goldrush is both a new map and a new mode, and it's a fun approach to the age-old method of having to deliver a bomb into an enemy territory. In Goldrush, "Red" team plays defense while "Blu" team plays offense. The goal is to deliver a bomb, loaded onto a railroad cart, into the opposing base. The trick is that the railroad track that the bomb travels upon wends its way around the level. At least one member of Blu team has to stand next to the cart to move it; the more Blu members around the cart, the faster it goes. If the cart is left alone it stops moving, and if it's left unattended by Blu team for more than 30 seconds, it begins to move in reverse. So Blu has to basically escort the cart along the track while Red has to stop them. The bomb cart can heal and rearm Blu team members around it, but it's still going to be tough.

tf2_gold_1.jpg


The map is divided into three stages, and the goal in each is for Blu to deliver the cart to the capture point at the end of the stage. There's only a limited amount of time for Blu to do so, but if they can advance the cart to certain checkpoints additional time is added to the countdown. If Blue can deliver the cart to the first capture point, the stage ends and the next one begins. The ultimate goal is to move the cart all the way to the third Red capture point, which destroys the Red base.

This cart dynamic creates all sorts of interesting challenges and strategies. Does Blu try to congregate around the cart? How does red set up defenses? This mode is designed so that each class can be useful. Snipers can have fun picking off anyone trying to stand near the cart, medics can help keep those pushing the cart alive, demomen and pyros can be incredibly deadly when the cart travels through narrow passages and buildilngs, and so on.

Valve will also use the upcoming Goldrush update to introduce a new unique item system to the game. This system will roll out throughout the year, and the first class to get an upgrade is the medic. By getting the new medic achievements you'll unlock three unique items for the class. There are 36 new medic achievements, so getting 12 achievements will unlock "The Blutsauger", a new syringe gun that drains health from an enemy when it hits them. Valve says that this is useful for the medic if he's trying to retreat from an advancing foe, since the medic can stay alive longer while killing the opponent.

The next new item, "The Critzcrieg", unlocks once you get 24 medic achievements. This is a new type of medigun. Unlike the original medigun, which can ubercharge an ally (basically make them invulnerable for a short period of the time), the Critzcrieg will boost the ally's chance of making a critical hit. So if a medic with the Critzcrieg charges an ally soldier, the soldier's rockets will inflict critical damage if they hit.

tf2_gold_2.jpg


Finally, if you manage to get all 36 medic achievements, you'll unlock "The Ubersaw", which absorbs damage being done by melee assaults and transforms it into an ubercharge. Valve says four hits with the Ubersaw will ubercharge any medigun the medic has. So instead of having to sit there and wait for a minute to ubercharge a medic gun, whip out your Ubersaw, melee an enemy four times, and you've got an instantly charged medigun.

If this sounds like this might make the medic class a bit too powerful compared to the rest of the classes, rest assured that Valve says that upgrades to the other eight classes in the game will come quickly. The improvements that Valve is making are impressive, especially since these are all going to be free updates for the community. There's no word on whether this content will trickle down to the console versions of The Orange Box and Team Fortress 2, though. Still, PC fans will have plenty to look forward to. The Goldrush update and medic upgrades will be released later this month.

Additional screenshots of Goldrush provided by ign.com:

gold_screen_1.jpg


gold_screen_2.jpg


gold_screen_3.jpg


gold_screen_4.jpg



Goldrush Gameplay Video



Thanks to mr.sly for finding this.


The following information is is a few weeks old but it's worth reading anyway. Don't forget to check out the video at the bottom.

New Team Fortress 2 Content Scheduled for Mid-April; Includes Goldrush, New Weapons, Meet The Scout

From: http://www.shacknews.com/onearticle.x/51941

shacknews.com said:
The next batch of free content for the PC edition of Team Fortress 2--including the new Goldrush map, unlockable weapons, and Meet the Scout video--is slated to arrive the week of April 20, developer Valve has informed Shacknews. Outside of that general timeframe, a specific release date for the new content was not provided.

Goldrush will mark the first map in a new game mode called "Payload," which will task the Blue team with herding a mine cart full of explosives toward the Red base. The more players near the cart, the faster it will move, the Red team winning if it prevents Blue from reaching its goal. The map will also be the first to utilize the cinematic physics technology from Half-Life 2: Episode Two.

Though unlockable weapons will eventually spread to all classes, the Medic class will be the first to receive new armament. According to a recent IGN interview, a total of three new items will be available, unlocked by earning a set number of the new class-specific achievements.

While Valve had discussed an Overhealer gun that would double a target's health, the studio is currently testing a Medic gun that, once charged, will guarantee targets ten seconds of continuous critical hits.

Valve previously explained that the unlockable items would be equipped via a new loadout menu, suggesting that gamers will not be able to easily swap between the new tools in the midst of battle.


Team Fortress 2 Q & A

From: http://uk.pc.ign.com/articles/861/861991p1.html?RSSwhen2008-03-25_154800&RSSid=861991

ign.com said:
US, March 25, 2008 - The months that lead up to the release of Valve's Orange Box were met with much anticipation. The game package included Half-Life 2: Episode 2, which offered fans the opportunity to again gun down aliens as iconic crowbar-wielding Gordon Freeman, as well as check out an at the time curious and unknown puzzle game called Portal. Arguably one of the most anticipated pieces of the Box was Team Fortress 2, which had been in development for years and undergone several facelifts.

Upon release, the Orange Box and Team Fortress 2 were met with heaps of praise from the gaming press and community alike, and both have kept a close watch on Valve's updates over the past few months. We had the opportunity to send a few questions to Valve designer and programmer Robin Walker about what to expect in Team Fortress 2's future. The exchange was conducted through email.

IGN: When might we start seeing the unlockable item updates mentioned a while back? What classes are being focused on right now? Is the Medic still planned as the first update to roll out?

Robin Walker: We're almost done. The Medic is still planned as the first update, but we'll be pushing into the other classes pretty quickly. Much of the time we've been taking has been on the backend work, so we won't have to do that work again.

IGN: What types of items can players expect to unlock with the Medic and other classes? Can you give a few specific examples?

Robin Walker: We'll be shipping an unlockable version of each Medic weapon. Our focus has been to produce weapons which have both pros and cons, so they're not a straight win when equipped. Much like the TF classes are aimed at different players, where the "best" class varies depending on the player's skill, we want the "best" weapon to vary based on the player's playing style. So we want players thinking about what kind of player they are, and what strategies they like to use, and trying out different weapon loadouts to see what works best. As an example of these tradeoffs, the unlockable medigun we're play testing right now switches out the 10 second invulnerability effect for 10 seconds of 100% chance of critical hits. It's the source of much debate internally as to whether it's better or worse than invulnerability, and under what circumstances it's better or worse. This is the kind of weapon we're aiming for, where you can think of many cases where it's better, and many cases where it's worse. It also affects the play of the Medic and his partner a lot, which is another goal for us. If the unlockable weapons don't significantly impact player's play style, they're not worth doing.

IGN: How do you actually unlock the items?

Robin Walker: They're tied to achievement progress. So you unlock the first Medic unlockable when you complete 12 of the 36 Medic achievements, the second at 24, and the third at 36. We're also looking at other ways to unlock weapons too, so that everyone gets to be involved in the weapon selection process.

IGN: Why was it decided to include unlockable items in the game? Was it something the player base wanted or something that was always planned to be included but wasn't polished / balanced enough for launch?

Robin Walker: The additional weaponry is part of a set of additional gameplay pieces we've been planning to add to the TF2 core from the beginning. We've learned many things over the years of shipping multiplayer titles, and one of them is that players want new content. TF2 is the first multiplayer game we've shipped where we outlined our future content plans some time before we shipped, which allowed us to lay the groundwork in the initial release.

IGN: If some players are running around with unlocked items and some aren't, how are you taking steps to assure the gameplay remains balanced between classes?

Robin Walker: One of the core design philosophies in TF2 is that of tradeoffs. When you're making a choice about what class you'd like to play, you're making a tradeoff between the abilities you'd like, and the penalties you pay to get them. So you can have the Heavy's big minigun, but you'll pay for it with a slow movement speed. These tradeoffs are made more interesting by focusing different abilities & penalties around different play styles, which ensures that the "right" class choice varies based on the skill set of the player making the choice. This approach to class design is the same approach we've taken to the new weapon designs. Each of the new weapons forces players to make tradeoffs between its pros and cons, which we've used to make each weapon relatively self-balancing. Looking at the previous example of the new medigun that grants 100% critical hits, you can see that approach at work. Sure, you can kill a lot of enemies when you're firing nothing but crits, but you can also get killed yourself, unlike the invulnerability charge. Is this weapon better than the base invulnerability medigun? The answer varies dramatically across games, depending a lot on the skills of the player being charged, the skills of the Medic doing the charging, and the skills and makeup of the enemies they're fighting.

IGN: When might we see Goldrush release? Can you briefly describe the type of gameplay mode players should expect to see on this map?

Robin Walker: Goldrush is looking like it'll come out along with the Medic achievements and unlockable weaponry. It's the first map in a new game mode we're calling "Payload", where the Blu team escorts a cart loaded with explosives into a Red base. The cart moves faster the more Blu players are near it, and contains a handy dispenser to heal and resupply them as they escort it. The Red team wins if they can keep the cart from reaching their base. Goldrush is also the first map where we've used the cinematic physics technology from Half-Life 2: Episode 2 in a multiplayer environment, and we're really happy with the results.

IGN: Will the console versions ever see these updates? If not, why? If so, when?

Robin Walker: We're still trying to figure that out. Right now we're working on a map pack that we hope will contain Goldrush and the rest of the maps we've shipped to the PC customers so far.

IGN: Thank you for your time.

Goldrush Flythrough Video

 
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They really should have gone with 20 well thought out achievements instead of 15 decent and 15 'meh'.
 
Lol FYI I Am a Medic

The achievements look fun, really looking forward to this, been playing medic a lot lately.
 
Whoa, this thread is looking like a scrap book with all these news clippings!

I know what I'll be doing next week...

PK!
 
i hate what they have done to team fortress

team fortress used to be so unique but now tf2 has turned into just another standard fps

if it didnt have cartoon gfx it would basically be cod4 or bf2

its a shame
 
Nice update. The cart definitely looks a lot better than the original version they showed.

And thank god TF2 doesn't have grenades, otherwise it really would be another CoD4 or BF game.
 
Nice update. The cart definitely looks a lot better than the original version they showed.

And thank god TF2 doesn't have grenades, otherwise it really would be another CoD4 or BF game.

Indeed.

WP Valve keeping people like iBot from playing :D
 
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